Tag Archives: spycraft

Games That Really Disappointed Me

A thread on TheRPGSite about “Games You Really Wanted To Like But Couldn’t” struck a chord with me.  Here’s some of the games I really, really wanted to like but was sadly crushed by. Chime in with yours!

Rune. After Feng Shui, which I loved with an intense love, I was really looking forward to Robin Laws’ next game, and Vikings are cool, so it seemed like a shoo-in. Then when I got it, it was a weird budget-driven thing that I couldn’t even begin to attempt to run. You can’t put in a trap, you have to take the trap out of the budget for opposing elements…  Spreadsheet time! To create a Rune adventure you’d have to do days of prep and math, there is no “winging it.” A warning shot of what has mostly gone wrong with RPGs since in many ways. Recently I saw the 2e clone Myth & Magic trying to put in an “XP budget” thing in their scenario building and it gave me post-traumatic stress disorder flashbacks to Rune, I said “Rip that out POST HASTE boys!”

Savage Worlds. With Savage Worlds there isn’t enough meat there unless the GM is willing to be off-the-cuffing stuff, and ours wasn’t. “I’m sorry, that seems like a valid Strength trick but the game only defines Smarts and Agility tricks.” “Oh well then this system is boring as all get out as written.” Also probably the GM’s style is to blame, he’d just suddenly take 15 minutes to build a big HeroClix battle mat and put the exact same generic goblin and dwarf minis down on it (we never fought dwarves or goblins, they were just stand-ins) and look at us and say “What do you want to do?” “To what? Where are we? What do those goblins represent? Are they attacking us or something?” But we gave it two campaigns. Once the final one ended with us getting killed by the traditional SW “guy you can’t hit ever except on super lucky dice explosions” we boycotted.

With FATE, I’ve tried Spirit of the Century and Dresden Files. Spirit of the Century was just too big.  411 pages for a “pick-up” RPG?  There was no way to bootstrap a group into playing it.  With Dresden Files, it wasn’t really the core mechanics that got us. Well, maybe it was. I just remember the wizard continually outshining other people in their specialty, and then us taking an egregiously long time to cast some detection spell. “Do we have enough juju to make it work? No? OK, we put in… Some grass, because he was on grass when he was abducted! Still not enough? We put in… A phone book with his name in it! How about now?” We stole Aspects and just added them to our Pathfinder characters in some campaigns, that works well enough. Might give FATE a try in another circumstance, but it’s operating at “two strikes.”

D&D 4e, because I actually liked D&D in Basic, 1e, 2e, and 3e; then 4e took a big steaming dump on everything the game stood for.

M&M 2e and Spycraft 2e. I loved 1e of both, and I was fine with upgrading and bought the books for both new editions sight unseen. And with both, they took a fine RPG and ladled on big levels of complexity and made it read like an encyclopedia full of definitions and not a game. They were completely un-charming and in both cases after reading some, even with my previous understanding from the earlier edition, I didn’t really want to power through reading the rest of the weighty tome. There’s a game design philosophy that sometimes comes into vogue that says “Make it read like a big ol’ dictionary, and they can just piece it together from all the individual definitions!”  And that’s about as easy as learning a foreign language from a dictionary. Game designers, stop being lazy. Write a game.

I think it’s at this point I decided giant complex games were not for me any more and started eyeballing lighter approaches (though sadly Savage Worlds was supposed to be the lead candidate there).

Those are the games that I really, really wanted to like, that many people told me I should like, but that in the end I like so little that if our group was like “Let’s play X” I, who generally go along with whatever game system without comment, would have to say “Uh… I don’t know if I’d really enjoy that.”

The Past Of Modern d20 Gaming – And The Future?

Conversation among our gaming group recently turned to “Hey, was there ever another edition of d20 Modern?”  It got me thinking about  modern gaming and d20 modern-type gaming, especially as there may be some new breakthroughs coming on that front soon.  (Teaser!  I’ll spill the beans later in the article!)

Generic Modern d20 Games

I thought d20 Modern was just okay.  It was serviceable.  I didn’t like the stat-based classes, I think that’s lame.  And I didn’t like the way they halfheartedly supported it – it’s like it wasn’t a real product, just a spoiler product to steal sales from Shadowrun, etc.  In my mind it didn’t compare well; they proposed d20 Modern Dark Matter and Star*Drive, for example, which pretty much were better using the Alternity system. d20 Past and Future were just insulting in how light they were.  “You could use this to replace a number of other existing games!  We won’t provide enough content for you to do it out of the box, but look, you clearly could do it!”   Not sure what they were thinking.

Two other major d20-based games tried to fill the gap – True20 and Modern20.  True20 is Green Ronin’s generic, somewhat simplified d20 system; they use variants of it in Mutants & Masterminds and Blue Rose.  I like it better than d20 Modern, but am not wildly enthusiastic about it.  I don’t like the wound system, particularly.  And there’s not a lot of direct support for modern gaming; it’s meant to not be purely fantasy-tied so you *can* do it but it seems spread thin.  Every support book feels like it has to cover fantasy/modern/future/etc. which means you only get a little of each in the Companion, class books, etc.  That’s a poor marketing strategy because it means if I want material for a modern warrior, I have to buy a book with fantasy stuff in it.  I’m sure there are 10 or so people out there so in love with True20 they want to buy everything, but normal people would like books focused around information useful in a specific game they’re gonna run.

Modern20, from RPGObjects, is more specifically modern focused, which is nice.  It still goes with a largely stat-tied set of core classes, though it tries to add a little more “zazz” to them.  They have supplements for horror, martial arts, etc.  Seems serviceable.

Specific Genre Modern d20 Games

Mutants & Masterminds, from Green Ronin, is a great superheroes game.  I love it – well, the first edition.  I felt like the second edition overcomplicated things and decided the book should read more like a dictionary than a gamebook.  I understand some people like that kind of “definition centric” format but I say bah.   Anyway, I really like M&M 1e.  Beautiful books, you can build beautiful Marvelesque characters, and fun gameplay.  Criticisms – the way damage works can be a little problematic sometimes and I’ve learned over time that games that give the DM action points to use for villains suck.  Anyway, it’s the best d20 supers game hands down and IMO one of the best supers games in any system.  But it’s pretty much just for supers, which is great for that genre and not relevant for others.

Spycraft was another excellent game – in its first edition.  It’s weird that I also don’t like its second edition; it’s super overcomplicated and also goes for that descriptor stuff, must have been a fad at the time.  It was an espionage game, but because of that could work perfectly well for modern action, crime, investigation, military, etc.  If you’re looking to play a “subtle” genre, d20 probably isn’t the right thing to use anyway.  But if you want to be a faceman, soldier, wheelman, or fixer, it’s the game to use!  For most traditional modern genres, though, in my opinion Spycraft 1.0 is the shizznit.  (I didn’t like their uber gonzo “G.I. Joe on meth” setting,  Shadowforce Archer, but all the class guides are nice.)  They went the ‘real class’ direction instead of the ‘stat class’ – heck, Spycraft 2.0 minimized stats to the degree where they did away with ability checks!   You can find all the Spycraft 1.0 stuff easily at Half Price Books etc.  I don’t know what the heck Crafty is doing with the game line now that they have 2.0 – their supplements are bizarre (convert to d20 Modern!  Add fantasy!  Book after book of new guns!).

Haven: City of Violence, from LPJ Designs, also seems like a good bet.  I haven’t played it, but it seems to stay squarely in the modern action/crime/etc and not try to add in psychic mutant magic-using bugbears or other crap like that.  Seems to be Grand Theft Auto in Sin City directed by John Woo.  I’d like to give it a shot sometime.

What’s New?

Well, there may be a Pathfinder version of Modern in the works!  People asked Paizo to do it from time to time but they said “we’re busy with the core stuff.”  Recently, however, on the Paizo boards, some names you may recognize – Stan!, Owen K.C. Stephens, and Hyrum Savage, who have formed Super Genius Gamesare seriously talking about doing a Pathfinder Modern, possibly as a patronage project.  Although I’m leery of patronage projects, as the RPGverse is full of long promised and never delivered products (Nick Logue and Razor Coast, I’m looking at you), it’d be interesting to get a new version of d20 Modern with the learnin’ of the last 10 years baked in.

Here’s what such a game should look like IMO.

  • Real classes, not “stat based” classes.
  • Vitality and wound points, not pure hit points or a True20 weird DC thing.
  • A general modern corebook, but supplements organized along specific genre lines.

Some Bonus RPG.net Reviews