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Author Topic: Shadowforce Archer Question  (Read 3823 times)
Thalandir
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« on: August 12, 2008, 06:58:47 AM »

I've been going back through the old 1.0 campaign setting for Spycraft and am really enjoying it.  I got into Spycraft late so I missed almost all of the first go around.

This may be a dumb question but I know in the books, there was notes about the Shadowforce Archer Interactive Campaign (which I think is a sweet idea BTW) and how plot points were posted on a website and thus the story would develop and our campaigns would shape the world itself. 

I'm wondering whatever happened to the campaign itself and what was the conclusion.  Is there anywhere on the web that we can go back to take a look at the episodes in detail and maybe get ideas etc.  I'm looking to update the setting to 2.0 and that's why I was asking (with a bit less psionics though.  That has been driving me up a wall).

The other question I have is that with World on Fire out... any possibility of doing the same thing for 2.0?  Or would it possible for fans to create an interactive campaign using either that setting, an original setting, or adapting the original Shadowforce Archer campaign for 2.0 and relaunching it?

Just wondering.... Sometimes I bite off way more than I can choose. Smiley
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Crafty_Pat
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« Reply #1 on: August 12, 2008, 10:43:35 AM »

I've been going back through the old 1.0 campaign setting for Spycraft and am really enjoying it.  I got into Spycraft late so I missed almost all of the first go around.

You! ::narrows eyes:: You were the swing sale John mentioned!

Hey SFA fans! This guy killed your game! Get him!

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Quote
This may be a dumb question but I know in the books, there was notes about the Shadowforce Archer Interactive Campaign (which I think is a sweet idea BTW) and how plot points were posted on a website and thus the story would develop and our campaigns would shape the world itself. 

I'm wondering whatever happened to the campaign itself and what was the conclusion.  Is there anywhere on the web that we can go back to take a look at the episodes in detail and maybe get ideas etc.  I'm looking to update the setting to 2.0 and that's why I was asking (with a bit less psionics though.  That has been driving me up a wall).

Sadly the campaign was stillborn. We built the Threat Center and it was pretty cool, if a bit clunky, but response to the interactive campaign was... lackluster. We received so little feedback AEG couldn't really justify continued support for it. The format of the books was set and there really wasn't time to revamp it, nor did we really feel it would help. So it continued until the end, but the interactivity never really got off the ground.

It still kills me as interactivity was my grail when I got into the industry, but all evidence says it just doesn't work for RPGs. Maybe someone will figure out how to make it happen eventually. I hope so.

Quote
The other question I have is that with World on Fire out... any possibility of doing the same thing for 2.0?  Or would it possible for fans to create an interactive campaign using either that setting, an original setting, or adapting the original Shadowforce Archer campaign for 2.0 and relaunching it?

See above. The small amount of the SFA interactive campaign that saw the light of day was monstrous work - well beyond what any company smaller than Wizards or White Wolf could manage, and then only if they gave up an entire game line to make it happen. As you might imagine, we have no aspirations of the sort, but a revamp of the SFA setting is in the offing at some point. It's still a long ways off, though.
« Last Edit: August 12, 2008, 10:47:40 AM by Crafty_Pat » Logged

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« Reply #2 on: August 12, 2008, 10:53:12 PM »

Well, you actually got a gamer back into the RPG world with Spycraft.  At that point, I was pretty tired of roleplaying and gaming in general.  Like I said, it was at the end of the 1.0 version of the game when I actually saw the book in a bookstore and decided to leaf through it.  I was never a huge fan of the whole James Bond thing but decided to give it a shot.  Sort of that one last try before giving up the ghost sort of thing.

Then I got interested in the Shadowforce Archer setting and picked up those books.  I started to futz with campaign models and things that I would have been able to run.  But most of the people I game with were of the fantasy or goth mindset at the time and my Spycraft books sort of collected dust... lots of it.  And I again, I started to drift away from roleplaying. 

Same bookstore, not expecting anything special, I see the Spycraft 2.0 rulebook there and said, "Okay... what the heck is this?"  I started to leaf through it, found a chair and began to read.  Three hours later, I got hooked back into it again.  So technically... you saved a gamer twice, so you can't really blame me for the one who screwed up the sales there people. Wink  I can give you the address and phone numbers to some of my former gamer buddies if you want to yell at somebody.

And again, I'm at that point where I was going to walk away from gaming yet again.  Then realizing that Spycraft was what got me back into roleplaying, I went back through the books and saw the Interactive campaign and I sort of stopped dead in my tracks and said "Sweet."  Hence the post here about it. 

I totally understand where you're coming from as far as the interactivity idea.  If there were a massive following, I think things would work out.  The players would need to be really involved in the creation of the plotline itself and you'd be able to go from there.  Almost something like a massive PBP game where you would have a massive number of threads with different stories going on at the same time.  But again, you'd need a major amount of commitment and people power to do something like that.

My gaming group has dried up again and also those who still game can't get their noses out of a book with great swords and vampires in it, so I'm sort of wondering if third times the charm and I really need to get out of gaming altogether.  I've thought up of a couple of interesting Spycraft built games, one which dealt with the survival horror theme, a la Resident Evil. and the other one was a more straightforward espionage game.  I think both would work really well, but without players... most likely won't see the light of day.

Thanks for the answer! Smiley
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« Reply #3 on: August 13, 2008, 09:12:03 PM »

Oh, I don't know that I'd give up just yet.  Big swords are coming soon in the form of Fantasycraft, with which you may be able to entice your friends.  And if you run something on the darker side of heroic, you might attract the goths, too.  Give them bonus xp (in the form of bonus action dice) for writing angsty "journal entries" for their characters.  I've seen that work wonders.
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« Reply #4 on: August 13, 2008, 10:11:20 PM »

And the unhinged subplots. Smiley

One decent way to adjust would be to offer to run a one shot when there's a hole, and afterwards see if there's any interest in it as an extra night or gaming.
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« Reply #5 on: November 11, 2008, 12:55:32 PM »

sorry to bump an old thread, but I'm running a 1.0 game myself, and I was wondering if any of Interactive Campaign missions serials still existed somewhere? I remember reading about #3 to death in all of the Black books, and yet it never went up. Also, the SFA update book, was that going to have update stats of all the characters presented in the SFA campaign guide? Because all those signifigant NPCs really needed to be "meshed in" with the new rules, feats, and classes.
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« Reply #6 on: November 11, 2008, 02:43:12 PM »

sorry to bump an old thread, but I'm running a 1.0 game myself, and I was wondering if any of Interactive Campaign missions serials still existed somewhere? I remember reading about #3 to death in all of the Black books, and yet it never went up.

Nope. Episodes 1 and 2 were pulled long, long ago, and Episode 3 was never completed.

Quote
Also, the SFA update book, was that going to have update stats of all the characters presented in the SFA campaign guide? Because all those signifigant NPCs really needed to be "meshed in" with the new rules, feats, and classes.

The SFA relaunch will certainly contain relevant NPC stats (though I expect they'll be framed primarily as game aids for GMs and players). That project is still a long ways off, though, and we haven't decided how much of the original storyline will be retained.
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« Reply #7 on: March 07, 2009, 01:56:07 AM »

Happiness!

I had intended to ask about this myself but decided to search for it first. Please pardon the forum necromancy. I worked at a game store when 1.0 released and personally sold at least a dozen copies of the book. It was usually my description of the Threat Center that clinched the deal. Since I didn't think to mention it to Pat when I met him at DieCon, let me express now that the Threat Center was a great idea and it saddens me to think it never achieved interactivity en masse.
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« Reply #8 on: March 08, 2009, 07:11:36 AM »

I had intended to ask about this myself but decided to search for it first. Please pardon the forum necromancy. I worked at a game store when 1.0 released and personally sold at least a dozen copies of the book. It was usually my description of the Threat Center that clinched the deal. Since I didn't think to mention it to Pat when I met him at DieCon, let me express now that the Threat Center was a great idea and it saddens me to think it never achieved interactivity en masse.

Interactivity was my holy grail when I got into the industry and I had high hopes for the Threat Center. I'm glad to hear it had some fans and share your sadness at its passing. Maybe we'll be able to do something interactive when the game comes back but unless we could make it a whole lore more automated it wouldn't be anything like the first time around.

Thanks again for the kind words.
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« Reply #9 on: March 08, 2009, 02:22:08 PM »

That sounds like a challenge to the codeslingers out there...
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« Reply #10 on: March 08, 2009, 11:55:05 PM »

I don't recall this Threat Center you speak of.  What is that?
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« Reply #11 on: March 09, 2009, 12:23:53 AM »

I don't recall this Threat Center you speak of.  What is that?

It was a website where you could report how the various story seeds in Chapter 1 of the SFA books turned out at your table. The original idea was that we'd update with each book but the schedule turned out to be too punishing and the responses too few and far between to allow the time.

In retrospect, I think one of the problems might have been pace. Unlike a CCG or MMO, players don't tend to devour RPG content at quite the same rate (though amusingly, they tend to demand it more than they use it). Perhaps a future iteration of the Threat Center - if one were to come to pass - might involve a longer storyline and/or longer response periods. Hm. Something to think about - but not tonight! I'm off to finalize another chapter of Fantasy Craft!

(that is, if I can stop coughing long enough - damn flu!)
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« Reply #12 on: March 09, 2009, 08:41:58 AM »

I'm off to finalize another chapter of Fantasy Craft!

(that is, if I can stop coughing long enough - damn flu!)

Do we get to play the "which chapter did Pat edit while under heavy Nyquil dosage" game? Tongue

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« Reply #13 on: March 09, 2009, 09:35:58 AM »

Do we get to play the "which chapter did Pat edit while under heavy Nyquil dosage" game? Tongue

Fortunately it's my second run-through for the first half. The second... Well, if there's any wonk in there I'll thank you to blame the meds.  Cheesy
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« Reply #14 on: March 09, 2009, 01:12:34 PM »

Fortunately it's my second run-through for the first half. The second... Well, if there's any wonk in there I'll thank you to blame the meds.  Cheesy

If you're going to be blaming the meds, at least be on something more interesting than NyQuil.  Is absinthe legal in California?   Wink
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