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Spycraft
"Hey! You're that secret agent! That English secret agent! From England!"
I originally passed on Spycraft when it first came out,
because while it looked neat, it was expensive (especially the
supplements), and not something I could really afford to follow
at the time.
Then last year, I picked up the Stargate SG-1 book, being a
semi-fan of the show, and really liked the rules. They were good,
but lacking in some areas, so I planned on picking up the
Spycraft rulebook to help supplement them. Eventually earlier
this year, I found someone selling a used copy for a reasonable
price, so I got it and the Shadowforce Archer main book (I think
I paid $25 for both, including shipping).
Unfortunately, I was somewhat let down by the compatibility
between the two. There's not a huge difference, but it's there,
and requires more work than I wanted to do. Spycraft is also
somewhat lacking in equipment (especially guns), and it's very
incompatible when it comes to equipment systems. I wasn't going
to review it, since I didn't like it all that much, but not
having anything better to do...
On the surface, it's like regular d20 (and so I'm going to assume
you know the basics of d20 in this review, otherwise it would get
even longer). But there are a lot of subtle changes that I think,
makes it superior to d20, at least the combat, and at least for
modern games (and I think it's much better than d20 Modern).
"It wasn't sealing wax. It wasn't chewing gum.
It was epoxy glue. And all of a sudden you know a whole damn lot
about submarines."
"Oh, I know how to wreck them, and I know
how to lie, steal, kidnap, counterfeit, suborn and kill. That's
my job. I do it with great pride."
Character creation is largely the same as D&D/d20, characters
have the same basic stats and such, and have a class. (You will
need a Wizards of the Coast d20 book to use Spycraft,
technically, at least for the information on how to roll/assign
attributes and level up characters. If you don't want to buy a
Player's Handbook, the 1st edition Star Wars game should be a
very cheap and more useful purchase, as it uses the VP/WP rules,
so should be somewhat more compatible if you want to borrow
classes and weapons)
Race has been replaced by "Department". It works
pretty much the same way as race, modifying ability scores and
giving some minor special abilities. Unfortunately, some of these
departments make no sense or use odd terminology.
For instance, "Wetworks" is often used as a euphamism
for killing people. Because when you shoot them, there's blood
all over, and so it's wet. But in this, it's people who
specialize in unarmed combat. I've never heard that called
"Wetworks" before. Because that makes no sense - people
only really bleed when their skin is broken, you can only draw
blood from punching someone if you hit them in the nose or
something - boxers only get cuts because of gloves. The rest
aren't quite as incorrectly named, but generally somewhat dorky.
I really didn't get this department thing. I mean, I guess it's a
way of making characters different, but at the same time, this
seems to largely overlap with classes, and thus redundant, while
some combinations are silly (like a "Soldier" form the
Computer Espionage department? Bill Gates hit squad? Hrrrmph).
And is it realistic? Not really. It's like a really bad TV movie
or something. Did the authors actually read anything true about
spies? It's like a horrible, horrible cliché-ed novel.
Unfortunately, this confusion of spy terms and silliness extends
somewhat to the classes. There are 6 core classes: The Fixer, the
Pointman, the Soldier, the Wheelman, the Snoop, and the Dogg, er,
the Faceman. Fairly strong archetypes, I thought, but the actual
game descriptions mechanics and descriptions of them seem to be a
bit off.
For instance, The Fixer. I generally think of those as a
wheeler-dealer, black market kind of guy, and a guy with
connections. But no, in this, they are essentially like the
D&D rogue, that is, a thief. Okay, I guess they needed one of
those in the book, but couldn't they pick a better name?
The Faceman, surely they must be a con-artist. Well, sorta. They
are part con-artist, but their main ability seems to be to
disguise themselves. The Snoop, rather than being someone who
literally spies on people, or an information gatherer, is
actually more like a gadget guy.
The
Pointman, at least in military terms, is the guy who takes
point, that is, the lead, and watches out for enemy troops and
ambushes and such. In this, the pointman is a jack of all trades,
and leader of the team. He also helps the team do things better,
apparently he has magical fingers, when he points at team
members, they perform better. (At least, that's the only way I
could reconcille the name with what they actually do, in game
mechanic terms)
Only the Soldier and Wheelman seem to be what their class names
imply. And even the Wheelman seems more geared towards fighting
(almost as good as a soldier) than driving. They probably should
have had less combat ability, and more mechanic ability (though
maybe not, many drivers are not great mechanics).
So, I found the classes to be a bit confusing, and disappointing.
And apparently from a different version of English than I speak.
I also found them to be somewhat lacking when it comes to spy
archetypes.
What would James Bond be? I guess just a wheelman/soldier,
because he while he's very charming, he's definitely not a master
of disguise, like the Faceman is.
Faceman from the A-Team also would run into that same trouble. He
would probably just be a solider, because AFAIK, he never
disguised himself. It was Hannibal who was into disguises.
B.A. Baracus could be represented by a Wheelman, except, he did
all the work on his van himself. There doesn't seem to be a
gearhead class, other than "Snoop". Okay, yes, the
Wheelman class does get a bonus to mechanics skill checks when
they have to jury rig something, but I would expect more than
that. In many ways, B.A. was MacGuyver before MacGuyver (and with
better hair), being able to invent and make innovative and very
destructive (but not lethal!) devices from random junk.
Murdoch, I think he actually disguised himself a lot. Though
other than that he fits Wheelman pretty well.
The Saint (aka Simon
Templar, famous from a decent TV show starring Roger Moore and a
really lousy movie starring Val Kilmer) is a master of a disguise
and a thief. So a Fixer/Faceman works mechanically, calling him a
Fixer/Faceman just doesn't sound right to my ears. He was a
thief, not a fixer. Grrr. It's like calling a monkey a rabbit.
Sure, they might taste alike, but they are quite different.
MacGuyver? Can't really do him at all. He's like B.A. without any
driving ability (or shooting ability or disguise ability or
apparently any other ability other than making gadgets out of
trinkets and yard waste)
What about xXx, aka Xander Cage, aka Vin Diesel (I know, one name
is sillier than the next), from the movie xXx? He was some sort
of extreme athlete, pressed into the spy business by a Samuel
Jackson who must have been desperate for money (I really thought
he had standards). While the premise (and everything else) of
that movie stunk, but it's a fairly common theme in spy movies -
some civilian or non-spy gets caught up into things (probably the
best movies with that theme are Top Secret! and North
by Northwest). Granted, I don't expect rules like an
imaginary spy friend played by Dabney Coleman, but something
representing more normal people, or even a non-specialist sort of
agent (like say, Maxwell Smart or the guy from the Prisoner)
would have been helpful.
Where are the femme fatales (like in the various James Bond
movies, or Mata Hari), the sleuths (like Hercule Poirot, several
of the novels with him were spy stories. Same with Sherlock
Holmes and Charlie Chan, at least in the movies.), the Assassins
and Martial Artists (like from say, Black Mask or many Jackie
Chan movies), where are the scientists (like Dr. Goodhead from
Moonraker?) or the Qs? (Q actually did go out in the field,
especially in Octopussy, helping to assault the base at the end).
To a certain extent, some of these classes are found in other
books (surprise surprise), but also are just plain missing, which
makes me wonder what movies the designers were watching
(apparently, just Mission Impossible 2. Ugh).
So basically, to sum up the classes, I think they are largely a
mess, in both terminology, and trying to represent the genre.
They needed a lot more classes and more appropriate names for the
existing classes. Some could say a class system just doesn't work
for modern games, but I think it can, but AEG just needed to make
them a bit broader, and more customizable. In D&D, most of
the non-magic using classes are customizable, like the Fighter or
Rogue (or even the 3.5 Ranger) - that's a path AEG should have
taken, I think.
In SG-1, I felt the classes were better (though I still had
problems with the name of the "Pointman"). And there
was the Explorer, sort of a general class, and the Scientist. I
realize the genres are different, but as I pointed out, the spy
genre is quite big and there are many roles missed by the 6
spycraft classes. Still, in either case, I think there needs to
be more than 6 core classes. I would think 12-15, but at least 9.
(Admittedly, I love core classes).
I actually could go on and on about the problems with the
classes, but I think I've made my point (or convinced you I'm a
crank. Either way, my job is done). I did think the feats were
pretty well done. I do think they should have added another
attribute for Appearance (as opposed to Charisma), as looks seem
to be very important for spies. Though that might have been an
unnecessary complication.
"When you have to shoot, shoot, don't
talk"
As mentioned, combat is somewhat different than normal
d20/D&D. Simplified in some areas, more complicated in
others, like replacing Hit Points with Wound Points and Vitality
Points.
Hit points are possibly the easiest way to represent damage in a
game, but many people have problems with them, at least in
systems like d20, where the hit points increase a lot from level
to level. Many people also have problems conceptualizing what
they represent, something not helped by console RPGs in which
characters often do have 100s of hit points, and literally do get
whacked by swords or other weapons every combat round.
But if you don't have inflating hit points, you run the risk of
characters dying a lot. Unless you do silly things like letting
people dodge bullets (like say, BRP) or not letting characters
die in one hit, no matter how deadly a blow (like say,
Shadowrun).
Wound Points and Vitality points pretty much solve these
problems, I think. They split the hit point concept up into two.
Wound points represent actual, physical damage, and are based on
a character's Constitution score. They do not go up when a
character's level is increased. Vitality points are like the
D&D hit points, they represent fatigue, luck, etc, and go up
when a character levels up.
So it's basically, the best of both worlds. Characters can die in
one blow, but only very very rarely. Enough so that they won't do
stupid things, like jump off cliffs. But their main danger is the
"ablative" effect, that is, they get slowly worn down,
which I think is the best model for RPGs. It even helps keep 1st
level characters alive, because generally a character has to go
through his VP and WP in damage before getting killed.
It's funny, when I first heard of this rule, I really really
didn't like it. But since playing SG-1 (and now Spycraft), I've
grown to really really like it. It's a shame they didn't use it
in d20 Modern. Thankfully, now the rules are open content, having
been released in Unearthed Arcana, and maybe we'll see more use
of them. (AEG got permission to use them about 2 years earlier,
something no other company could get, but now anyone can, and I
strongly urge companies to do so for modern and futuristic
games).
Gone are "Attacks of Opportunity", which is a great
move. That's something that really only matters in melee combat,
and if there is spellcasting (or something similar) that is
devastating, and so deserves a chance to be disrupted by getting
whacked in the head.
Also gone are "Full Attacks", in which high level
characters could make multiple attacks per round (The whole,
+15/+10/+5 thing). Instead, one attack takes a half-action. So a
character can make two attacks per round if they want, or one
attack and one other half action. (Somewhat similar to regular
d20 in which you can attack once and move)
Armor is also handled somewhat different. Each class gets a
"defense bonus" to armor class, based on level. But if
they use armor, this bonus is forfeited. Armor instead provides
damage reduction, and in some cases, a bonus to defense (but
usually a small one).
For instance, the Kevlar Vest has a Damage Reduction of 4, but a
Defensive Bonus of just +1. (Most armors don't have a defensive
bonus to ac, and some heavier armors have negative ones).
Another interesting addition is "Action Dice". These
are basically additional dice that the player (or gm) can use to
improve any skill roll or combat roll. They are generally small
dice (d4s), and most characters get 3 per session to spend (you
can buy more using feats and such).
Besides helping improve rolls, action dice change combat
dramatically, because they are integral into how critical hits
are handled. While a critical "threat" works the same,
critical hits happen only when a player uses an action die. This
does add to the flavor of combat, but also adds more record
keeping. The GM also gets action dice, to use against players
whenever he wants, and also has to use it to score critical hits.
I don't think I like that idea. It makes the GM too much of an
adversary, and I also think it takes away some of the GMs power -
I prefer to be more of a neutral party, but with the right to
intervene either way if it suits the story best. Spycraft wants
to take that way from the GM.
One thing missing from SG-1 is special abilities or effects for
various guns. One of the neater things about SG-1 was that
certain weapons would produce certain effects, for instance,
large caliber handguns could knock someone down if they were hit.
One of the major downsides of Spycraft, at least the corebook, is
the guns and gun rules are almost non-existent, apparently having
been put in the gun splatbook (Spycraft Modern Arms Guide or
something like that)
Spycraft gives me a feel of a tactical computer game when it
comes to combat, which is generally a good thing. So I like this
part a lot.
And the skills are pretty much straight d20, which I think is a
good system, and the feats are all very solid, too. Lots of feat
trees or chains (that is, feats that require another). They're
also pretty solid. Actually, with new skill and feat lists, and
new classes, Spycraft is almost a standalone book (except the
character creation thing).
"Very novel, Q. Must get them in the stores for
Christmas."
What about the gear section? Well, there is a lot of gear. But
unfortunately, unless you happen to be running the default game,
where the PCs work for a nameless "Agency" and use
their 'point' system, you're largely out of luck. There are
prices for guns (sort of), armor, and some of the more mundane
items, but the gadgets and gizmos don't have any prices on them.
Even stuff that probably is available commercially.
I do like how it's divided up into normal gizmos and
super-science, the latter are things that really don't quite obey
the laws of physics. Though I'm sure half of them will be
outdated in 5 years.
"So what do you need? Besides a miracle."
"Guns. Lots of guns."
"I'll need guns."
But apparently spies don't, as there are none in this book, other
than some very generic stats based on caliber. To not include any
real life stats of guns is pretty pathetic - Call of Cthulhu d20,
a game that doesn't involve guns much, has lots and lots of gun
stats and well done descriptions, in about 10 pages or so, more
than enough for most cases. This has bare-bones, vague
descriptions, which are sometimes incorrect. For instance, a
7.62x51mm is not really an assault rifle, it fires a much more
powerful bullet than true assault rifles, and thus is often used
in different roles.
Plus, different guns of the same caliber, even if they are in the
same basic class, act differently. That's why there are so many
different models. Even something as close as a M-16 and an M-4
work differently in practice, but apparently they would use the
same stats in Spycraft (at least the basic book).
Clearly, they want to force you to buy their gun book. Not entice
you, but force you, as the gun stats in this book are basically
non-existent, 2-3 generic examples of bullet caliber for each
type. I have never really seen a modern game do this before - not
include any gun stats at all. Unbelievable. And IMHO,
inexcusable, for a game in which gun combat is common. I can see
them not being in a something like HippieQuest II: Electric
Bongaloo, or Carebears: The Snuggling, but in a game where the
guy on a cover is a carrying a gun?
"Why has the car stopped?"
"It's frightened."
Similarly, there are no real world cars or vehicles given, just
generic types. I can excuse the lack of vehicles a bit more, as
there are lots more vehicles than gun models. But a few real
world examples would have been nice. I'm reasonably expert on old
Mustangs, but beyond that, most of my car knowledge comes from
video games. I'm woefully ignorant on things like motorcyles,
civilian airplanes, and mopeds.
The chase system, while sound mechanically, doesn't make much
sense in real life terms. This is shown by the example in the
book itself - a car chasing a motorcyle, and despite being much
slower, still catches it in 3 rounds or so. I've done enough
street racing when I was younger to discover that a car, even a
fast one, has absolutely no hope of chasing a motorcycle. They're
just so much quicker in terms of acceleration and braking and
much more maneuverable. Still, I guess if you want a system in
which anyone can catch anything, this works.
Basically, it's a relative system. Person A is so many lengths
ahead of B. Each chase turn, each can make a special maneuver,
which can close or widen the gap, or hurt the other's car (like
shoot at it).
The maneuvers are divided into "predator" and
"prey" categories, which are the chaser and the
chase-ee. The maneuvers seem to favor the chaser, in many cases,
they can increase their speed by a lot, while the chase-ee can
only increase their speed a little. Actually, most of these
maneuvers ignore the sort of vehicle being driven, the increases
are absolute, not based on what they drive.
The example is a bit confusing. It doesn't help that one guy is
named "Skybreaker" and the other "Sideshock".
Two weird names that start with an S. (The chase example is
actually best an example of how not to write an example - even
the author apparently confused the two names in the example.)
"World domination. The same old dream. Our
asylums are full of people who think they're Napoleon. Or
God."
The section on GMing is different than what you normally find. It
proposes a very adversarial and very rules driven way of GMing.
Basically, instead of the GM being god or a storyteller, you play
the villains exactly like PCs (more or less). There are fairly
extensive rules for creating villains and their organizations.
I really don't think RPGs should be competitive, especially not
GM vs. the Players. I also think that GMs really shouldn't think
like players when it comes to NPCs and such. The system in the
book almost encourages the GM to be a munchkin when it comes to
his villains. I dunno about that.
But when it comes to actual running the game stuff, it's pretty
good. There's a real handy chart to help set difficulty levels.
That should be on every screen for d20 games. Also misc. stuff
that could be useful, information on diseases, poisons,
environmental damages and challenges, etc.
There actually isn't much spy background, unfortunately. The game assumes you'll be running a game where the PCs work for a fictional "Agency". There are no real profiles or even blurbs on any real life spy agencies. But we do get a fairly long description of Mah Jong.
"You really do have a magnificent
abdomen."
I like the cover art, and the layout is okay, if dull. But there
is actually a surprising lack of interior art. And what pieces
there are, are pretty small. No full page illustrations, either.
So basically, it's an average looking book. A bit ugly, but
functional. They do have an interesting color scheme, silver. You
don't normally see that, presumably because it frightens Vampire
players.
"Merchandising, merchandising, where the real
money from the movie is made. Spaceballs-the T-shirt,
Spaceballs-the Coloring Book, Spaceballs-the Lunch box,
Spaceballs-the Breakfast Cereal, Spaceballs-the Flame
Thrower."
I do really like the basic Spycraft rules, basically the normal
d20 rules for skills and such, and the the way Spycraft handles
combat. I just didn't realize how bad or incomplete the Spycraft
main rulebook was - it's needed a rather large errata (a 5.1
megabyte PDF). An errata that I can't view, by the way, as it's
only available as a PDF and Adobe Reader crashes my system.
(Okay, I could view it using GhostGum, but that's slow as dirt).
I just think that much of the incompleteness was deliberate, as a
way of selling additional books. Which is bad, because the main
book was fairly expensive when it came out ($35 in 2002). They
wanted to sell a guy book, so they made guns almost non-existent
in the corebook. Similarly, if you want more core classes, you
have to buy various Shadowforce Archer books, which is a setting
I really don't like (briefly, I don't like the spin of it, it
seems almost apologetic to Hitler in places, and I don't like the
comic book-ish nature of it, with all sorts of magical powers and
mutants and chemical creations and such).
I would give the basic rules about a 4.5 out of 5 (I like the
autofire rules from Deadlands d20 and Dragonstar better), the
classes about a 1, and the rest of the book about a 2, for
incompleteness. Compared to the only other spy RPG I have, James
Bond (from Victory games), Spycraft really does come up short,
despite James Bond being only 160 pages.
James Bond had complete character creation, a decent chase system, plus information that Spycraft doesn't, like actual information on spy agencies, a selection of real world guns and vehicles, locations, and even a sample adventure. While James Bond probably is a classic, asking Spycraft to at least cover the same ground in almost twice as many pages isn't exactly asking too much. Honestly, James Bond did suffer from some of the same problems, like an equipment system not based on money (and you probably really needed to also buy the Q-Manual for more stuff), but as that book said, it was designed to emulate the movies, not any other spy subgenre, and pointed out its own shortcomings. And it was 128 pages shorter (and had smaller paper size). The Spycraft rulebook says it is "Everything required to play any spy movie, television serial, comic book, or novel, all in one place." Uh, no. Not even close.
So call it a C-, overall.
Calm yourself. Man who argues with cow on wall is
like train without wheels: very soon get nowhere.
The actual system probably is a lot better if you have all the
books, especially the gun books, and the additional class books.
But as I don't have them, and probably won't ever, I'm grading it
on this book alone, not the system in general. Hopefully Spycraft
2.0 will be more inclusive. I don't mind them selling splatbooks
for the various core classes, and keeping the prestige classes in
those books - in fact, that's how prestige classes should
probably be handled. But the way they handled 1.0, it seems
overly moneygrubbing, especially how they handled the guns.
Also, I've heard rumors that AEG might be coming out with
something similar to the d20 License for Spycraft, in that they
will let people use the Spycraft logo to make associated
products. Hopefully if true, this will let people/companies come
up with more suitable classes and prices for equipment, which
would truly make it a generic spy game (and perhaps more suitable
for things like modern horror or martial arts or other action
genres). Actually, since the VP/WP and associated rules have been
released as open content, companies could do this now, even
without the logo. (And they should.)

