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Spycraft Lite | ||
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Spycraft Lite
Capsule Review by KM Curow on 17/01/02
Style: 4 (Classy and well done) Substance: 4 (Meaty) Spycraft Lite has just been released as a PDF download by AEG. The full game, entitled Spycraft and the gameworld, recently renamed Shadowforce Archer, are scheduled for a March 2002 release. This preview certainly whets the appetite for what is sure to be a great game. So why not get started early? Grab your Walther or Tokarev and get behind the wheel of your G.I. Mercedes! Product: Spycraft Lite Author: Kapera (Design) and Trindle (Editor) Category: RPG Company/Publisher: AEG Line: Cost: Page count: 32 Year published: 2002 ISBN: SKU: Comp copy?: no Capsule Review by KM Curow on 17/01/02 Genre tags: Modern day Espionage |
Spycraft Lite: Tastes Great! More Filling!Synopsis: In this review, I cover the details of the game system, noting problems where they occur and covering the designer in praise and glory where appropriate. My conclusion is that this game is well-designed and the PDF is a rewarding download for anyone interested in modern-era espionage games. I, for one, am looking forward to the release of the full game. This week, AEG (Alderac Entertainment Group) released a downloadable PDF document, entitled Spycraft Lite as a preview of their forthcoming modern espionage d20 RPG called naturally enough Spycraft. The core rulebook, the Spycraft Espionage Handbook, and the first campaign setting for the game, The Shadowforce Archer Campaign Setting are scheduled for a late March and April release, respectively. The Spycraft Lite PDF download is available from the Shadowforce Archer website. The website also contains some sample background information, sample NPCs, and extensive descriptions and rules for the various classes. A more general Spycraft site is apparently in the works. (Note: Since the PDF was released two days ago, the name of the official campaign setting has undergone a change from Series Archer to Shadowforce Archer.) This is not a gameplay review, since I have not had time to actually play the game with anyone. Instead, I will give my impressions of the game based on my experiences with d20 RPGs and my long-time interest in modern military and espionage RPGs, going back to my days playing and mastering games like Top Secret, Twilight 2000, Alternity and, more recently, GURPS.
Caveat and TerminologyFirst, we should keep in mind that this is a "lite" version of the rules and, much like in the case of GURPS Lite, we should be aware that some rules will have been altered or removed for the purposes of "easier play." Some of the nitpicks I have with the rules undoubtedly reflects that this is both a simplified version of what is to come, as well as being a public beta of sorts. Second, there is some terminology used in Spycraft which will be used throughout this review. I think it is useful to present it here, as a sort of primer. Many of these elements have D&D equivalents, which I have I indicated in parentheses.
Departments (Races)Agent creation in Spycraft Lite is very similar to creating characters in 3e D&D. The same ability scores exist (Str, Dex, Con, Int, Wis, Cha) and are defined in the same way. No rules are given for rolling ability scores, but presumably you are therefore expected to use the method described in the Player's Handbook. Ability modifiers are the same as in D&D, as well. After rolling ability scores, players must choose a Department for their agent. Departments function very much like races do in D&D, and different departments provide different modifiers to ability scores, as well as feat bonuses and various gameplay bonuses. Below is a brief description of each of the 8 departments, along with the respective ability modifiers and Feat bonuses (see descriptions of Feat categories under Skills and Feats below).
ClassesThe game also has 6 different classes to choose from. The rules state that multiclassing is unrestricted, regardless of Department. The Spycraft Lite rules do not explain the mechanics of gaining levels, and only describe the class abilities associated with level 1 of each class. The website, however, does provide class-related abilities and modifiers for the first 20 levels of all classes except for the Snoop class (which is inexplicably referred to on the website as the "Spook" class; "spook" being an Cold War-era term for a spy; perhaps it was changed for sensitivity reasons), though it does not provide information about level advancement. Below is a description of the classes (with the in-game abbreviation in parentheses). When I say that a class gains an extra action die for certain checks, I mean that when that class expends one of its action die, for those checks they get to roll two dice.
Skills and FeatsThe skills and feats section will be familiar to anyone who has played 3e D&D. In fact, the skill list provided, with some exceptions like "Mechanics" or "Demolitions," has many of the same skills you will find in the Player's Handbook. Spycraft Lite claims to have the complete set of skills that will be included included in the full version of the game. The feats list is apparently not a complete list, which is not surprising since those who love the d20 system get especially excited about feats. Nonetheless, the list of feats provided gives an excellent overview of what can be expected in the full game. The feats are divided into several groups, and I will say something about each.
Another issue I have with the feats is with the skill feats. Perhaps this is a misunderstanding or a typo in the rules, but the Skill Feats have a prerequisite problem, in my opinion. The feats section defines "prerequisites" as what you have to meet in order to take a feat for your agent. However, the prereqs seem to great. For example, "Speed Demon" (page 14) gives a 2 to all Boating, Driver and Pilot checks, but the prerequisites are Boating Skill 1 , Driver Skill 1 , Pilot Skill 1 . This means that if you create a Wheelman and load up on the Boating and Driver Skills, you cannot take the Speed Demon Skill until you have taken flying lessons (have take 1 point of Pilot Skill). My first order of business as a GC would be to make the prerequisites on such a feat to have at least one of the skills (or maybe at least 2 points total in those three skills).
GearIn D&D, your characters start out with some basic equipment and gradually accumulate better armor, weapons, money and even magic items over the course of their adventures, so that by the time they reach high levels, they are well stocked. This model does not work very well for modern-era games and especially espionage games. Spycraft has put together a pretty good system to deal with the issue of equipment and character advancement in their setting. At the beginning of each mission, each character is provided with budget points, gadget points, and field expenses. All three of these are modified by the agent's Department, Class and level and can be modified by feats and the "level of threat" your superiors have assigned to the mission at hand. By linking these numbers with a character's level, the game insures that higher level agents have access to better equipment, just as in D&D. The trick in Spycraft is that the agents have to return their equipment at the end of each mission, and requisition new equipment at the beginning of the next. Which has its advantages when you don't have to worry about how many rounds of ammo you used, or that the speedboat you had in the last mission now lies at the bottom of the Atlantic. Budget points are used to purchase weapons and fairly mundane items. For example, a knife costs 3 budget points, while a .357 Magnum costs 14, while an AK47 costs 22, a Kevlar vest costs 30 and C4 explosives cost 20 points per block. Miniature cameras ring up at 4 budget points, while handcuffs cost 1 and silencers cost 2. That free laptop that members of Department 3 get would cost agents in any other department a whopping 7 budget points! Gadget points are used to buy the really cool stuff, whether they be expensive items, such as vehicles, or high-tech gadgets. Needless to say, gadget points are much rarer than budget points, but the team can pool their points to get the really big toys. Nonetheless, the 9 gadget point helicopter might be only for teams composed of higher-level agents. A beginning team might be better off spending their few gadget points on a Business Card/Tracking Device (1 pt), a Cigarette Pistol (1 pt), or that ever-useful Shoe Blade (1 pt). Field expenses is an amount of cash (listed as US$, but probably also available as Euros). Gadget and budget points not used during the "gearing up" phase a the beginning of a mission can still be used to procure items in the field, but the cost of said items doubles (and there is a time delay before the items are delivered). This system appears to work very well, though playtesting is the only way to know for sure. By my calculations, however, a low-level team of agents on a low-priority mission, would likely have very basic transportation, pistols and little else for the mission. As it should be.
Game MechanicsGame mechanics are, naturally, very similar to other d20 games, including D&D. In particular saving throws, divided into Fortitude, Reflex, and Will, work the same way. Skill checks are also the same, with one notable exception (see next paragraph). The addition of action dice, however, adds an extra "pulp" element to the game. Combat is covered in the next section of the review. Skill checks work the same way they do in 3e D&D, except that there is also a critical failure, as well as a critical success element. In Spycraft, a natural 20 on a d20 is called an automatic success and is called a "Threat" because you can opt to spend one of your action dice in order to turn it into a critical success. Likewise, a roll of 1 on a d20 is an automatic failure and is called an "Error" because the GC can opt to spend one of his action dice to turn your failure into a critical failure (see the explanation of action dice below). Some weapons and items have critical success ranges of 19-20 and critical failure ranges of 1-2. The action dice are an interesting addition to the game, somewhat reminiscent of the mechanics from Alternity, combined with Fate points from WHFRP. Action dice are d4 dice which players can use for a number of purposes. In some cases, it appears that the dice are not rolled at all, but one of your dice is simply spent. What is somewhat strange about them is that the GC also gets action dice, which he can use to help out the NPCs. (Note: This whole issue implies that GCs will be rolling their dice in the open so that players can witness them and that the GC will be happy to bind himself to the results of dice rolls. Most DMs I know would prefer to have the power to fudge things in appropriate ways, whether it is to save an important NPC or the life of a PC. I suspect this is something that will be modified according to GC taste, but the implications are large, especially in light of the critical failure rules.) Strangely, though it is not explained, and there is only one reference to it, the GC apparently gets to roll a d12 instead of a d4 for his action dice. Action dice can be used in the following ways:
CombatCombat is remarkably similar to 3e D&D, as well, but thoughtfully modified to reflect the different combat environment. There are no Attacks of Opportunity (praise the Almighty) in the game, which simplifies things quite a bit. Also, like in many modern and sci-fi games, armor does not greatly affect an agent's defense (which is like AC in D&D), but does absorb some damage when a hit occurs. Naturally, the rules provide for various attacks made possible by automatic weapons, including a Burst Fire action, which allows for multiple attacks on one target in a round, and a Strafe action which allows for attacking several enemies in the same round. In addition, there are actions for covering fire and pinning fire. I have already mentioned the damage system, which is divided into vitality points (determined by class, level and Con modifier) and wound points (determined by Con score). Essentially, when an agent is damaged, s/he loses vitality points first. When vitality points reach zero, then further damage is applied to wound points. When wound points reach zero, the character is unconscious and when they reach -10, s/he is dead. The catch is that a critical hit applies damage directly to wound points, even if the character has vitality points remaining, making life a little less certain for even high level characters than is the case in D&D. Another important distance in this system is that while wound points are recovered slowly (1-3 per day of rest, depending on conditions), vitality points are recovered quickly (1 per level per hour of rest). I am looking forward to testing out the combat model in the near future. I just have to get some people to agree to sit down and try it out with me, but it looks to me like this is a nice adaptation of the d20 combat for the modern era and one that does not get too complex, maintaining the rapid flow of the game. (I should also mention that Spycraft Lite provides no combat examples, but does have a number of excellent graphics which clear up any misunderstandings from reading the text.)
Chases: A Sample of Things to Come?There is a special section at the end of the Spycraft Lite rules that deals exclusively with high-speed chases in automobiles. Clearly, it could be adapted quite easily to boats, submarines, helicopters or airplanes and it says here that the full rules will contain an expanded version of the automobile chase rules as well as rules for air, water, foot "and other types of chases as well." This is probably my favorite part of the rules. The system for chases is simple and abstract, yet elegant and can easily lead to tension-filled, exciting car chases. I will try to do the system justice here. To start with, there are clear rules for determining the circumstances at the beginning of a chase, including the important characteristics of "Initial Lead" and "Chase Speed." The Prey are those being chased and the Predator are those doing the chasing. The two drivers choose their maneuvers, which are divided into Predator Maneuvers and Prey Maneuvers. Some maneuvers can only be performed by Wheelman characters, because they require the Daredevil ability. Some maneuvers are aimed at closing the Lead Distance in the chase (for Predators), or increasing the Lead Distance (for Prey), for altering the speed of the chase (handy if you have a faster vehicle), or for making it easier for you or your passengers to shoot at the other vehicle. In addition, some maneuvers are called Finishing maneuvers which, if successful, bring the chase to an end. Some maneuvers can only be performed if the lead is large enough or small enough. A good example is the Predator Maneuver called "Box In", which requires the Daredevil ability and is a Finishing maneuver. The lead must be 2 lengths or less (and the lead in a Chase can be between 0 and 30) and, if successful, the prey is forced to stop, ending the chase. After both sides have chosen maneuvers, they reveal the choices and compare their choices on a table to check for skill check modifiers (for example, the Predator chooses Box In and the Prey chooses Zig-Zag, resulting in a -2 penalty to the Predator's skill check, while the Prey has a 0 modifier). Each driver then makes an opposed check (basically, they roll against each other's driving skill) to see if they succeed. If only one succeeds, then the results of that maneuver are applied. If neither succeeds, then nothing happens. If both succeed, then the driver with the highest check result succeeds. Meanwhile, combat and other actions can be taken during the round as well, which can cause damage and critical hits to the vehicles and the passengers, affecting the outcomes of future chase rounds. The last step before a chase ends or begins a new round is to check to see if automobile damage, driver injuries, or maneuver check results have led to one or both parties crashing their cars. The system is simple to use, but provides for complex results even with the limited number of maneuvers provided here. If you are playing ANY kind of d20 game in which chases can occur, I suggest you look at this as a model for conducting ground-based chases in your game. Man, I wish our Top Secret chases had been so simple to resolve...
Conclusions and NitpickingOverall, I was very pleased with this game. Naturally, the lite version would only be good for one or two gaming sessions, but given that it is a lite version there is more than enough here to keep a group of players happily occupied for several hours. I anticipate that the design of the full version of the game will meet the standards of this excellent preview AEG has given out for free. You can do no wrong by going to their site to download this PDF. The only warning is that it will leave you eager to purchase the Spycraft Espionage Handbook when it hits stores. The biggest problem with this "lite" version of the rules is that there really is no help for the GC here. No sample missions, threats or NPCs (though you can certainly use your imagination and the Agent-creation rules provided to create an introductory adventure). Luckily, the Shadowforce Archer website does have some sample information already available (no missions, however). One thing that is briefly mentioned (on page 4 of the PDF), however, suggests that the full version of Spycraft will make an serious effort to assist GCs in their planning. The so-called "Mastermind System" is briefly described, which sounds like a template to help a GC design a mission catered to a particular team of agents "all balanced point-for-point." I'm intrigued! If this is a good example of what is to come, I would say AEG has a real winner on their hands. I used to be skeptical that the d20 system could be as versatile as GURPS, but Spycraft Lite has convinced me that d20, in the hands of a skillful game designer, can be successfully adapted to non-fantasy settings. All you fans of Top Secret, it's time to get off your butts and get ready to go into action again. Spycraft looks to be one of the better d20 products to hit the market and one that fill an important niche in the RPG market. | |
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