Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
June 19, 2013, 06:35:19 PM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Products
| |-+  Spycraft 2.0
| | |-+  A couple of GC questions
« previous next »
Pages: [1] Go Down Print
Author Topic: A couple of GC questions  (Read 1736 times)
Yogobunzo
Recruit
*
Posts: 10




View Profile
« on: September 27, 2007, 07:21:44 AM »

So I've been running test games to try to fully understand Spycraft 2.0 FP.  A couple of things came up in todays game that I could use clarification on...

1)  A player picked a security device for a security pick.  I'm not exactly sure how all that works.  Could anyone clarify how this pick works?

2)  In a firefight between gang members and players, one player was hit 4 times, eventually bringing him down to 0 vitality and 5 wounds.  Going by the rules, this player would become fatigued, eventually exhausted, and finally unconscious through the consistant damage.  Do these conditions apply automatically, or is there a save to resist because I see the granted +6 bonus, and if so, is there any kind of formula?

3)  When adding NPC antagonists to missions, what would be the recommended average of NPC's for a 3 player game.

4)  Lastly, would there be any sort of Spycraft tutors out there, lol.  I love the mechanics of the game because they're so rich in detail, but the learning curve is high, so I'm having such a hard time grasping what I need to know to get to where I can run a proper game.
Logged
Gatac
Handler
*****
Posts: 788


The power of Stark compels you!


View Profile WWW
« Reply #1 on: September 27, 2007, 08:08:03 AM »

1) You need to know two things here: one, the Caliber of the pick (which determines the device's Power Rating, as given in the Security picks table 4.73) and the Threat Level of your team (Add all career levels together, divide by five, round up).

Now, go to table 7.9. The last column shows the XP Reward of the device as a function of the device's Power Rating. The multiplier in there is what needs to be less than half of the team's Threat Level (rounded up.)

Example: Your team has a Threat Level of 4. They can only pick security devices with an XP Reward multiplier of 1 or 2.

The Threat Level of your team determines which security devices they can get.

Then, calculate the device's stats using the Power Rating the Security pick table gives you.

The caliber of the pick determines how powerful that security device is.

Does that help?

2) This has been reformulated in Second Printing. The conditions from losing vitality and wounds don't stack. A character that has either no Vitality left or takes any Wound damage for any reason is Fatigued. That character should therefore be fatigued only, not exhausted or unconscious.

3) Look at the Minion NPC quality on pg. 448. Standard minion squad size is equal to the player team size, so that would be a group of three per pop. Remember that throwing a lot of one type of NPC at the players doesn't change the XP rewards for the players - so there's more where those came from. (If you're nice, though, you'll give the NPCs the Horde quality and only send one squad in... Smiley )

4) I'm not sure I'm qualified for helping you run actual missions (I'm more in the player / laissez-faire GM camp), but I'm happy to answer any questions you have.

Gatac
Logged
Slippery_jim_digris
Agent
***
Posts: 227



View Profile
« Reply #2 on: September 27, 2007, 09:59:24 AM »

Too clarify Gatac's answer for (3) When adding NPC antagonists to missions, what would be the recommended average of NPC's for a 3 player game?
NPC's are always encountered in groups of 1 UNLESS they have the Minion or Horde NPC qualities. The Minion quality gives the encountered NPC group the same number of npcs as there are members of the party. The Horde quality doubles the number of NPCs encountered.

James Bolivar DiGris
Logged

Dance like it hurts. Make love like you need the money. Work while people are watching.
Psion
Control
******
Posts: 1520



View Profile
« Reply #3 on: September 27, 2007, 10:10:58 AM »

4)  Lastly, would there be any sort of Spycraft tutors out there, lol.  I love the mechanics of the game because they're so rich in detail, but the learning curve is high, so I'm having such a hard time grasping what I need to know to get to where I can run a proper game.

Are you talking general rules knowledge stuff, or how to assemble an adventure, or both?

A few things that might help:
- Go to the downloads page and get the GC handouts. They condense a lot of stuff. Use paper clips, highlighters, or post-its to highlight rules you use a lot or (conversely) that you use rarely but expect to use in the upcoming game.
- Place to start: Lean action point rules, NPC rules and the damage rules in the combat chapter; if you use the combat action summary sheet from the GC handout, that's the core of the game right there. From there, branch out in the combat chapter to learn more common special rules cases like autofire and subdual damage. Go to the dramatic conflict chapter and learn chases and run a few. From there, branch out to the other conflict types as fits your group.
- Simplify things at first until you get a hang of the core:
-- Try the "omni-competent" campaign quality. It cuts out skill caps and secret/hidden checks.
-- Ignore initiative modifiers unless they come from class abilities.
- Go to the living spycraft page, sign up, and download a few of the better rated modules. Some of them have some good examples of how to structure adventures, and many have gear recommendations that you can use as a guide for your players.
Logged

The Secret Volcano Base: my RPG blog currently discussing Fantasy Craft and Freeport!
Alphastream
Agent
***
Posts: 158


My lethal weapon's my mind


View Profile
« Reply #4 on: September 27, 2007, 02:34:38 PM »

1)  A player picked a security device for a security pick.  I'm not exactly sure how all that works.  Could anyone clarify how this pick works?

In case confusion remains, a security device is a sensor, trap, or lock. Using the caliber and XP, as mentioned in other posts, you then decide on what you want to choose. So, the PC could choose a cool lock, or a security camera, or some sort of trap.

Teos
Logged
Yogobunzo
Recruit
*
Posts: 10




View Profile
« Reply #5 on: September 28, 2007, 02:20:55 PM »

Wow, you guys are great.  Answered everything without any confusion.

Quote
Are you talking general rules knowledge stuff, or how to assemble an adventure, or both?

I'll probably be coming back a lot to keep asking general rules questions, and advice on adventures.  Right now, my guys are playing a freelance game that's all going to lead to a smokin' aces style ending mission where I figure at least one of my players will die, lol.  But it's all in fun since they're just testing runs.
Logged
Gatac
Handler
*****
Posts: 788


The power of Stark compels you!


View Profile WWW
« Reply #6 on: September 28, 2007, 04:22:55 PM »

My general advice for running Spycraft:

1) Don't be shy about giving out Action Dice for cool stuff. Your players will soon understand that action dice are a resource, not an emergency brake.

2) Err on the side of competence. If you narrate your player character's failing at something, it's not because they suck at what they're doing - it's because the challenge is tough and the enemies are not pushovers. Mundane happens to other people.

3) Don't overnarrate. Paint a general picture of the scene, include a few setpieces and let your players sort out the rest. Is there a fountain in the middle of the plaza? If your player has a cool idea for it, why not? Try to focus on the meat of the scene (What are the characters trying to do here?) and what you need for that to work, but don't get weighed down in trivia. Trust me, it's better for your sanity.

4) Use rule 0 and make sure your players understand that you're doing this to keep the game going. Nothing kills a fun session quicker than a long rules dispute. If it takes more than a minute to look up, make up something that looks about right and use that. I usually make a note when that happens so I can look it up afterwards, but the session is not the time for you or the players to deconstruct the rulebook looking for answers. It's general advice for pretty much every game, but with a ruleset like Spycraft, the temptation is great to look things up. There probably is a rule that covers it, somewhere, but I'll just go ahead and say that this demands a pretty intimate knowledge of the system to find in the heat of gaming.

5) Explosions! It's a simple rule, but in the tradition of Raymond Chandler's two men with guns, a well-timed boom will kick the mission forward and get your players going again.

Gatac
Logged
Slippery_jim_digris
Agent
***
Posts: 227



View Profile
« Reply #7 on: September 29, 2007, 04:48:50 PM »

My general advice for running Spycraft:

3) Don't overnarrate. Paint a general picture of the scene, include a few setpieces and let your players sort out the rest. Is there a fountain in the middle of the plaza? If your player has a cool idea for it, why not? Try to focus on the meat of the scene (What are the characters trying to do here?) and what you need for that to work, but don't get weighed down in trivia. Trust me, it's better for your sanity.


I have a house rule I use for this sort of thing. If what the player needs could be justified and not too far fetched...give it to him. If it's a bit far fetched; it costs an action dice, the more off it is the more it costs.


JBD
Logged

Dance like it hurts. Make love like you need the money. Work while people are watching.
TheTSKoala
Control
******
Posts: 2054



View Profile
« Reply #8 on: September 29, 2007, 05:37:33 PM »

I run the same rule as Slippery.  As long as it's plausible, I let my players run with it.  Now.. if they want to steal a car in the middle of the Atlantic Ocean.. then that's a whole different story.
Logged
Yogobunzo
Recruit
*
Posts: 10




View Profile
« Reply #9 on: September 30, 2007, 02:47:01 PM »

So a new question has arisen with my group about money outside of missions.  We see that the book states most money use is within a mission.  We'd like to know if the same rules could be applied to outside missions.  One of my players would like to liquidate some of his assets to purchase guns off the black market for his own personal possessions, rather than keep taking and returning mission gear.
Logged
OverNinja
Control
******
Posts: 1540





View Profile
« Reply #10 on: September 30, 2007, 05:09:00 PM »

Possessions is not enough? You have your Possessions with you all the time.
Logged

"If somebody is worth shooting once, they're worth shooting twice."
"Anyone who trades liberty for security deserves neither liberty nor security."
tenebrae
Operative
****
Posts: 293



View Profile
« Reply #11 on: September 30, 2007, 06:31:22 PM »

He can liquidate either his lifestyle or spending cash permanently to increase his possessions score permanently, on a 2:1 ratio (i.e. -2 lifestyle or spending cash, +1 possessions).
Logged
Alphastream
Agent
***
Posts: 158


My lethal weapon's my mind


View Profile
« Reply #12 on: October 01, 2007, 09:37:31 AM »

So a new question has arisen with my group about money outside of missions.  We see that the book states most money use is within a mission.  We'd like to know if the same rules could be applied to outside missions.  One of my players would like to liquidate some of his assets to purchase guns off the black market for his own personal possessions, rather than keep taking and returning mission gear.

My gut reaction is to say "give the rules a chance". The Spycraft mission/gear way of working is designed exactly to NOT have you try to own gear, which is what just about every other system allows you to do. This difference takes getting used to, but is actually better for the game. Why bring a gun to a knife fight or the other way around? Now, you generally use a gun in just about every setting, but it is particularly true of other pick types. You want the vehicle, security, resource, etc. to fit the mission. Spin it to your players romantically: mission control has you take a seldom-used stairwell in a Paris subway. A man is cleaning the floors, then stops to verify identity. He ensures no one is around, then unlocks a utility closet. Beyond is a corridor, which leads to another door which he unlocks with a retinal scan. Inside are racks of weapons, armor, gear, and the keys to several interesting vehicles...

Once you have played a whole lot, you will have more time to tweak gear the way you want. Also, you should probably wait until the revised printing is out, with the much better gear chapter.

Another thing your PC may want to consider is to just revamp his attributes to have a higher charisma (and increase possessions) or to redistribute his lifestyle. But, in general, it should not be needed. Ask the player what they find lacking. Are they worried about how it would play out if they start a game without a gun? If so, test that out. As a GC, you could provide improvised weapons, or show the player how they could use Disarm or simply knock-out the first goon and take a gun... it is very spy-genre to NOT have a gun until your enemy provides it!

Teos
Logged
Yogobunzo
Recruit
*
Posts: 10




View Profile
« Reply #13 on: October 01, 2007, 05:09:45 PM »

Thanks again guys.  This paticular player is just one of those guys who like to play characters that are those duffle bag carrying guys and in that bag is every gun and weapon he'd ever need for any situation.  Breaking his habit is hard to do, lol.  Thanks D20 Modern, LOL.
Logged
Pages: [1] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!