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Spycraft 2.0 Rulebook - Second Printing $19.95
Average Rating:4.2 / 5
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Spycraft 2.0 Rulebook - Second Printing
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Mark S. [Verified Purchaser]
Date Added: 08/13/2010 15:08:46

If you are looking for a Espionage or Modern D20 ruleset, look no further than SpyCraft.

Enhanced gear and gadgets allow any budding Bond wannabe to equip themselves with the latest high tech equipment. Good selection of character classes and feats. Game runs smoothly though can be tough for new players to get a handle on it. Once they do it's well worth playing.

The game also has a number of supplements/mission for GM's to use.

Only Con that nearly caused me to knock a star off, is that the tables in the book are laid out oddly and difficult to find.



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Rory H. [Verified Purchaser]
Date Added: 03/28/2010 01:54:09

Sometimes you just feel a book is too big to be useful. There are some good ideas here, and I like the genre, but I feel that they've attempted to do too much with the game here, and it lacks focus and consequently utility value.



Rating:
[3 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Ronald W. [Verified Purchaser]
Date Added: 05/05/2009 08:51:48

Spycraft 2.0 is modern d20 at its best. The book is more like a huge toolkit that provides for your every need.



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Nestor M. [Verified Purchaser]
Date Added: 07/29/2008 15:38:24

I'm trying to list all the superlatives in the English language in my head. Wow, too much, let me sum up. F&@$g Amazing!! I run for two groups in Orlando Florida and my players wanted a break from fantasy. We may never go back!!! (Ok, maybe not for a while.) Great book, great system, worth every penny. The gear selection process slows the game down a bit, but the idea behind reserve items makes every character want to be McGyver. Great system, very versatile, may try to use it for fantasy instead of that other monolithic brand.



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Justin M. [Verified Purchaser]
Date Added: 03/25/2008 23:45:28

A simply fantastic book, with great rules, but beyond that: GREAT IDEAS for running any spy/military/modern game. As a treasure trove of ideas, knowledge, gear, it can't be beat.



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by William V. [Verified Purchaser]
Date Added: 11/23/2007 13:27:46

Kewl! Far and away, the best use of the d20 Modern system to date! Very complicated, so if you're not already familiar with the d20 system, be prepared to spend weeks or months studying this chunky, 500-some page pdf. (In the interest of complete disclosure, I myself have yet to finish it!) However, it is more than enough to launch into the action-packed world of espionage, danger, thrills and daring-do! Very nicely designed and illustrated, but don't expect to print this out or your printer will never forgive you! LOL If I could I'd give this 10 out of 5 stars. :D



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Nickolas M. [Verified Purchaser]
Date Added: 07/14/2007 23:18:54

Forgot to add in my other review.

I like this system, it's fun to play and grabs your attention. The book, however, is poorly laid out and organized with bad color choices and equally bad content relationship problems. Meaning the tables and content don't mesh well together.



Rating:
[3 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Nickolas M. [Verified Purchaser]
Date Added: 07/14/2007 23:15:14

Works great on the computer, if you happen to have a comp with you while you play and don't look at this as stepping away from true pen and paper gaming. Don't try and print it, you can't read it on low quality because the tabling (as in all spycraft books) is done with poor usability and color considerations. high quality printing would cost a fortune so not really worth it either.



Rating:
[3 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Victor R. [Verified Purchaser]
Date Added: 07/05/2007 00:00:00

Great game! I used to play Top Secret and James Bond many moons ago and I recently bought the d20 Modern system in an attempt to relive those days of hunting down spies, killing terrorists, etc. Unfortunately I was highly disappointed.

Spycraft was recommended to me instead. So I paid my $24.95, downloaded the pdf and printed it out at work (497 full color pages!!!). Within minutes I was creating my first characters the next day I started playing my first session. Clear rules, great system. Like someone else said, this is what d20 Modern SHOULD have been.

IF you like the slightly-over-the-top spy worlds the movies, such as James Bond, True Lies, etc, this is the game for you!<br><br> <b>LIKED</b>: I really like the focus on modern day, real (if slightly exagerated) operations. Ever wanted to be a spy, Navy SEAL, cat burglar, etc? Now you can be one!<br><br><b>DISLIKED</b>: I didn't quite like the "cinimatic" nature of the game. I wish it was more Top Secretish in that respect. <br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by James M. [Verified Purchaser]
Date Added: 03/21/2007 03:24:21

Awesome. Does lots of cool things with the system. Skill caps make low level characters differ on skills a lot without barring untrained use completely. Someone without ranks in a skill can never get more than 15 on a check while a first level master can get a result of up to 30. A talented amateur can no longer outshine the supposed master. Skills have been expanded to include all the good modern stuff. They've also been defined quite well so every situation is covered pretty well. Everything from skydiving (standard, HI/LO and base jumping) to bribery.

The classes are awesome and great for making a team worthy of any action movie. Almost any combo of classes will make a viable team.

The feats are just awesome. There are fighting feats for everything. Whip style feat is even good. And the shotgun style feat is called 'This . . . is my Boomstick'

The chase system from the previous edition has been expanded to cover brainwashing, interrogation, hacking, infiltration and manhunts. It abstracts and covers each of the situations quite well.

The rest of it's great too, great gear system, more gear, fluid initiative, origins, it's all awesome. Buy this.



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Jeffrey V. [Verified Purchaser]
Date Added: 03/16/2007 00:00:00

Excellent game, if you like your RPGs rules heavy but still full of action.

Not much fun to read, but its intended to be played, not read!<br><br> <b>LIKED</b>: The comprehensive rules<br><br><b>DISLIKED</b>: The art work wasn't to my taste<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Michael H. [Verified Purchaser]
Date Added: 03/11/2007 03:04:08

Don't let the title fool you; Spycraft is no longer tied to the espionage genre. Instead, Crafty games has set for themselves the loft goal of creating the book d20 Modern SHOULD have been. And although d20M adherents will still stick to the WOTC version, Spycraft 2.0 is a superb action game in its own right and, like d20 Modern, a framework upon which other things can be built readily. The chase and duel mechanics, which can be applied to an infinity of tasks, are especially elegant and well worth melding into just about any RPG. A lovely game, the only downside being that printouts of the large, full-color book are going to be very complicated (and the most likely way to get a hardcopy until the new printing gets decent distribution).



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Megan R. [Featured Reviewer]
Date Added: 02/13/2007 10:47:51

An RPG Resource Review:

This is the revised version of the original Spycraft 2.0 originally published by Alderac Entertainment Group before the Spycraft line was bought out by its authors when they set up Crafty Games.

It is not, as the authors state, something you want to sit down and read. It is a reference work, to empower you to run contemporary adventures by providing the necessary game mechanics. The work can only be described as epic - it is one of the most solid and comprehensive rulesets I have ever read, packed with detail as to how to resolve just about any situation that might arise... or at least, the tools to work out how to resolve it if it is an unforeseen situation. That's quite a benefit, many rulesets give you the mechanics for the things they have thought of, but leave you quite at sea if you need to extend the rules to a new occurrence.

Everything is very well organised, and although the options are often complex they are explained clearly and are easy to find. Both the table of contents and the index are well laid out and comprehensive, while the text itself is organised in a logical manner. However, despite the good organisation, visually it is a bit of a nightmare - text almost illegible through over-heavy 'ghost' images on the page, and tables where white and yellow text are printed on bright green.

The Introduction looks at the whole concept of espionage-based games, and explains the way in which the book has been constructed. It also talks about how this ruleset draws on standard D20, and where it differs (being an OGL rather than a D20 work), and how various 'qualities' are applied to the campaign itself, as well as to characters and items therein. There are also notes on how 2.0 differs from the original Spycraft game.

One of the biggest changes is the introduction of a Dramatic Conflict system. If you know the original game, one of its strong points was the system provided for administering a cinematic chase scene. Drawing on this mechanic, a system for playing out all manner of epic multi-part skill checks has been devised. I am not sure how well this works: you have comprehensive rules for die-rolling your way through the situation, but many such epic scenes are better role-played than settled purely by the dice... and if that particular event does not interest your group enough to role-play it (e.g. a prolonged investigation and examination of evidence) you will probably want to abstract it far more than working your way through the complete Dramatic Conflict process would involve.

Chapter 1 looks at character generation. As the whole system is devised around the concept that you can play virtually any kind of game - contemporary, maybe recent historical and on into fantastical futures - it needs to be pretty broad and flexible to accommodate the sort of game you intend to play. The whole system is straightforward and replete with choice, whatever you have in mind it is difficult not to find a way of doing it. Indeed, you will do better approaching character creation with a clear idea of what you want to play, else you may flounder a bit to come out with something that is interesting.

Chapters 2 and 3 follow on with Skills and Feats respectively, and consist of lists of what is available along with ideas on how best to make use of them. Again there are plenty of options and careful choice is necessary to match the sort of character that you want to have. It's worth keeping an eye on future development as well, as choices made early on may limit or at least delay which directions your character can go in as he rises in level.

Chapter 4 is the main change from the original 2.0 print version of this work. Looking at equipment (or Gear) it has been reworked into something which, if still complex, is actually more or less useable. Still, while James Bond always had his gadgets, one is reminded of the line from the original (spoof) Casino Royale where Sir James Bond in his retirement comments on "Joke-shop spies" as younger agents show off their gear. In the real espionage world, equipment comes in one of two ways: either you get what you're given or the powers-that-be are so eager to get the job down that they are throwing kit at you, get you anything you might possibly want. Spycraft, if you choose to go by the rules, doesn't work that way. The idea is that you have a kind of allowance which you spend on gear picks - if you are lucky you know what the mission will involve in advance, but of course, that is the initial briefing and since when did briefing officers know what field agents are going to have to face? I generally find it easier to look at real-world equipment and then figure out how it will work in game terms only if its use is going to require an element of chance. Most of the time it doesn't, it is the individual's ideas on what to do and their skill at carrying it out that will make the difference.

Chapter 5 goes through the rules for combat and is pretty straightforward stuff, especially for those who like a mechanistic blow-by-blow approach to their brawls. It is worth all participants taking their time to understand the process or a simple gunfight could occupy an entire evening while people check their options.

The whole of Chapter 6 is given over to Dramatic Conflicts. Again, it's a matter of the way in which you like to play your game. Role-players will find most of it tedious and irrelevant, they'd prefer to play out interactions rather than roll dice. Some folks will be content with a mechanistic way of resolving conflicts and they will find this an exceptionally fair and consistent way of doing so. Others will find that some of the topics it covers interest them enough to go through the process while the rest require more abstraction.

The topics for which the use of the Dramatic Conflict mechanism is suggested are chases (for which it is excellent), brainwashing, hacking, infiltration, interrogation, manhunts and seduction. The one where it really falls down is infiltration - sneaking into an enemy compound is the very essence of espionage adventure and needs to be played out, not reduced to a series of die rolls. My group prefers to play out their interrogations as well, but they are a bloodthirsty evil bunch at the best of times!

Chapter 7 is entitled Game Control and is excellent. It contains all manner of ideas such as how to set up a campaign (with plenty of ideas that set your mind going), details on creating effective and memorable NPCs from the main villain to hordes of minions and much, much more. It is something you will come back to again and again as your campaign develops.

Overall, it is an extremely comprehensive and well thought out set of rules, mechanically sound and expandable to accommodate whatever you want to do in a consistent manner. At times it is too mechanistic and complete missions could be undertaken solely by rolling dice = insufficient account is taken of the fact that this is a role-playing game, not a computer simulation of events. It is a very useful guide to gaming in a contemporary setting, but needs to be used with caution lest you become bogged down in rules.



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by karl C. [Verified Purchaser]
Date Added: 08/15/2006 18:29:02

Spycraft 2.0 (2nd printing) is an amazing piece of work, the guys at crafty games have really out done themselves. To start off with, the book is far more organized than any other d20 Game out there, greatly reducing the time necessary for making characters (although the great deal of options available make the process take a bit longer), finding rules, and so on. As stated earlier the possibilities for making a character are nearly endless due to the great number of choosable class abilities and the plethora of feats presented in the book. The skills in the game are by far the best selection and most versatile of any d20 product ever made, adding on to that the dramatic conflict system introduced by Spycraft 2.0, skills have finally became just as, if not more, interesting than combat. The feat section is the pinnacle of origination in any RPG I have ever played, or read. The feats are broken down into smaller sub-sections having the basic combat, mêlée combat, and unarmed combat (just to name a few of the sections) all broken down in to there own categories rather than being dumped in to one big pile called the “alphabetized list of feats: the list that makes no senseâ€. The game is just easy to run as well with a far improved experience point system to NPC’s that aren’t hard to make. In closing this game is an absolute masterpiece, pushing the boundaries of not only the d20 system, but of Rpg’s in general.



Rating:
[5 of 5 Stars!]
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Spycraft 2.0 Rulebook - Second Printing
Publisher: Crafty Games
by Alan K. [Verified Purchaser]
Date Added: 07/17/2006 00:00:00

Spycraft 2.0 is making its mark as more than just another d20 spinoff, having garnered nominations for both the ENWorld/GenCon RPG Awards (ennies) and the Diana Jones award for excellence in gaming.

For those not already familiar with Spycraft 2.0, it's a complete retooling of the Spycraft system. It is not based on d20 modern, but a stand-alone game. The game includes a number of useful innovations such as campaign qualities (allowing you to shift the feel of the campaign with concrete rules tweaks) and dramatic conflicts (providing tense and dramatic resolution for conflicts other than straight up battles, from chases to seduction and hacking, all using the same subsystem.) Spycraft 2.0 is a dream system for modern action.

The PDF updates the book to the second printing, with numerous clarifications and corrections. In addition, the gear chapter has been rearranged for ease of use. There are a few minor renamings and similar trivial changes.

The authors obviously spent a good amount of time ensuring that the document is as correct and useful as possible.<br><br> <b>LIKED</b>: A game as robust as SC 2.0 really benefits from being deployed in electronic format.<br><br><b>DISLIKED</b>: It is a bit higher priced compared to the print version than I usually expect... but as the print version was something of a steal, this isn't much of a complaint.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
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