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Stargate Campaign: Spycraft or D20 Modern?
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<blockquote data-quote="Voneth" data-source="post: 794855" data-attributes="member: 1016"><p>I am looking more at this as "How can Mkletch get his group to play AEG' s SG-1 book" in comparsion to selling him on how cool Spycraft is. (Which in my mind has done for modern gaming what DnD did for fantasy gaming, set up a default game format. I love those budget and Mastermind creation rules)</p><p></p><p>My suggestion is to take out the "crits only by action dice" function of the Action Dice. I read a thread where someone did playtest a DnD game with Action Dice and it seemed that fighters were a little less fun without random crits. That being said, I have played in other d20 games with "Action Dice" and players loved them. WotC themselves has used the concept twice (Star Wars and d20Modern). However, Spycraft is the only such system that touches on criticals. All the others do the same thing, enhance dice rolls, provide some healing - and in Spycraft activate some powerful high level class abilities or enhance the outcome of psionics.</p><p></p><p>And if you decide that VP/WP is too much a change to handle (essentialy VP is a book keeping mechanic for a subdual damage system.) Then convert it back to hit points and use normal crit rules and you are pretty much back on familar territory. Conversion is pretty much that your VP become HP points and toss out WP.</p><p></p><p>We don't know yet if SG-1 will include Error rules (critical fumbles for firearms that balance out Critical Successes), but the gist of my message is that I bet the changes in SG-1 from d20 will be easy enough to ignore or easily convert back to DnD enough that you will still get plenty of use out of the book you buy. </p><p></p><p>If anything, I bet you keep the Background rule. Backgrounds let a player spend skill points on a subplot to his character. If the GM introduces the subplot, the player get XP for responding to it. If the GM can't work the subplot in after a few sessions, the player gets a generic XP bonus and the Background ends. Cool stuff.</p><p></p><p>It seems to me, however, that your group perfers a fantasy meilu and your challenge may be more the SF nature of the setting and the difference in rules may become more of an excuse to avoid getting out of their rut.</p><p></p><p>As an aside, SG-1 has surprised me over the years. When I first heard about the series, I thought it was going to be pretty lame. I never got to see the show until reruns and new episodes came on SciFi. I have been pleasently surprised at the quality of writing and inginuity and use of real science in the shows. I even wonder if SG-1 had been a TV series in the 60s with the same quality of acting and writing, would it have outdone Star Trek?</p><p></p><p>Another aside, Morris originaly gave the game a 5/5. After playing it, he have it a 4/5. So even after the luster of the game wore off, it was still above average.</p></blockquote><p></p>
[QUOTE="Voneth, post: 794855, member: 1016"] I am looking more at this as "How can Mkletch get his group to play AEG' s SG-1 book" in comparsion to selling him on how cool Spycraft is. (Which in my mind has done for modern gaming what DnD did for fantasy gaming, set up a default game format. I love those budget and Mastermind creation rules) My suggestion is to take out the "crits only by action dice" function of the Action Dice. I read a thread where someone did playtest a DnD game with Action Dice and it seemed that fighters were a little less fun without random crits. That being said, I have played in other d20 games with "Action Dice" and players loved them. WotC themselves has used the concept twice (Star Wars and d20Modern). However, Spycraft is the only such system that touches on criticals. All the others do the same thing, enhance dice rolls, provide some healing - and in Spycraft activate some powerful high level class abilities or enhance the outcome of psionics. And if you decide that VP/WP is too much a change to handle (essentialy VP is a book keeping mechanic for a subdual damage system.) Then convert it back to hit points and use normal crit rules and you are pretty much back on familar territory. Conversion is pretty much that your VP become HP points and toss out WP. We don't know yet if SG-1 will include Error rules (critical fumbles for firearms that balance out Critical Successes), but the gist of my message is that I bet the changes in SG-1 from d20 will be easy enough to ignore or easily convert back to DnD enough that you will still get plenty of use out of the book you buy. If anything, I bet you keep the Background rule. Backgrounds let a player spend skill points on a subplot to his character. If the GM introduces the subplot, the player get XP for responding to it. If the GM can't work the subplot in after a few sessions, the player gets a generic XP bonus and the Background ends. Cool stuff. It seems to me, however, that your group perfers a fantasy meilu and your challenge may be more the SF nature of the setting and the difference in rules may become more of an excuse to avoid getting out of their rut. As an aside, SG-1 has surprised me over the years. When I first heard about the series, I thought it was going to be pretty lame. I never got to see the show until reruns and new episodes came on SciFi. I have been pleasently surprised at the quality of writing and inginuity and use of real science in the shows. I even wonder if SG-1 had been a TV series in the 60s with the same quality of acting and writing, would it have outdone Star Trek? Another aside, Morris originaly gave the game a 5/5. After playing it, he have it a 4/5. So even after the luster of the game wore off, it was still above average. [/QUOTE]
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