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Author Topic: Mass Craft PDF  (Read 9747 times)
aegis
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« Reply #30 on: February 01, 2011, 06:25:43 AM »

Yep, the same problem always arises on the forum I co-run. People are waiting for critics about their work for months. And when they feel there's nothing more to say and publish the stuff, suddenly the feedback starts coming.  Smiley
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foproy
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« Reply #31 on: February 01, 2011, 12:22:24 PM »

i like what you have done, and think it looks clean and a reasonable representation of what was done in the game mass effect. in a way biotic powers are treated as paths, just not attached to a class. 
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« Reply #32 on: February 01, 2011, 02:48:54 PM »

I posted these powers months ago, more than once - why did nobody say anything back then?! It's only when the finished product comes out that people start commenting!

I'd say part of it is also because its easier to judge things when its all put together. 1 power could look awesome when it's the only thing you're looking at, but when you look at it side by side with other powers, suddenly it seems way over or under powered.
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glimmerrat
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« Reply #33 on: February 01, 2011, 03:17:18 PM »

They were all posted together, properly edited. The only difference now is that they're in columns, and accompanied by images.
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« Reply #34 on: February 01, 2011, 05:23:31 PM »

Mark - This is a solid piece of work. Don't worry about the post-publication critiques...we have the same thing in playtest stuff that hits the wild and suddenly we see the holes. You can't get around it - just be glad they're reading it! Smiley

Good work!
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« Reply #35 on: February 01, 2011, 06:35:43 PM »

One of the paths lets you get by on one meal a day - the race can already do that because of cold-blooded. Suggest the path reduces it to one meal every other day.

The race that always has to explain their emotional state-facial exprssions-vocal inflections gets a Sense Motive benefit (presumable because the rest of us wear our heart on our sleeve comapared ot them). They might be better served by a bluff benefit or the ability to choose between the two skills.

Granting an additional feat at 1/4/8/12/16/20 is CRAZY strong for a Origin ability. I would look at granting it less often and NOT having the option to take a feat - you must take a new power when it comes up.

I would drop calling the powers 'NPC qualities' in the Origins and feats. Just call them 'powers' and give them their own section (analogous to chapter 3 in the FC book). There can be NPC qualities that grant these powers to NPCs, but I think the gains in cleaner terminology will make a lot of tthe supporting rules read better.

I would really like to see chapter breaks, with the introduction on first text section/page being expanded a bit to talk aobut what Mass Effect IS (for new readers just getting on board through your creation), and maybe an extremely brief summary of the plot of the two games so people can get what our window into the world is.

I desperately want to see the races spread out to 1 per page. Is there any additional information like home world, primary govenrment, or some other tidbit that could help fill the resulting white-space created by spliting them up that way?

More to come Smiley.
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Aldus Vertten
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« Reply #36 on: February 01, 2011, 09:02:29 PM »

I would really like to see chapter breaks, with the introduction on first text section/page being expanded a bit to talk aobut what Mass Effect IS (for new readers just getting on board through your creation) [...]


Like me. Don't know the game, but this looks really interesting.
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« Reply #37 on: February 02, 2011, 01:21:02 AM »

Lots of stuff

*Bangs head on table, repeatedly*

Yeah, all that stuff can be done. Just don't expect to see the finished product before christmas.
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aegis
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« Reply #38 on: February 02, 2011, 02:06:05 AM »

Take notes, keep them somewhere you won't forget them, and we'll make a larger edition of the document when Spycraft 3 comes out. I had a few remarks myself, but I was supposing you would rewrite some of the stuff at that time anyway. Wink
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foproy
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« Reply #39 on: February 02, 2011, 02:17:38 AM »

Lots of stuff

*Bangs head on table, repeatedly*

Yeah, all that stuff can be done. Just don't expect to see the finished product before christmas.
we have gotten used to that with most things associated with crafty:P
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« Reply #40 on: February 02, 2011, 02:37:17 AM »

*Bangs head on table, repeatedly*

Yeah, all that stuff can be done. Just don't expect to see the finished product before christmas.

Sorry  Undecided?
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« Reply #41 on: February 02, 2011, 04:25:31 AM »

Also, there seem to be several references to systems from SC2.0 that didn't make the transition to MasterCraft. Again, I've only really skimmed the document, but that might throw a lot of people off...
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« Reply #42 on: February 02, 2011, 08:17:13 AM »

Also, there seem to be several references to systems from SC2.0 that didn't make the transition to MasterCraft. Again, I've only really skimmed the document, but that might throw a lot of people off...

It's a Spycraft 2.0 supliment Smiley. Hence the plan to update it when Spycraft 3rd ed comes out, and explaining the AMAZING amount of work represented here - years, to my eye.
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aegis
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« Reply #43 on: February 02, 2011, 08:18:45 AM »

There are quite a few of them. But as glimmerrat said, he's going to change that when Spycraft 3 is out. Right now for example, Mechanics and Electronics don't officially exist, but maybe they'll be back in the more modern setting for Mastercraft that SC3 is. (Don't know if that last sentence makes any sense at all. Smiley )

Edit: pwnd by Morg!
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« Reply #44 on: February 03, 2011, 12:21:22 AM »

Because now it's pretty Smiley.

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Werd.

I completely missed this project until now. Running through it, maybe somewhere have a few examples of the system in play. My GF was a bit stumped about the rules governing ship to ship fighting and how they play out. I won't lie, I'm still a little confused with the terms used.
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