Spycraft v2.0 - First Impressions of a Great Game

By Perry Johnson

I recently ran a session of Spycraft v2.0 which was the first actual gaming session. I don't count our prior session where we got together to create characters. Spycraft v2.0 plays a lot differently than other d20 systems that I've played. This game is the first in a while that my group hasn't played D&D 4e or Star Wars.

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.

The skills are important in Spycraft because the game makes them that way. Skills are much more of a focus in this game, and they are given a heavy amount of 'crunch'. It will take players and gamemasters several sessions before they realize how complex and fun these skills can become.

Unique Gear System - The Spycraft gear system is one of the most unique gear systems that you will ever play with. Some pieces allow you to temporarily gain a skill for a mission that you need. Others can augment statistics on a character.

In your average game, players are going to choose a primary weapon and a set of armor. Those are often your most important pieces of gear. After that you will get your adventuring gear which comprises all of your non-combat stuff. That is what most games do, but not what Spycraft does

During our first session, the players were trying to get into a sold out championship hockey game to search for their target. They figured out several different options that they had available to them to get into the game. Eventually they settled on one of the characters using a gear pick to acquire four tickets to the game. Problem solved!

There was another piece of gear that one of the characters had. He used gear picks to get a cane that was capable of injecting tranquilizing toxin into a target. This gear wasn't something that was listed in the book. It was something that the player was able to design for his character using gear picks.

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.

During one part of the first session, two of the player characters encountered two armed NPCs. They were able to use their skills to convince some people working in the law enforcement arena that the other NPCs were there to cause problems. The security and law enforcement personnel took care of the two armed NPCs, and the player characters continued on their way.

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.

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