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Author Topic: Welcome to your home for Spycraft Third Edition discussion!  (Read 7061 times)
tfwfh
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« Reply #45 on: May 20, 2010, 07:00:25 AM »

Actually, on the issue of color or not, I think the black, white, and silver of classic spycraft was masterfully done and I would love to see something along those lines again.

Regarding mechanics, I have two comments.  First, Dramatic Conflicts is the best mechanic I have ever seen in any role playing game ever, and I would be deeply saddened to see it go.  Second, I think the Budget Points and Gadget Points of classic spycraft was a very elegant method of abstracting real world currency out of the game and I would be pleased to see something along those lines return.  I know gear picks is essentially the same idea, but I preferred the more granular control budget points offered.
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Crafty_Pat
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« Reply #46 on: May 20, 2010, 02:56:21 PM »

Actually, on the issue of color or not, I think the black, white, and silver of classic spycraft was masterfully done and I would love to see something along those lines again.

That was pretty slick but it's probably not possible because (quick anecdote) that ink doesn't exist! We had to have it custom mixed for the line. Needless to say, it was... not cheap.

Quote
Regarding mechanics, I have two comments.  First, Dramatic Conflicts is the best mechanic I have ever seen in any role playing game ever, and I would be deeply saddened to see it go. 

Dramatic Conflicts will return - and they'll be dramatically improved when they do.

Quote
Second, I think the Budget Points and Gadget Points of classic spycraft was a very elegant method of abstracting real world currency out of the game and I would be pleased to see something along those lines return.  I know gear picks is essentially the same idea, but I preferred the more granular control budget points offered.

We're in a unique position, having worked with several gear systems within the same core ruleset. Alex and I are watching these comments very carefully and we think that, at the very least, we can provide core support for all the major preferences in Third.

Thanks for the feedback!
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« Reply #47 on: May 20, 2010, 04:21:06 PM »

Dramatic Conflicts will return - and they'll be dramatically improved when they do.

http://instantrimshot.com/

Ok, it was a pretty good one. Boy are my arms tired.  Kiss
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« Reply #48 on: May 20, 2010, 07:03:49 PM »

Dramatic Conflicts will return - and they'll be dramatically improved when they do.

http://instantrimshot.com/

Ok, it was a pretty good one. Boy are my arms tired.  Kiss

Thank you, thank you very much. I'm here all week. Try the halfling.
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« Reply #49 on: July 16, 2010, 01:03:32 AM »

Dramatic Conflicts will return - and they'll be dramatically improved when they do.

http://instantrimshot.com/

Ok, it was a pretty good one. Boy are my arms tired.  Kiss

Thank you, thank you very much. I'm here all week. Try the halfling.
Sorry, halflings give me gas. I'll stick with the veal.

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« Reply #50 on: July 16, 2010, 09:05:58 AM »

I know gear picks is essentially the same idea, but I preferred the more granular control budget points offered.
YMMV, I disliked budget points and was very happy to see them replaced.

Sorry, halflings give me gas. I'll stick with the veal.
The suffering improves the flavor.
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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.")
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« Reply #51 on: July 16, 2010, 10:21:01 AM »

Dramatic Conflicts will return - and they'll be dramatically improved when they do.


Pat:  The other thing I hope does not go away is the way Missions are designed.  On pages 426-452 of the main book (Hardcover) you give excellent detail and instruction on how to create the missions.  You also give a Mission Design form.  I think these are very, very important for those who had never designed a mission/adventure before, and it helps us experienced guys create something quickly so that we may enjoy the new system.


I know I might have said this before but I love the gear system:  It could use more detail of course (As others may have mentioned) but the mechanics do something very very important; they remove all the wasted time in "gearing" up that players used to take only to discover that they were not going to use half of them and the system makes it easier for gear to be tailored to the mission and then given out.  I also think it fills another very important yet I am not sure it has been explained:  It give the GC the opportunity to give the players and the characters a kind of an idea as to what to expect; oh I know that is what the briefing and the intel phase are for but the GC lets the players decide what items they might need and then the GC throws in one oneor two more items in; leaving the players to wonder.

Ok....those are my two cents...Oh...wait....wait!!  KEEP UP THE FANTASTIC WORK!!!!!!!
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« Reply #52 on: July 16, 2010, 04:46:47 PM »

Pat:  The other thing I hope does not go away is the way Missions are designed.  On pages 426-452 of the main book (Hardcover) you give excellent detail and instruction on how to create the missions.  You also give a Mission Design form.  I think these are very, very important for those who had never designed a mission/adventure before, and it helps us experienced guys create something quickly so that we may enjoy the new system.

Never fear - whatever we wind up doing (or not doing) with mission design, you'll get a section talking about building missions. It would be a grave disservice if you didn't. Smiley

Quote
I know I might have said this before but I love the gear system:  It could use more detail of course (As others may have mentioned) but the mechanics do something very very important; they remove all the wasted time in "gearing" up that players used to take only to discover that they were not going to use half of them and the system makes it easier for gear to be tailored to the mission and then given out.  I also think it fills another very important yet I am not sure it has been explained:  It give the GC the opportunity to give the players and the characters a kind of an idea as to what to expect; oh I know that is what the briefing and the intel phase are for but the GC lets the players decide what items they might need and then the GC throws in one oneor two more items in; leaving the players to wonder.

I wouldn't fret on this front either - the Spycraft Third and Ten Thousand Bullets gear chapters are being intentionally developed to handle a wide range of styles and desires, and I can safely say that all your specific concerns here are being addressed.

Quote
Ok....those are my two cents...Oh...wait....wait!!  KEEP UP THE FANTASTIC WORK!!!!!!!

Thanks much. That's greatly appreciated, especially today. Smiley
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« Reply #53 on: July 16, 2010, 05:56:17 PM »

I know gear picks is essentially the same idea, but I preferred the more granular control budget points offered.
YMMV, I disliked budget points and was very happy to see them replaced.

This. Having run and played 2.0, I'd go even further and drop the pick categories award by class and just say "you have [blah] total picks, choose accordingly", eaving specific category picks to class abilities.
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MilitiaJim
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« Reply #54 on: July 16, 2010, 06:03:22 PM »

I know gear picks is essentially the same idea, but I preferred the more granular control budget points offered.
YMMV, I disliked budget points and was very happy to see them replaced.
This. Having run and played 2.0, I'd go even further and drop the pick categories award by class and just say "you have [blah] total picks, choose accordingly", eaving specific category picks to class abilities.
I can't even pretend that isn't a bloody fine idea.
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« Reply #55 on: July 16, 2010, 08:27:10 PM »

I know gear picks is essentially the same idea, but I preferred the more granular control budget points offered.
YMMV, I disliked budget points and was very happy to see them replaced.

This. Having run and played 2.0, I'd go even further and drop the pick categories award by class and just say "you have [blah] total picks, choose accordingly", eaving specific category picks to class abilities.

I already houseruled it this way in a number of my 2.0 games.  Nothing went squiffy at all.
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aegis
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« Reply #56 on: July 19, 2010, 03:49:26 AM »

I agree! If gadgets are made into "Magic Items", all other categories could be considered more or less equivalent. That would certainly avoid a lot of headaches. (Though still leaving the opportunity for class abilities related to certain gear categories, of course.)
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« Reply #57 on: July 19, 2010, 04:04:33 AM »

I agree! If gadgets are made into "Magic Items", all other categories could be considered more or less equivalent. That would certainly avoid a lot of headaches. (Though still leaving the opportunity for class abilities related to certain gear categories, of course.)

Actually that's something I should mention - for gearing up I dropped categories, but for abilities [like the Soldier ability to pick guns at +1 mission cal, I kept the categories].  I didn't mind everyone having gadgets, but my players never really embraced the gadget rules, so others might have a different experiance.
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« Reply #58 on: August 24, 2010, 09:53:57 PM »

Ok; here is a question I have.  I believe in the 2.0 book you gave examples of what could be taken 9Skills and Feats) to utilize the various forms of Martial Arts that is out there.  I and all of my players are Martial Artists who study different Martial Arts and have a desire to ustilize those arts in our games.

What is the potential for doing this in 3.0 and 10KB?

Also I tend to run games geared more towards the Burn Notice, Covert Affairs, Splinter Cell, Batman type formats.  Not all of them at the same time mind you but that is what I draw from most often.

Thanks
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« Reply #59 on: August 24, 2010, 10:51:50 PM »

Will the Shooter Guides be compatible with SpyCraft 3.0?
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