Between 1961 and 1989, the city of Berlin was divided by more than ideology. It was divided by the Berlin Wall, built in August, 1961 by the Deutsche Demoktratische Republik to stem the flow of citizens from the East to the West. It focused the world’s attention upon the divide between East and West Germany, between the capitalism of the West and the Communism of the East, embodied by the permanent border constructed of brick, explosive mines, sentry posts, machine guns, and so on. The ‘Grey City’ had been divided between the four Allied powers since the end of World War 2, but the Berlin Wall extended the Iron Curtain between East and West through the city rather than just around it. Both sides—the Soviet and the Allies—operated networks of spies and conducted operations in each other’s territories in an effort to discover what the other knew and what secrets they held, and in return, attempted to prevent secrets and other assents from falling into the enemy’s hands. This secret conflict between the NATO Allies and the Soviet Union and its proxies in the Warsaw Pact has been ongoing since before World War 2 and it would inspire films and fiction, such as that of Len Deighton and John le Carré, throughout the Cold War—and since. It would also inspire roleplaying games such as Top Secret, Spione, and Project Cassandra: Psychics of the Cold War. One of the aspects of espionage and the Cold War is the loneliness and that is ripe for exploration in solo roleplaying such as Numb3r Stations – A Solo RPG and Death in Berlin: Spy Games During the Cold War 1961-1989.
Death in Berlin: Spy Games During the Cold War 1961-1989 is a solo roleplaying and journalling game published by Critical Kit Ltd., best known for its solo journalling game, Be Like a Crow: A Solo RPG and its scenarios for use with Dungeons & Dragons, Fifth Edition, such as A Yuletide Snowball Massacre: A Ridiculously Festive Battle Royale for 5E and The City of a Hundred Ships. In Death in Berlin, the player will be telling the story of a spy in service to of the agencies of either the Western Bloc or the Eastern Bloc. Thus, he can be a member of the Central Intelligence Agency or MI6 as much as he could be a member of the Komitet gosudarstvennoï bezopasnosti or the Ministerium für Staatssicherheit. His role is counter-espionage, uncovering conspiracies and operations conducted by the other side.
Death in Berlin is really divided in two parts. The first part is a source book which describes the setting for the game, Berlin and the Cold War. The latter begins with George Orwell’s first use of the term and runs through the history in brisk fashion, and is accompanied by a guide to city across all four sectors. There are maps too, show the checkpoints through the wall—there were far more than just Checkpoint Charlie—and the city’s various districts. There are cultural elements covered too, such as the Trabant and the symbolic figures known as the Ampelmännnchen on the pedestrian crossing lights. There is discussion too of the various agencies, equipment that the player and his opponents might wield in the field, and the language of spycraft. The discussion of the espionage world is shorter than the coverage of the city though. The author states that is not designed as a sourcebook for the period and even suggests further reading for the benefit of the reader. However, this potentially still leaves a younger player with more work to do to familiarise himself with the period.
In terms of game play, Death in Berlin requires a full set of polyhedral dice and an ordinary deck of playing cards, of which, only cards valued from seven to Ace are used. An Agent is simply defined. He has two stats, Rank and Heat. Rank represents his progress through the agency and starts at one, raises by one for each conspiracy he foils (that involves a Queen, King, or Ace card), up to a maximum of five. Heat is a measure of how many risks the Agent has taken and how much of a liability he is becoming. It ranges in value from zero to six. It rises by one each time the player identifies what connects two members of a conspiracy. Should it rise to six, the Agent’s cover is blown and the game ends. An Agent also has a Motivation, such as Ideology or Ambition.
Death in Berlin uses a set of tables to help set up and run the game. One provides a narrative arc for what is effectively a season, such as the ‘Monitor’ Mode of Operation, ‘An Artist’ as the Target, and ‘Space’ as the Goal. Further tables can provide a yes or no answer to a question—qualified, if necessary, a suspect or two, names for NPCs of various nationalities, as well as places, weather, items, and possible codenames. Some of these will be useful at the start, some of them in play. Either way, the player is free to roll or pick from them as is his wont. The structure of play is formed by a pyramid of the playing cards, representing the whole of the conspiracy with each card representing a Suspect, four wide at the bottom, then three wide, two wide, and lastly the single card at the top. At least one seven is placed on the lowest level and cards are drawn and placed in the pyramid, ensuring that each card’s value is equal to or greater by a few points than its neighbouring cards. Initially, this is only horizontally in the lowest row, but switches to vertical for the upper levels. This creates a triangular of ascending values. The top, most valuable card will be big target or Suspect. The suit for each card, Spade for the military, police, and intelligence, Clubs for politicians and civil service, Diamonds for business and finance, and Hearts for the arts and vice, determines the area in which field, a Suspect works or is employed, whilst the value of the card is his rank. A random roll determines if he works for the West or the East.
Each individual card and thus Suspect is a target for surveillance upon the part of the player. The surveillance is rolled against the value of the card. If the player fails, he is spotted and gains a point of Heat. For each Rank at Rank Two and above, a player has a Silver Bullet—narratively, a disguise, a weapon, a sidekick, and so on—that sets the roll to ten plus the player’s Rank or enables him to succeed, but also increase his Heat. Heat can be lowered, but it has its own consequences.
If he succeeds, the player draws a new card and consults the Narrative Prompt table. This card determines the basics of the connection between this Suspect and another, adjacent one in the scenario. Each successful roll, each drawing of a new card, and consultation of the Narrative Prompt table is what pushes the story of the player’s investigation forward. For example, “The suspect likes gambling. And this often gets them in trouble. Someone is acting around them. Who it is? What is their relationship?” and “The target meets with one of the known suspects in the conspiracy. This takes place in a cinema in (West sector). You manage to get close enough and hear a sentence. What is it?” It is in this space, using the prompts, that the player is writing his journal and telling the story of his investigation.
Physically, Death in Berlin is simply and cleanly presented. The illustrates evoke the stark world of Berlin in the sixties and seventies, giving a feel for the city. The maps are decent too.
Play through of Death in Berlin, from the beginning investigation of the conspiracy through to the unmasking of the mastermind at its heart will take an hour or more, being dependent on the depth and detail that the player wants to work into the story. It has a slightly grubby feel, but how grubby is again dependent on the player and the style of espionage he wants to write about. The default is definitely le Carré rather than Fleming and there is nothing to stop a player from pushing into the territory of Mick Herron—at least in tone rather than period. Similarly, how much a player will get out of Death in Berlin in writing a journal is dependent upon his knowledge and appreciation of both the genre and the period when it is set.
Death in Berlin: Spy Games During the Cold War 1961-1989 is a very serviceable journalling game, one whose enjoyment and creativity that very much depends upon the knowledge and interest of the player in the genre and period.
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