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Author Topic: Handling Organizations in Fantasy Craft  (Read 1605 times)
Krensky
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« Reply #15 on: July 28, 2010, 01:13:23 AM »

I'm not sure if Spectre should have a track or not.  It didn't seem to do much for Col. Shepard.

It does in two. Particularly during Thane's loyalty mission. Assuming you convince the council to restore it.
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aegis
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« Reply #16 on: July 28, 2010, 01:16:20 AM »

Organizations will return in the Adventure Companion, about which we'll start releasing more information... soon. Smiley
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Sletchman
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« Reply #17 on: July 28, 2010, 06:40:12 AM »

I'm not sure if Spectre should have a track or not.  It didn't seem to do much for Col. Shepard.

It does in two. Particularly during Thane's loyalty mission. Assuming you convince the council to restore it.

Not to mention that in the first game you gain access to unique equipment as soon as you gain Spectre status [HMWA X - totally a prize].  Also every other spectre in existance seems to be able to call in specialised favours - Shepard just seems to be...unpopular...

You know you could just about have military rank be a set of renown tracks based on if you're enlisted, officer, or other.
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« Reply #18 on: July 29, 2010, 11:52:20 AM »

Organizations will return in the Adventure Companion, about which we'll start releasing more information... soon. Smiley
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Sorry to burst your bubble, Aegis, but Pat's remembering an earlier draft of the Adventure Companion. These rules are not going to be held back for a release further down the line. In the end, that will be a good thing as it will ensure the rules more closely align with those from modern-day Mastercraft.  Cool
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« Reply #19 on: July 29, 2010, 12:18:45 PM »

So...they ARE going to be held back, then.
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« Reply #20 on: July 29, 2010, 12:31:39 PM »

So...they ARE going to be held back, then.

Yes. Pat was a bit bleary when answering this post and forgot they were cut Smiley
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Crafty_Pat
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« Reply #21 on: July 29, 2010, 04:55:39 PM »

So...they ARE going to be held back, then.

Yes. Pat was a bit bleary when answering this post and forgot they were cut Smiley

Sorry about that. It's been a while since I looked at the AC's rules chapter, which has been in Alex's hands the last several weeks, and I only had one day before the Summit to get through all the email and forum posts that had piled up while I was at Comic-Con.

As Alex mentions, the move is actually a very good one, as it lets us build the rules for modern and fantasy games side-by-side. It also give us a bit more time with them, which is frankly a boon, as they're trickier than they look - and we know as well as you just how critical they are to the overall toolbox. Smiley
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« Reply #22 on: July 30, 2010, 03:11:19 AM »

Gniiii, this book is the most critical (crunch) must-have for the line ... Write. Faster.  Tongue
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« Reply #23 on: July 30, 2010, 10:19:40 AM »

Gniiii, this book is the most critical (crunch) must-have for the line ... Write. Faster.  Tongue

You mean the AC? Or another one?
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« Reply #24 on: July 30, 2010, 01:30:29 PM »

The one (whatever his name) which will contain the Organizations + Dramatic Conflict rules. They were the rules that, for me at least, made Spycraft 2.0 stand out of any other modern RPG. And I believe they will do so for the whole Mastercraft line as well.  Smiley
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« Reply #25 on: July 30, 2010, 02:24:03 PM »

The one (whatever his name) which will contain the Organizations + Dramatic Conflict rules. They were the rules that, for me at least, made Spycraft 2.0 stand out of any other modern RPG. And I believe they will do so for the whole Mastercraft line as well.  Smiley

Indeed. We'll have more on where each rule set will debut as the books enter the final stages of development.
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« Reply #26 on: July 31, 2010, 12:15:34 AM »

The one (whatever his name) which will contain the Organizations + Dramatic Conflict rules. They were the rules that, for me at least, made Spycraft 2.0 stand out of any other modern RPG. And I believe they will do so for the whole Mastercraft line as well.  Smiley

Indeed - some of the most memorable parts of games I've run and played in are amazing chase sequences [a buddy of mine's first game had a multi-part chase sequence with the bad guy chasing one of us and me chasing the bad guy - it was fantastic], interrogation sequences, and combination infiltration/hacking conflicts [infiltrate to get access to a terminal for internal access].

Some of those things won't make a lot of sense in a fantasy product, and I can wait for their release, but I am most definitely looking forward to seeing how Mastercraft handles these things.
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