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Showing posts with label DragonMeet 2022. Show all posts
Showing posts with label DragonMeet 2022. Show all posts

Saturday, 1 April 2023

Solitaire: Numb3r Stations

Throughout the Cold War and even today, secret messages were broadcast across international borders and around the world, enabling instructions to be passed from handlers to their agents in the field. The means were Number Stations, shortwave radio stations which broadcast formatted numbers, often vocalised, but also broadcast as music or in Morse Code. Perhaps one of the most famous is the ‘LincolnshirePoacher’, which broadcast bars from the English folk song ‘The Lincolnshire Poacher’. These Number Stations and the messages they broadcast form the basis for Numb3r Stations – A Solo RPG. Published by LunarShadow Designs and available in print here, the reader and player takes on the role of a spy posted to a foreign country where he will undertake an important mission. Tuning in to regular broadcasts, he will receive instructions and updates and in turn pass back news of the mission’s progress and what he has learned so far. However, successfully or spectacularly completing each stage of the mission has a price—it brings the activities of our patriotic spy to the attention of counter-intelligence operations in the country he is spying upon. Ultimately, if the spy is too successful, counter-intelligence will identify him as a spy and arrest him. This is espionage in the style of John le CarrĂ© and George Smiley rather than Ian Fleming and James Bond.

Solo roleplaying games and journalling games are built around prompts, typically generated in random fashion either through rolling dice or drawing cards from a standard deck of playing cards. Using those prompts, the player typically creates and resolves a scene or encounter, and then writes it down in his journal. Numb3r Stations also uses prompts, but instead of using neutral mechanical means of generating them, it uses prompts that are both random and highly thematic. In other words, it uses the Number Stations and their broadcasts as prompts. During the Cold War, an agent would listen to the designated number station for the code being broadcast and use it to decode a message on a one-time-pad. In Numb3r Stations, the player is doing exactly the same, if not to commit acts of espionage himself, then to tell the story of the agent and his mission.
Nevertheless, there is a sense of vicarious subterfuge to Numb3r Stations, as the player listens in, knowing that someone else once did the same on some secret mission far away from his home, or even could be on a secret mission right now, depending upon which number station the player decides to listen to and use for the source of his prompts.

To play Numb3r Stations, the player requires pen and paper and ideally, access to Priyom.org. This site provide numerous number stations to listen to and all the player has to do is select one to generate a random three-digit code. This is his prompt. Alternative methods of generating this number are also suggested, but for real immersion, the authors suggest using the same number station, such as E11, even if that means listening in at the same time of day to hear its broadcast. Numb3r Stations is played out over five stages—Infiltration, Mission: Objective, Mission: Recon, Mission: Execution, and Exfiltration. At each stage, the player uses a three-digit code to select a one-time-pad from the ten in the back of Numb3r Stations and from this a combination of a letter and a number. The entry on that one-time-pad is then crossed out. The letter indicates the prompt for that stage of the mission and the number the Success Rating. There are five prompts per stage, from A to E and the Success Rating ranges from ‘1’ and “You have failed this stage of your mission so poorly, adversary counterintelligence don’t even know something happened” to ‘5’ and “Outstanding work, among the best your organization has seen. All eyes are on you now, mostly unwelcome.”.
Using both Prompt and Success Rating, the player writes a report to his handler. This report must include a code. There are ten given in Numb3r Stations, such as “Your report must contain a secret message that is composed of every 5th word in the message.” or “Include a list within the text, of exactly five items, listed in alphabetical order.”

Lastly, the player determines his Exposure Level based on the Success Rating. If it is too high, his messages have been Intercepted by Counter-Intelligence and his progress is easier to tracked. If he is Intercepted twice, or if a three-digit code indicates an entry on a one-time-pad that has already been used and crossed out, player is captured by counter-intelligence. This is alternative to the fifth and last challenge and gives the player a chance to write one last two-hundred-and-forty-character message to his loved ones. (In other words, a tweet!) If the player or agent completes his mission, his final Exposure Level determines handler’s or even history’s verdict on the mission.

Physically, Numb3r Stations – A Solo RPG is a rather grey, dreary little book. However, that actually feels thematically appropriate, matching the often-drab nature of espionage during the Cold War. The cover is decent though, depicting a man in fedora hat and trench coat and carrying a briefcase. Wholly unremarkable, he could be a travelling salesman, a businessman, or even a spy! The book is otherwise decently written, but in places a close study is required to understand what a player is required to do.

Numb3r Stations – A Solo RPG is at its heart, a writing exercise in five stages. At each stage, the player will be given a prompt as a subject matter, and both a degree of success and a code which will influence and complicate what the player has to write. Even overcomplicate what a player has to write if he is intercepted! Numb3r Stations – A Solo RPG is a delightfully drab espionage roleplaying game, capturing the fraught, grey no-man’s land feel of the Cold War, beginning in thematic fashion by listening into messages from a bygone age before being prompted to draft dreary report after dreary report!

Friday, 13 January 2023

Spy-Fi Action II

It starts with a briefing in Edinburgh. The Caledonian Spy Group (CSG) of Scotland assigns a team of agents to investigate US Senator Jamal Campbell. The senator is ambitious and is on the campaign trail as part of his bid to be elected President of the United States, making large expenditures as part of the process. However, not all of the donations to his campaign appear to be legitimate, one appearing to be far more generous than its stated source would normally donate. The CSG wants to examine Senator Campell’s private financial records, verify the source of the donation, and obtain proof of that source. If the source of the donation and the senator’s finances can be proven to be legitimate, then there is no problem. If however, the source of the donation and his finances prove to be illegitimate, then there is possibility that the next President of the United States will have been corrupted and can be again. The Caledonian Spy Group want to prevent this from happening. The mission will take the agents to Hollywood where they will have to infiltrate a film studio followed by a mansion in the Hollywood hills at the height of a party, before breaking into the headquarters of a petrochemical company.


This is the set-up for The Spy Game: Mission Booklet 2 – Fuelish Endeavour, a mission or short scenario for The Spy Game: A Roleplaying Game of Action & Espionage. Published by Black Cat Gaming, this is the roleplaying game of cinematic Spy-Fi action set in the immediate future chases, subterfuge, high-tech equipment, and more, using the mechanics of Dungeons & Dragons, Fifth Edition, but eschewing some of the social attitudes and mores of the genre. The Spy Game: Mission Booklet 2 – Fuelish Endeavour comes with everything that the Game Master needs to run the scenario—plot, NPCs, floor plans, details of the equipment the Player Character agents will be issued with, staging advice, and suggestions as what happens the SOUL agents succeed at certain points rather than the Player Characters.

The Spy Game: Mission Booklet 2 – Fuelish Endeavour is easy to add to a campaign. Unlike the first scenario for the roleplaying game, The Spy Game: Mission Booklet 1 – Deadly Data, this is very much a standard sort of mission rather than one which can be dropped into a campaign between other missions. It emphasises infiltration, investigation, surveillance, counter-surveillance, electronics, and computer use as opposed to combat, although there is opportunity for that during the scenario. Designed for Player Characters of Fourth and Fifth Levels, in terms of character types, Classes from The Spy Game such as Face, Hacker, Infiltrator, and Technician will probably have lots of moments to shine in the scenario, but a Hacker and a Face will definitely be needed. Overall though, the scenario places a strong emphasis on roleplaying.

The nature of its plot and set-up means that The Spy Game: Mission Booklet 2 – Fuelish Endeavour is not as flexible as The Spy Game: Mission Booklet 1 – Deadly Data. The involvement of a US Senator, Hollywood, and the race for the Presidency all suggest that the scenario be run in a US election year, so 2024, 2028, 2032, and so on. That said, it could be adjusted to any country which is a republic and has film studios. For example, France and India would work just as well with some effort upon the part of the Game Master.  However, elements such as the agency that the Player Characters are agents of—here the entertainingly post BREXIT, post-Scottish Independence Caledonian Spy Group—can easily be changed, as the enemy organisations, and this is where the scenario is easiest to adapt to the Game Master’s campaign.

The Spy Game: Mission Booklet 2 – Fuelish Endeavour is divided into three acts, one act for each of the infiltrations—the Hollywood film lot, the Hollywood mansion, and the floors of the corporation. Each is accorded a map, plus various technical details which can often be extracted and sued elsewhere. These include an Espionage R.V., security cameras, non-lethal rounds, and the stats for various NPCs. The floorplans for the three locations are slightly too small small to be read with any ease and perhaps a little plain. Another issue is that none of the NPCs are illustrated, so ideally the Game Master should find and provide suitable images as part of her preparation.

Physically, The Spy Game: Mission Booklet 2 – Fuelish Endeavour is clean and tidy, and easy to read. Bar the front cover, it is not illustrated, but the scenario is short and boxes of supplementary text do break up the main text. The scenario comes with three sets of floorplans. Another issue with the scenario is that it is printed without a card cover, so although printed on good paper, it is not as sturdy as it could be.

The Spy Game: Mission Booklet 2 – Fuelish Endeavour is no shorter than the previous, The Spy Game: Mission Booklet 1 – Deadly Data, but it is much more complex and detailed, with very much less of an emphasis on action and combat. Its greater detail means that it needs careful preparation, but once done what The Spy Game: Mission Booklet 2 – Fuelish Endeavour offers is an excellent investigation and infiltration mission that encourages plenty of roleplaying too as the Player Characters go undercover again and again..

Saturday, 10 December 2022

Corvidae Versus Cthulhu

Be Like a Crow: A Solo RPG is a journaling game which enables the player to take to the skies as a corvidae—crow, magpie, jackdaw, or rook—over multiple landscapes and differing genres, achieving objectives, exploring, and growing as they learn and grow old. Published by Critical Kit, a publisher better known for its scenarios for Dungeons & Dragons, Fifth Edition. The roleplaying game combines the simple mechanics and use of a deck of playing cards typical of a journaling game with five genres—‘Urban Crow’, ‘Cyber-Crow’, ‘Gothic Crow’, ‘Fantasy Crow’, ‘Clockwork Crow’, and ‘Ravens of the Tower’. Each of these presents a different place and time for the bird to fly over, land on, encounter the denizens, and more. Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is a supplement that takes the game in an entirely different direction, to the edge of Lovecraft Country. As in Be Like a Crow: A Solo RPG, the player’s crow will take to the air, here encountering the weird and the eldritch, including cults of Pelicans, tentacled terrors terrorising boats traveling up and down the river, forests where the trees are dying from a luminously purple rot, as well as notables from Lovecraft Country, including Doctor Henry Armitage and Brown Jenkin.

Mechanically, Be Like a Crow: A Solo RPG, and thus Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is simple. It uses a standard deck of playing cards and when a player wants his bird to undertake an action, he draws a card from the deck. This sets the difficulty number of the task. To see whether the bird succeeds, he draws another card and adds the value of a skill to the number of the card if appropriate. If it is equal or greater than the difficulty number, the bird succeeds. If an action is made with Authority, whether due to circumstances or a skill, the player draws two cards and uses the highest one, whereas if made at a Penalty, two cards are drawn and the lowest value one used. When drawn, a Joker can be used or saved for later. If the latter, it can be used to automatically succeed at a combat or skill check, to heal injuries, or to discard a card and draw again. Combat is a matter of drawing a card for each opponent, adding a skill if appropriate, and comparing the totals of the cards and the skills. The highest total wins each round and inflicts an injury. Eventually, when the deck is exhausted, the discard pile is reshuffled and becomes the new deck.

The play and thus the journaling of Be Like a Crow is driven by objectives as achieving these will enable a bird to advance through his lifecycle. An objective for the ‘Crowthulhu’ setting, might be for example, “A cult of [characters] has stolen [object] from the museum. They are performing a dark ritual with it near [location]. Attempt to stop them.” The player will also need to draw cards to identify the character, the object, and the location, and then as his bird flies from hex to hex across the map, draw cards for events in flight, and then for events when he lands. The player is free to, and advised to, ignore prompts if they do not fit the story, and this may be necessary if a prompt is drawn again, but ideally, the player should be using the prompts as drawn to tell a story and build the life of his crow.

Crowthulhu: A Cosmic Horror Setting For Be Like A Crow requires the core rules of Be Like a Crow, as well as a standard deck of playing cards. As well as providing the rules, it provides the prompts for events in flight and on land that are standard to each of the roleplaying game’s settings, but what Crowthulhu provides is its own set of tables its objectives, objects, characters, and locations. Two sets of objectives are provided, one for the red suits and one for the black suits, the same again for characters or NPCs, and again for objects and locations for Crowthulhu. Thus locations can be the dreamer’s dimension or the bedsit of an ageing musician, an object could be a scroll of Egyptian hieroglyphics which can be traded with an academic for another object or a miniature flail made tentacles that can be used in an attack, a character a crazed sea captain who talks in riddles or Herbert West, a shamed medical student researching reanimation, and an objective that cats are disappearing from the local area and the crow must find them and prevent further disappearances or a professor at the university has found a dangerous tome and plans to harness its powers, and the crow must go there and destroy it before he can!

Most, if not all of the entries have a Lovecraftian theme, whether that is investigating why a geologist has been acting strangely after he visited a recent meteor crash or encountering Brown Jenkin who will befriend the crow, but his manner is antagonistic and he probably wants you to fail. Many of the encounters involve FEAR, whether that is with a Deep One or a swan high-priest of Crowthulhu. (Crowthulhu itself is not defined in the supplement, being left up to the player’s imagination to describe.) Fear is the new mechanic introduced in Crowthulhu: A Cosmic Horror Setting For Be Like A Crow. As with other roleplaying games of Lovecraftian investigative horror, this measures a character’s—or crow’s—reaction to the cosmic horror of the Mythos and ability to withstand its debilitating effects. It comes into play when the Fear prompt is drawn and is tested much like a standard skill or ability test in the game. However, failure means that the crow is fearful and his player must add a tick to his Fear section on the character sheet. Once a crow has any ticks marked off under his Fear, the number acts as a penalty to all of his actions including other Fear checks, representing the traditional downward spiral of the crow’s sanity typical of the genre, though kept simple for the journaling format and style of play. It is possible for a crow to become less afraid. Either by expending a Joker card, which removes all Fear ticks, or potentially just a single one when exploring a new location.

In terms of locations, Crowthulhu: A Cosmic Horror Setting For Be Like A Crow includes its own setting, the Massachusetts town of Rooksbridge. This is the town in the nineteen twenties, supposedly built on a site where witches were executed in the seventeenth century, but is now best known for its relatively isolated location, along with its asylum and its university, which specialises in American history, and of course, has a library which specialises in the occult. From Blasted Heath and Crowdaw River to Independence Hill and Wytch House, has a decently hinted New England, post-colonial feel to it.

Physically, Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is a slim affair. It is lightly illustrated with images of odd creatures, but the map is nicely done and has a period feel, plus the supplement is decently written. Crowthulhu: A Cosmic Horror Setting For Be Like A Crow flies in and out of the Cthulhu Mythos, veering between it and its own corvidae cosmic horror. It might veer too far into its own avian weirdness for the Mythos purist, but for others it provides a whole new way in which to explore the New England touched upon by Lovecraft and look upon it from a bird’s-eye view.

Friday, 9 December 2022

Spy-Fi Action

It starts with a briefing on the move, before dropping off in the city. An agent is missing, but believed to have obtained information about a terrorist organisation known as SOUL, which has been conducting covert operations, including those designed to destabilise governments. The agent, Silver, has the information stored in a cranial data implant, and it can only be accessed by Ness, a hacker working with Silver. The agents’ mission is to locate and extract both Silver and Ness, but if something has happened to Silver, to extract the data with Ness’ help and ensure that it does not fall into the wrong hands. It is highly likely that SOUL agents will want to recover the data and will stop at nothing to ensure their success. The agents should expect determined opposition. Lastly, this is a covert operation. Under no circumstances should local law enforcement or intelligence agencies become aware of the mission or involved.

This is the set-up for The Spy Game: Mission Booklet 1 – Deadly Data, a mission or short scenario for The Spy Game: A Roleplaying Game of Action & Espionage. Published by Black Cat Gaming, this is the roleplaying game of cinematic Spy-Fi action set in the immediate future chases, subterfuge, high-tech equipment, and more, using the mechanics of Dungeons & Dragons, Fifth Edition, but eschewing some of the social attitudes and mores of the genre. The Spy Game: Mission Booklet 1 – Deadly Data comes with everything that the Game Master needs to run the scenario—plot, NPCs, floor plans, details of the equipment the Player Character agents will be issued with, staging advice, and suggestions as what happens the SOUL agents succeed at certain points rather than the Player Characters.

The Spy Game: Mission Booklet 1 – Deadly Data is easy to add to a campaign. In fact, it is designed as a ‘mission-between-mission’ scenario, one that can be easily slotted between other scenarios. If the Game Master wants to take a more en media res approach, it could even be used as a campaign starter, with the Player Characters hastily assembled and sent on their first mission together. However, designed for Player Characters of Fourth and Fifth Levels, it best works as an addition to a campaign. In terms of character types, Classes from The Spy Game such as Face, Hacker, Infiltrator, Martial Artist, and Technician will probably have moments to shine in the scenario, but a Hacker is definitely needed, as is a Player Character who can drive.

Other than the plot, much of the scenario is flexible and can easily be replaced with details from the Game Master’s own campaign. The agency that the Player Characters work for is never named, and neither is the city where the action takes place, although it does have to be coastal city, ideally with port facilities. The feel of the scenario is very American, but again, that can also be changed. That said, if set in the USA, cities like Miami, Los Angeles, or San Francisco, are all good choices. Although SOUL is named as the villainous agency of the piece, it too is never defined, and the Game Master is free to substitute whichever enemy organisation she wants from her campaign, or even add SOUL to her campaign.

The Spy Game: Mission Booklet 1 – Deadly Data is divided into three acts. In the first, the Player Characters will begin their investigation and attempt to find Ness before the SOUL agents do. Whether or not they are able to find Ness initially, in the second act, they succeed in tracking both Silver and Ness to a city hospital. Confrontations with SOUL agents—preferably ones in which the police will not be alerted—are likely in both situations. In the third act, everything comes to a climax as either the SOUL agents attempt to escape the city with both Ness and Silver in their possession, chased by the Player Characters, or the Player Characters attempt to escape the city with both Ness and Silver in their possession, chased by the SOUL agents. This brings the scenario to an exciting climax and gives the Game Master the perfect reason to bring out the chase rules for 
The Spy Game.

In addition to the scenario, The Spy Game: Mission Booklet 1 – Deadly Data includes elements that the Game Master can reuse in her won campaign. They include equipment like the Remote Control SUV and Smart Watches, and stats for the SOUL Agents, and more. It is disappointing that the SOUL Agents are rather soulless and lack personalities.

Physically, The Spy Game: Mission Booklet 1 – Deadly Data is clean and tidy, and easy to read. Bar the front cover, it is not illustrated, but the scenario is short and boxes of supplementary text do break up the main text. The scenario comes with two sets of floorplans, both excellent, although why the smaller set is presented on a page of its own, whereas the smaller one is not, remains a mystery. The other issue with the scenario is that it is printed without a card cover, so although printed on good paper, it is not as sturdy as it could be.

The Spy Game: Mission Booklet 1 – Deadly Data is short, but not short on detail. It needs careful preparation, but once done, is easily dropped into a Game Master’s The Spy Game campaign, ready to provide a session or two’s worth exciting Spy-Fi action.