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Thoughts on Shadowforce Archer?
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<blockquote data-quote="Barcode" data-source="post: 203347" data-attributes="member: 3165"><p>I have only given Shadowforce Archer a moderate skim, but my conclusion is that it's "feel" is close, but not really what I'd be looking for in my Spycraft game.</p><p></p><p>First of all, it bases its premise on the existence of a benevolent conspiracy to protect the world from itself. This conspiracy has portioned up the world, and controls all of the major intelligence organizations. They have basically been keeping us from destroying ourselves for the last fifty years. Of course, there are equally diabolical criminal organizations that oppose them.</p><p></p><p>By minimizing the various national intelligence agencies to puppet status, I think you lose a lot of scenario potential. There is just too much cooperation going on for my tastes. I like the idea of an independent, multinational agency with the same kinds of goals, but it needs to be smaller, and therefore more challenged by individual government actions as well as vast criminal conspiracies. As it is, it just feels too powerful and organized.</p><p></p><p>I plan to use various pieces of the setting if I can ever get a Spycraft campaign off the ground, but I would not use it straight. There is a lot of good material in there, and you can bet that whatever I do, there will be a Psicorps in there.</p><p></p><p>The coverage of mysticism and chemical monsters was ample for my purposes. This is superspy genre after all, not DnD.</p><p></p><p>A closer read and actual game experience will tell for sure, tho'.</p><p></p><p>I got it from Warehouse23 for $20 plus shipping. Check them out.</p></blockquote><p></p>
[QUOTE="Barcode, post: 203347, member: 3165"] I have only given Shadowforce Archer a moderate skim, but my conclusion is that it's "feel" is close, but not really what I'd be looking for in my Spycraft game. First of all, it bases its premise on the existence of a benevolent conspiracy to protect the world from itself. This conspiracy has portioned up the world, and controls all of the major intelligence organizations. They have basically been keeping us from destroying ourselves for the last fifty years. Of course, there are equally diabolical criminal organizations that oppose them. By minimizing the various national intelligence agencies to puppet status, I think you lose a lot of scenario potential. There is just too much cooperation going on for my tastes. I like the idea of an independent, multinational agency with the same kinds of goals, but it needs to be smaller, and therefore more challenged by individual government actions as well as vast criminal conspiracies. As it is, it just feels too powerful and organized. I plan to use various pieces of the setting if I can ever get a Spycraft campaign off the ground, but I would not use it straight. There is a lot of good material in there, and you can bet that whatever I do, there will be a Psicorps in there. The coverage of mysticism and chemical monsters was ample for my purposes. This is superspy genre after all, not DnD. A closer read and actual game experience will tell for sure, tho'. I got it from Warehouse23 for $20 plus shipping. Check them out. [/QUOTE]
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