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First Impressions Of Spycraft v2.0

  • Written by Samuel Van Der Wall 7 Comments
    Last Updated:: March 17, 2009

    Spycraft

    Last week I ran our first game session of Spycraft v2.0, or second if you count our character creation night the week before. It is the first game my group has played in a while that isn’t D&D 4e or Star Wars Saga Edition. I can honestly say Spycraft v2.0 plays a lot differently than any other d20 system I’ve ever played.

    Skills Matter

    Whenever I played D&D, Star Wars, or any other d20 game, skills always seemed like an afterthought. In D&D, the combat powers I received from leveling were always more important. In Star Wars, feats and powers always seemed to be more important.

    In Spycraft, your skills are the lifeblood of your character. The skills are extremely well thought out and designed. There are really no ‘must have’ skills. There is a more level playing field with the skills and each one seems to have good overall value. It isn’t like every other d20 game where everyone in the group has to get Perception and Stealth because everything else is worthless.

    I will say this though, skills matter in this game because they are more of a game focus. Due to this, there are more rules involved in each skill. It will take time for a game master and group to learn how to properly use skills, as they are more complex than other games.

    Unique Gear System

    The gear system is different than any other game I’ve ever played. Some of the gear pieces simply augment the statistics of the character. Some of them allow you to temporarily gain a skill for that particular mission, if you anticipate needing it.

    In almost every game I’ve played, you make sure to get your primary weapon and some armor. Then you might round out your character with some ‘adventurer’s gear’ or random trinkets that are used in the world. It pretty much is the same throughout every game… except Spycraft.

    One example that happened during our first session of play was that the player characters needed to get into a sold out championship hockey game to search for their target. They started designing several different ways to get in when one of them realized he could use one of his gear picks to get the group tickets for the game.

    Another piece of gear was a cane that one of the players had that could inject one dose of a tranquilizing toxin. This was something he specifically designed to use against their mark because they knew they would need to capture the mark, but most likely it would be in front of thousands of people. This piece of gear wasn’t listed in the gear section. It was something he made according to the gear system rules that fit the mission perfectly.

    You Can Have Fun Without Combat

    Spycraft is perfectly capable of running fast and furious combat, but you don’t need it to have fun. In fact, our first game session didn’t even have one fight in it. The players were able to weasel their way through everything using skill, creative ideas, and good roleplaying.

    One particular instance that could have ended up being a fight was when they ran into two armed foreigners inside the hockey arena. As only one or two of the players even had a weapon, this could have turned out poorly for them. But they were able to use their skills to convince some of the arena security and law enforcement personnel that these two men were armed and dangerous. So the security and law enforcement officers took care of the bad guys for them.

    Overall, I am fairly impressed with our first taste of Spycraft v2.0. I was a little concerned that there would be too many rules for me to deal with, but the game is very well thought out and put together. The more I read the book, the more I realize they really designed the system to fit a modern spy setting. I believe it does this exceptionally well, and I’m looking forward into delving deeper into the game.

  1. Yeah, the Gear System is unique. I’m not sure if I like it all that much. Part of it was our group not being familiar with the way the equipment system works. In general, we felt the group did not normally get enough equipment. We found that the “Bag Full of Guns” feat was very useful in at least getting some weapons that could be assigned to people who didn’t get weapon picks.

    Bonemaster’s last blog post..Failure is Sometimes an Option

  2. I expect the gear part to be much more fun after the characters gain a few levels. In the beginning, they all had between 0 to 2 gear picks. There were different things they wanted, but they had to be very selective about it. I kind of like that though. There aren’t too many games that you just start out with a butt-load of gear (Shadowrun comes to mind as one you do).

  3. I loved the first edition of Spycraft and ran it quite a lot (as well as the Stargate version which was based upon it) However I found that it became a bit unwieldy when characters got to higher levels due to the fact that they almost had a feat for any problem I could throw at them.
    Second edition, although I have never run it, did impress me with the campaign qualities. Customise each campaign how you like and never have any two the same. Keeps things interesting, keeps players on their toes and helps simulate almost any modern/spy genre.

    RavenPolar’s last blog post..Character Library #008

  4. The campaign qualities are impressive. I haven’t used any yet because I’m still trying to ease the players (and myself) into a new system. We just finished our second session today and they still haven’t gotten into combat or a dramatic conflict yet. But we’re having a great time playing a game that is full of conspiracy and mystery.

    I can see what you are saying though about having a feat or ability to combat almost any situation. Between their skills, feats, and class abilities they have been able to topple everything I’ve thrown at them so far.

  5. #5 Bryan says:
    March 18, 2009 at 5:04 am

    So far I’m amazed with the system. Just to echo it’s nice being able to think through things and have to find another way around a situation other than just straight combat. In fact, it’s kind of refreshing.

    Having very little combat effectiveness doesn’t mean that you can’t take out a group of baddies, just means that you have to convince someone else that they want to do it for you.

    I’m very curious about Dramatic Conflicts as they definitely seem like a big part of the game but also a rather complex part as well. I’m sure we’ll see one(some) of those soon, though.

  6. My biggest learning about Spycraft is that party design should not focus on having an even spread of different capabilities (fighter, mage, cleric, rogue), but instead should be a group of similarly themed characters with different specializations, meaning that all characters should have a set of abilities that overlap with at least one other character. Otherwise, the brute Soldier will be left to play on his own while the faceman, sleuth and intruder save the day.

    Guess who played a brute soldier.

    At the end of the day, the system IS called SpyCraft; it’s about being a spy.

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