[Spycraft] What's needed for a game?

VorpalBunny

Explorer
I've been riding the fence on Spycraft, but P-Kitty's thread on his first game sold me - I'm picking it up this weekend. Besides the rulebook, what else do I really need to run a decent game?
 

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Depends on what elements you want to emphasize . . .

It really depends on what gives you the biggest kicks. I've bought all the Spycraft products so far and have been very pleased. I'm just starting to play the game, so here's my thoughts on product usefulness.

First off, the core book is wonderful. It really does have all you need to have a blast with the spy genre. The other books simply provide further crunchy bits.

The Soldier/Wheelman Class Guide lays out some great prestige classes for narrowly specializing these two classes. For example, there are classes for Big Game Hunter types, SEAL's, Heavy Weapons Specialists, Heavy Vehicle Specialists, Flying Aces, Bikers, etc. It also adds to the chase rules, gives expanded vehicle stats, and covers really big guns (artillery and such). We haven't done much with these rules yet (still low level), but I could see a GM using these bits to make a nasty mastermind, equip his fortress, and run more interesting chases.

The Modern Arms Guide lays out optional rules for combat and lots more firearms stats with new special qualities that can really distinguish different weapons. Melee weapons, armor, and other equipment are also featured (there's also a free download of equipment that did not make it into the book on AEG's Spycraft site). Lastly, it contains the supercool Triggerman prestige class for John Woo-style gun fu. I'm not a gun bunny who can comment on accuracy of stats but we've already used this book a lot and everyone seemed to enjoy the new options.

Hopefully that helps.
 
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It does help - thanks. I'm looking to run sort of a Mission Impossible meets James Bond kind of game, so I think I'll opt for the Modern Arms Guide over the class guides.

Thanks again!
 

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If you want to run more "fantastic" game with spycraft, pick up Shadowforce Archer campaign book. It has base classes for psionics and mystic magic (not much use to PC's, though). It also has few prestige classes (Sniper etc.), psionic gadgets and other cool stuff.
It is a default setting for spycraft as well...

Z.
 

Now a note on the Shadowforce Archer stuff.
Shadowforce Archer: Lots of crunchy bits, such as rules for spellcasting and psion rules. It also gives you several plot hooks that you can use, even giving you a way to influence future products.
Archer Foundation: More crunchy bits, this time going into the Fringe. Also has more plot hooks and gadgets for you to play with.

In other words, if you want to walk on the wierder side, you're going to want to pick this stuff up. Of course, future products are going to get more and more mundane, until you have everything to run anything you want in the setting.

[edit] Hm... I seem to have been beaten to the punch...
 
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