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

- 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.
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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.