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Will Spycraft dominate d20 Modern?
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<blockquote data-quote="Azgulor" data-source="post: 2449386" data-attributes="member: 14291"><p>I guess I would term it heroic. Not so gritty that combat must be avoided entirely, but certainly not Hollywood action-hero style. Say, like <em>24</em> as opposed to <em>Alias</em>. This has been my reluctance to convert to d20 Modern thus far. I've read where the MDT keeps combat lethal, but I still have visions of the D&D mindset where high-level characters have no fear of mundane threats.</p><p></p><p>My players want the game <em>to make sense</em>. If a rule is completely whacked, it kills their immersion in the game - rather than being into the story, where they would take actions that seem plausible, they're jarred back into viewing everything as a game and the mindset shifts away from role-playing into play dictated by game-mechanics. This was the primary reason we abandoned AD&D years ago and after an early test run decided 3.0 didn't go far enough in overcoming those deficiencies.</p><p></p><p>From a GM perspective, I've done a d20 Modern vs. GURPS bake-off for character creation. I can work up a fully-statted NPC in d20 Modern faster - just one example of how I could condense GM prep time that's already in short supply. I can watch just about any TV show or movie set in a non-fantasy setting and assign d20 Modern classes to the characters in the show/movie. But if gameplay suffers no one will be happy anyway. In play, GURPS is a snap and is internally consistent and strikes the right balance between heroism and gritty realism. But I'm finding the up-front prep time is taking too long (job+wife+5yr old+infant = no freakin' time).</p><p></p><p>So here's what prompted my post in the first place:</p><p>1) I'm not convinced d20 Modern can fit the bill for me or my group. I do think it's a good game, I just think it didn't diverge far enough from D&D and therefore wasn't all it could have been.</p><p>2) GURPS provides support for modern and sci-fi genres that is at least equal to (and is arguably stronger) than their support for fantasy. WotC has a wide gulf between its support for D&D and d20 Modern. (I understand their reasons for it. Doesn't change the reality of the disparity.) If I've got to fill in the "gaps" presented by d20 Modern, I'm just changing one form of prep time for another. 3rd-party products help, but I haven't found one publisher that hits the mark across the board. Net gain = 0 or worse (if gameplay doesn't satisfy).</p><p>3) Spycraft, being AEG's flagship RPG, presumably has a large interest in the game doing well - which would suggest it would be well supported. Their innovations to the d20 system look interesting. If the core rulebook grabs me, I would be interested to see IF they would do a better treatment of modern and sci-fi genres than d20 Modern has thus far.</p><p></p><p>Thanks,</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 2449386, member: 14291"] I guess I would term it heroic. Not so gritty that combat must be avoided entirely, but certainly not Hollywood action-hero style. Say, like [I]24[/I] as opposed to [I]Alias[/I]. This has been my reluctance to convert to d20 Modern thus far. I've read where the MDT keeps combat lethal, but I still have visions of the D&D mindset where high-level characters have no fear of mundane threats. My players want the game [I]to make sense[/I]. If a rule is completely whacked, it kills their immersion in the game - rather than being into the story, where they would take actions that seem plausible, they're jarred back into viewing everything as a game and the mindset shifts away from role-playing into play dictated by game-mechanics. This was the primary reason we abandoned AD&D years ago and after an early test run decided 3.0 didn't go far enough in overcoming those deficiencies. From a GM perspective, I've done a d20 Modern vs. GURPS bake-off for character creation. I can work up a fully-statted NPC in d20 Modern faster - just one example of how I could condense GM prep time that's already in short supply. I can watch just about any TV show or movie set in a non-fantasy setting and assign d20 Modern classes to the characters in the show/movie. But if gameplay suffers no one will be happy anyway. In play, GURPS is a snap and is internally consistent and strikes the right balance between heroism and gritty realism. But I'm finding the up-front prep time is taking too long (job+wife+5yr old+infant = no freakin' time). So here's what prompted my post in the first place: 1) I'm not convinced d20 Modern can fit the bill for me or my group. I do think it's a good game, I just think it didn't diverge far enough from D&D and therefore wasn't all it could have been. 2) GURPS provides support for modern and sci-fi genres that is at least equal to (and is arguably stronger) than their support for fantasy. WotC has a wide gulf between its support for D&D and d20 Modern. (I understand their reasons for it. Doesn't change the reality of the disparity.) If I've got to fill in the "gaps" presented by d20 Modern, I'm just changing one form of prep time for another. 3rd-party products help, but I haven't found one publisher that hits the mark across the board. Net gain = 0 or worse (if gameplay doesn't satisfy). 3) Spycraft, being AEG's flagship RPG, presumably has a large interest in the game doing well - which would suggest it would be well supported. Their innovations to the d20 system look interesting. If the core rulebook grabs me, I would be interested to see IF they would do a better treatment of modern and sci-fi genres than d20 Modern has thus far. Thanks, Azgulor [/QUOTE]
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