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Author Topic: Mission Gear Picks  (Read 5151 times)
Xavierclash
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« Reply #45 on: August 07, 2007, 06:47:21 PM »

    Pat, you probably read my post and thought that all I want out of the Spycraft Gear chapter is to be able to engineer a perfect gear selection for my PC. Not so. I am all for your idea, but I find it really hard to accomplish with the gear chapter's organization. The whole idea of one section having gear tables with descriptions, then another further area having picks just means I have like three fingers acting as bookmarks while I try to find what something does. Then my other hand should be holding the reprint and my desk maybe has the errata out...

    I take it you don't have the second printing PDF? Correcting the table/description split was the first thing we did with Spycraft 2.0 once Crafty Games had control of the property Smiley

    Its still hard in in the PDF, exspecially if its the only one you have.

    [/quote]
    • As Scott mentioned, give the mission caliber and briefing to the players before the game and let them pick gear before they arrive. They can be "tedious and solitary" as they want that way.
    • Put the onus on players to learn their gear. Everyone needs to know what their kit does rather than asking the GC. Knowing their character is always the players' responsibility - the GC has enough going on as-is Smiley
    • A secret - not all gear has to be chosen from the maximum available caliber. If I have a character who uses a Colt .45, but is on a Caliber V mission, I don't need to go out and find a Caliber V pistol...i should use what I want. My players frequently fall into this trap, and I have to keep telling them higher caliber stuff is not always better for what they want to do.
    • Have the players pre-build loadouts for mission gear at each Caliber. This will give them their favorite gear at all calibers, so all they need to do is pick things that might be reserved for mission-specific choices at the end, saving everyone time and a lot of page flipping.
    • If you're desperate, run all your missions at the same Caliber. It's a little dull for the GC, but then players never feel they have to keep repicking stuff every mission, and it effectively caps off the gear, cutting down the options significantly. When the players feel they really have a handle on things, go ahead and open it back up again.
    [/list]
    [/quote]
    I think I will do this, I like that idea.  I'm one of the se people who thought roe-[laying sounded fun so I played with a few epople I could fine, but tastes of style and schedulas never worked more than twice.  So I started reading a book, spycraft 1.0, and tought my little brother, since playing spy was one of our favoiite games, and his friends.  So all the rules are mostly my intreptatin, and I really have no clue how to expand most of the time.
    « Last Edit: August 08, 2007, 12:02:21 AM by Xavierclash » Logged
    NezMaster
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    « Reply #46 on: August 07, 2007, 09:06:59 PM »

    Or is that you'd prefer the system consisted solely of bundles?


    Bundles seem like something specificlaly for the mission at hand. I think we're thinking more of just yeah, this is what the agency is assinging this week. I mean the biggest problem is you really don't know (in a game) if it will get used, unlike in the movies. I mean when he assigns the 'exploding camera dart gun' you know at some point in the film, the exact thing he will need is an exploding camera dart gun...there's no way to do this in a game..but in the intel phase, there never seems rhyme or reason to what Q assigns at the beginning of rhe movie. "Your going into the andes mountain to hunt yak, here's an oil cannon for your car, and an exploding beer can."

    You don't see bond saying at the begining of the movie going "What I really need Q is a bandage kit, and an acid pen...." he just GETS STUFF with no real input into it.

    So it's not a mission bundle, and it's not gear picks..It's just flavor text I guess.
    « Last Edit: January 14, 2008, 05:16:08 PM by NezMaster » Logged

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    Ezram
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    « Reply #47 on: January 14, 2008, 04:57:48 PM »

    Gear free system? Blasphemy!
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    Take comfort in knowing you never had a choice.
    MilitiaJim
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    « Reply #48 on: January 15, 2008, 12:13:33 AM »

    Spycraft's gear system throws people for different reasons. IMO there are two primary reasons for this.

    Lot's of wisdom from Pat here.  It is all on page two.


    I really like the huge selection of weapons.  Its lack was something I missed from the SC 1.0 book and dislike about d20 Modern.  (Among other things.)

    That said, I am a gun bunny in real life, with the combat tour to back up my rantings.  I enjoy helping the non-weapon inclined pick their mayhem tools.  But I do see how things can get bogged down.  At conventions I have told the party that we are taking <spiffy destructo-blaster> and we can sort out what it does later.  (But my carry piece has Takedown.  d12 ftw.)
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    "Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
    - Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
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