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1  Products / Fantasy Craft / Re: Exploding enemies (aka Death Throes) and question about Burden of Ages on: May 18, 2013, 02:53:54 PM
Again, glad to help. Smiley

Say, don't you have Spycraft 2.0?  That has modern prices.  And you have Wild west for 18th century prices.  Are revolvers about 1/10 the dollar amount in G:WW as SC 2.0? 

Because that would be a very convenient truth.  Grin


Spycraft 2.0 averages are about 600-700 for service revolvers 250 for backup and about 900 dollars for hunting just in case you don't have it.

One amount quoted in G:WW for a revolver was $10 so I guess its in the right ballpark. Guess cost would vary based on condition an quality too.

Need to work it through when got bit more time. Cheers.  Smiley 
2  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Gear Acquisition on: May 18, 2013, 02:43:19 PM
Excellent. Thanks.  Smiley
3  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Gear Acquisition on: May 09, 2013, 02:53:04 PM
There are still classes though they're not structured the same as before, nor do they interact with the rest of the system in the same ways (some of classes will be familiar; the rest is new).

I'm an advocate of divorcing gear from classes as well, and while I cannot yet confirm that they're one hundred percent extricated from one another, I'm happy to say that it's on my agenda for the finished product. We'll see how the rest of development goes.

Pat, as a die-hard Old School Top Secret RPG fan, could I ask you to at least consider including Assassin, Burglar and Investigator type agent classes (or equivalent) please ?  Smiley
4  Products / Fantasy Craft / Re: Exploding enemies (aka Death Throes) and question about Burden of Ages on: May 09, 2013, 02:43:03 PM
Glad to help.

And that last bit in my post is worded in a way that makes it wrong.  The prices weren't really 1/10 of todays, except on some big ticket items.   They were very low.

Dollar values were 10-20 times what they are now for the period mentioned.  I don't think it's relevant to go into any great detail and you'd probably want an expert for that.  I think the actual advice is sound though.


Fantastic, BB. As always. I think I need to create some PCs and equip them and see how it works in practice. Thanks again.
5  Products / Fantasy Craft / Re: Exploding enemies (aka Death Throes) and question about Burden of Ages on: May 08, 2013, 03:09:21 PM
Makes sense to me.

In my campaigns, I'm trying to use 1 sp as:

1 Barter Unit (from the Barter/Trade goods rules in Adventure Companion). Used in a Post-Apoc game.

1 Steel Piece. Used in a Sword and Planet game. Any metal is scarce there.

I suppose no matter what the local currency is expressed as, the big difference is in the amount of starting money a PC gets. So in a Wild West game - he gets 750 sp (dollars), in a Pulp game - 4000 sp (dollars) and in a modern day game 40,000 sp  (dollars). Maybe.  Huh?
6  Products / Fantasy Craft / Re: Exploding enemies (aka Death Throes) and question about Burden of Ages on: May 07, 2013, 03:25:03 PM
Not sure, I'd only got Gurps Wild West to hand and that has prices in GURPS $ !! Grin

I seem to remember there was a scene in The Quick and the Dead which spent several minutes on the varying costs (and conditions) of six-shooters. Maybe i need to re-view that film ??  Smiley
7  Products / Fantasy Craft / Re: Exploding enemies (aka Death Throes) and question about Burden of Ages on: May 07, 2013, 03:05:58 PM

Ok, for stuff like that, I'd definitely do 1:1 for simplicity. If it works better for you, move Fantasy Craft back to gold coins.  It's not like you'll actually break anything.  In my fantasy campaign, sp are silver pieces.  In my Wild West, sp are dollars.  In Star Frontiers, sp are credits.   For me, sp means standard price Smiley


Hi Blankbeard,

Like you I run games in several different worlds and I like your idea of using sp as a standard currency for bookkeeping (keeps things straight forward) but then describing the money in recognisable terms for that genre.

I have a question about how it works though.

When your PCs take their sp to buy things, do you just give them an equipment list in the local currency (perhaps from a particular game book) or a list with items converted to sp ?

So, for example in the Wild West campaign, does a six-shooter cost 10 dollars or 10 sp ?  Smiley
8  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Gear Acquisition on: May 07, 2013, 02:33:56 PM
Hi,

Will there be any rules for designing gadgets/upgrading gear in SC 3.0 ?  Smiley
9  Products / Fantasy Craft / Re: How would you create the Sylvari on: May 07, 2013, 02:27:04 PM
If it helps, have a look at the Plantfolk Species Feat, I (with the aid of others) created for a Post-apoc Fantasy game:

http://www.crafty-games.com/forum/index.php?topic=6015.msg108484#msg108484

10  Products / Spycraft Third Edition / Re: Spycraft Third Edition and Mastercraft on: February 02, 2013, 12:41:06 PM

But as a consumer, this makes me somewhat unhappy. Leaving aside the usual RPGer gripe about it another game system to get one's head around -- as it's been my distinct experience that the vast majority of RPGers are not system-agnostic and have a strong tendency to keep to the familiar due to the cost of investing in new territory -- what this carries with it is the breaking of the implicit promise of Mastercraft and its refinement of the pick'n'mix opportunities given to us by the SRD and the OGL that's been in place for many years now.

Fantasycraft is a wonderful refinement of the OGL, but its that very refinement combined with the sadly glacial release of new material that puts it on the outskirts of a hill ruled by Pathfinder and D&D. I know I, and I'm sure many others, were lookign forward to SC3 not just as its own thing, but also as something we could point to and use to encourage interest in FC as part of the Mastercraft flavour of OGL due to diversity of options and shallow learning curve.


First of all, Pat, thanks for the chance to sound our views and chew over the future of Spycraft.

I have to say I agree strongly with Mr Andersens comments above. Having played my way through many different game systems and various attempts at a single Universal RPG system, I did feel finally very at home with the Mastercraft concept.

Having MC as a good core system and and thanks to Blankbeards and others work on the forums, I felt I could adapt and run prettty well any setting I needed. I wanted to have a system I could understand well so the only work would be decyphering the 3rd party supplements I will be using (Stuff like a BRP Pulp book and Pathfinders Warlords of the Apocalypse.).  

I was also looking forward to other MC games, not just for their own merit but for the rules/options they would add to the MC pool. (Gadget rules from SC ? / Forensics from 10kb? ).  

Fantasycraft/Mastercraft is a excellent, flexible and fast moving system (credit to you guys for coming up with it) and I haven't found it dense or hardgoing so I can't see why it couldn't the basis for SC 3.0 and 10KB.

Anyway, I'll still be looking at SC3.0 with hope and wish you luck with it but I would really have prefered it as an MC game.

Thanks.
11  Community / License to Improvise / Re: War Never Changes... or Does It? on: December 15, 2012, 08:04:58 AM
What about the use of Force Fields to counter the lethality of weapons ? We could arrive at situation such as in Dune where anything moving faster than a blade is blocked and melee Weapons are in use.

Or if guided missiles, some sort of man-portable ECM jamming automatically kicks in ?

I agree with the points that Drone or robotic units will still need human units to guide them at least in the near future. In the further future settings (like in Gamma Word or the Terminator films), they may become controlled by A.I.

But when they develop this level of intelligence, they may decide to start fighting for the own cause (as in Battlestar Galactica and the Traveller: New Era setting).    Smiley
 
12  Community / License to Improvise / Re: [A New Pie] Alphas on: December 15, 2012, 07:43:12 AM
Great reading, BB.

Heres a few thoughts I had which may be useful.

For Human chararcters like Batman, Green Arrow, The Cape etc , who are the result of intense physical training, would you use a general talent (say called Trained ) or would you use specific existing Talents (eg Agile, Strong etc ?. 

For characters in general, there are some good talents for use as Common Talents in the setting: Brainy (Tony Stark types), Orphaned (Bruce Wayne), Brave. 

I like way you have the Specialties (like Inventor and SuperSoldier) building up the heroes strengths.

Some Specs I would use as Common Specs would be Acrobat (DD), Archer (Hawkeye), Aristocrat (Bruce Wayne, Oliver Queen), Astronaut (Ben Grimm), Lord (Submariner), Journalist (Peter Parker).   

Regarding Superpowers for Trained Humans types, speading the ranks across several Powers such as Superstrength, SuperAgility, Indomitable Will, Super-Precision or Peerless Skill makes sense as most Trained types are bordering on the superhuman in these areas anyway.

How about a Ricochet Ranged Attack Trick, where the hero ounces a weapon off a brick wall to hit a crook unawares ? . (Captain America does this with his Shield and DD does it with a Billy Club.)

 Grin 
13  Community / License to Improvise / Re: [Pre-Stated (mostly)] Animal Companions on: December 05, 2012, 03:23:26 PM
Superb. Thanks.  Grin
14  Community / License to Improvise / Re: [Pre-Stated (mostly)] Animal Companions on: December 05, 2012, 03:13:35 PM
Ok, Thanks.

I might use the Giant Eagle for the Hawk.
15  Community / License to Improvise / Re: [Pre-Stated (mostly)] Animal Companions on: December 05, 2012, 03:06:20 PM
Would you happen to have stats for a Hawk and Sabre-tooth Tiger as Animal Companions please ?  Smiley

The Hawk is from my Conan campaign and is a totem animal for a Pictish warrior.

The Sabre-tooth is from a Pulp campaign and is the companion of a Tarzan like character, Mara of the Lost Land.
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