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  #1  
Old 10-01-2004, 01:00 AM
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[RPG]: Spycraft: U.S. Militaries, reviewed by committed hero (3/5)

http://www.rpg.net/reviews/archive/10/10710.phtml

committed hero's Summary:

A great sourcebook for games involving the US armed forces.

Go to the full review for more information.
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  #2  
Old 10-02-2004, 08:57 PM
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How doe sit compare?

Post originally by 100 100 1 SOS at 2004-10-02 19:57:09
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How does it stand compared to GURPS Special Ops, which covers special forces world wide?
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Old 10-02-2004, 09:18 PM
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RE: How doe sit compare?

Post originally by Valadorn at 2004-10-02 20:18:56
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Actually, there will be a companion volume released in November called "World Militaries", which will detail the non-US military forces of the world. There wasn't enough room to treat both subjects in one book, so they wanted to be true to both American Mil and Foreign Mil.
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Old 10-04-2004, 06:17 AM
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RE: How doe sit compare?

Post originally by George Anderson at 2004-10-04 05:17:45
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I was one of the consultants on the militaries volumes, and I happen to own the GURPS book in question.

The two "Militaries" books by AEG are not Special Ops specific, nor were they intended to be. The idea was to be able to run a sqaud of regulars or special ops, so I would say the AEG books are a bit more generic than the GURPS book is.

GURPS books have a well earned reputation for lots of information, and Special Ops is no exception. It is much more focused on special operations though (as it should be).

Therfore I would say the two books really can compement each other, since they really are on different subject matters.

George
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  #5  
Old 10-04-2004, 07:09 AM
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RE: How doe sit compare?

Post originally by committed hero at 2004-10-04 06:09:15
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What they said. I'd really have to see World Militaries to know for sure, but the emphasis of the GURPS book is playing special ops games. You could play a military game with US Militaries, but I can't say that was the primary objective of the book.
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  #6  
Old 10-06-2004, 08:15 AM
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a couple of notes...

Post originally by Clayton A. Oliver at 2004-10-06 07:15:56
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First off, thanks for a solid and positive review. This was my first project management experience, and I've kinda been sweating the reactions to this book.

In Chapters 2-5, the specialty information is meant to be a guide. We've all seen the players who run ex-Navy SEAL characters; those numbers are meant to represent the minimum capabilities that a character should have in the Spycraft system to support such a history. These don't have class suggestions because Spycraft classes are sufficiently flexible to provide multiple avenues to the same set of stats.

Chapter 7's department options are meant to supplement the core book's D-0-through-D6-and-Basement options. Most Spycraft books to date have had at least a few new departments (the equivalent of D&D races in terms of the mechanical benefits they give).

Vehicle choices were deliberately limited to those which are currently in service; we actually cut the RAH-66 Comanche during production when the Pentagon canceled the program. I also wanted to restrict the vehicles to those that an average player group could crew by themselves or with minimal assistance, which is why my Iowa-class battleship writeup didn't make it into the book.

The random MRE table is just fun.

- C.
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  #7  
Old 01-28-2005, 05:25 PM
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Difference? General vs specific

Post originally by No2 at 2005-01-28 16:25:38
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Essentially, AEG describes many military organizations in general terms (tactics, ranks, history, departments), while GURPS focuses on playing special ops. I'd say the GURPS book is more roleplay specific oriented while the AEG books are more general, background info and perhaps less plug an play, but cover a wider spectrum.

You won't waste money by buying both.


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