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#1
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I’ve always used T2K v2.2 set of rules, so I’m not familiarized with the previous versions of the game. I’ve not run campaigns entirely based on espionage or investigation, but some of our adventures have dealt with these subjects as a primary plot, without problems. Probably the only minor issue you will find is that you will miss some skills (those not military related). As an idea to solve this, you can take a look to the skill lists in the other role-playing games of GDW (Traveller:The New Era and Dark Conspiracy) and add the skills you find suitable to your game. TNE, for example, has skills like Act/Bluff, Carousing, Interview, Investigation, Research or Disguise.
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L'Argonauta, rol en català |
#2
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I agree, v2(.x) rules would work better, IMO. Between the skills and careers it's better to create agents and to adjudicate their actions.
EDIT: Let me point you to the "Krakow Undercover" thread on this board, which touched on one of my ideas. http://forum.juhlin.com/showthread.p...ghlight=krakow
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. Last edited by Adm.Lee; 04-18-2017 at 08:39 PM. |
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