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Spycraft 2.0 RPG

Roleplaying Games > Spycraft
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Beyond espionage, beyond military mayhem, Spycraft 2.0 is your gateway to an unlimited world of modern actionadventure!
It takes the wildly popular Spycraft RPG d20 system to a whole new level, expanding and updating character options, condensing and refining the rules set, and providing the ideal platform for any scenario from any genre in any setting! Whether your play style is intimate or epic, freeform or stat-driven, this landmark release contains everything you need to launch into the adventure today! Spycraft 2.0's Second Printing includes all errata compiled to date and reorganizes the gear chapter for fast, simple use!

  • Hardcover
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Right; first, as an experienced DM, allow me to say that this is the thickest single RPG book that I have ever seen...

Why this is becomes apparent when you open the covers; Spycraft 2.0 isn't an espionage RPG, it's a modern RPG 'kit' which just happens to play espionage RPGs very well. For those who like adaptability, customisation and adding your own element to an RPG, Spycraft has the rules and systems to let you do this. The downside to this that you will, whatever game you want to play, get pages and pages of rules for various things which will, in all likelyhood, have little impact on your own game (1940's SMGs, Jetpacks, Battleships: it's all in there). This makes GM (and even player) preperation (or VERY detailed knowledge of the book) a requirement for smooth playing.

Strenghts:

Spycraft 2.0, at its basic level, a D20 product; and so it's core mechanics are not that far removed from DnD 3.5, or D20 modern, but where these systems have traditionally lacked, Spycraft makes up. It pre-empts the 'skill challenges' in 4th ed, with complex skills requiring multiple checks before success, and thus allowing for more focus outside of combat, rather then the: 'so you want to swing off the chandelier, fly out the window, and land on the cart; okay, give me an acrobatics roll...

In addition to this, some particualrly important out-of-combat events, such as Chases, Hacking, Seduction, and Interrogations have entire lists of combat-like actions and tactics dependednt on your skills in these areas, which are chosen by the attackers and defenders in each case and have different effects and results.

Combat has been modified for the modern era; with ranged flanking (crossfire), detailed rules for various trick-shots and Supression/Full Auto/Burst fire; as well as rules for Morale, Expanded range diagrammes, and explosions. This does add a degree of complexity to the combats; but this can be surmounted, or ignored at your leasure. The support products, avalible for free on the 'Crafty-Games' website are invaluable, and aid in clarity and access for begginiers.

The classes, of which there are a large number, with even more 'presitge' classes, are built to facilitate multiclassing and are desinged with all areas of the game in mind- from combat to social manuvering to chases; and the traditional 'race' section of DnD has been replaced by two components which make up your heroes life to date, and so give him abilities and aptitudes simmilar to the traditional 'race' templates, but can be combined in hundreds, if not thousands of possible forms to give you great flexibility to deal with your character.

The system is built to facilitate cinematic, over hard roleplaying, experiences. Whilst there are a lot of options for character development and RP oportunities; the system glosses over unimportant NPCs, relegating them to faceless 'extras' and allowing your PCs to smash through squads of them without much trouble. 'Special' and 'Full Special' NPCs, the big bads, are the only things that will give your PCs pause for thought, and focus the game on the more climactic, world-beating confrontations, not just the hacking through waves of mooks.

'Action Dice' allow your players to do their traditional super-heroic things, by granting them a variety of bonuses, but limeted number of times to use them. The introduction of GC (GM) 'Action Dice', which can be spent to make things harder for the PCs by introducing a veriety of Cinemaitc concepts, gives the GC a measure of counter power; and the ability to save reccuring villains, and make true matches for the PCs even without bending the rules.


Weaknesses

Obviously, the main problem is the clunkiness of the system. With so many options; the players and GC have a lot of work on their hands to look through the system and find the relevent bits. Time control is a must, or else your PCs will spend an hour deciding what guns to take, and then a further hour deciding whether they want a Porche 911, or a Classic Muscle Car, and where they want the ejector seats...

Equally, the breakdown of realism in favour of cinematics may not be to everyone's taste; with the cost in realism biting even in the most realistic game. However, this can be offset simply with a little alteration; but this further complicates a very rules-heavy system...

The infinate customisability does also introduce a problem in that there is no basic setting. Whilst the system assumes a 'Spy' campain; this is all you get, and the easy customisability means that even this isn't set. 'World on Fire' is the offical setting, and solves this, but this will set you back another £15-£20.

All in all; a good addition even to those who have D20 products; and very much to my taste. However, it may not be to everyone's so be aware...
Rating: 8.5
Reviewed by: ted.swalwell
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