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Not really Merc, but spies
Has anyone tried using the T2k rules for a spy game?
I converted to T2k v1 from Top Secret as my favorite "gun game" back in the day. This autumn, I've had a yen to run a spy game-- probably one too many James Bond reruns. I dug out old Top Secret rules & modules-- I still have two that I've never run, and perhaps that's pulling at me. This winter break, I convinced my teenage son and wife to play through one of those never-runs, using the original rules and mid-'80s setting. I've run one session, and while I still remember a lot of the rules, there's a level of detail (especially in the weapons) that I don't really need. I am wondering about, next time, should there be one, using T2k, v2.2, for my rules, no matter the setting. My other options would be Savage Worlds or the d6 system. I've been running some Traveller this year, and that's a possibility, too. [Since most of the weapons might be pistols, I think I'd want to do something to the damage from T2kv2.2.] Opinions?
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
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