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Showing posts with label Spy-Fi. Show all posts
Showing posts with label Spy-Fi. Show all posts

Sunday, 16 April 2023

Review 2000: James Bond 007

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

James Bond 007: Role-Playing In Her Majesty’s Secret Service
was published in 1983 by Victory Games, a subsidiary of Avalon Hill. It was not the first espionage roleplaying game. That honour goes to Top Secret: An Espionage Role Playing Game for 3 ormore players, ages 12 to adult, published by TSR, Inc., and whilst Espionage! from Hero Games and Mercenaries, Spies and Private Eyes from Blade, a division of Flying Buffalo, Inc., were both published in 1983, it was the James Bond 007 roleplaying game which not only took the crown, it remained the preeminent espionage roleplaying game, arguably never to be equalled. After all, what it had was brand recognition and few of the espionage and spy roleplaying games which came after James Bond 007—and certainly none of those that came before it, were not influenced by the films adapted from Ian Fleming’s novels. The James Bond 007 roleplaying game took that brand recognition and offered the players the opportunity to roleplay in the setting of the world’s greatest spy, to travel the world and visit its greatest cities, enjoy the most luxurious food, play at the best gaming tables, seduce the most attractive women, use the most amazing gadgets, thwart the diabolical plans of evil masterminds, and so save the world, and of course, seduce the attractive women again. All whilst looking suave.

James Bond 007: Role-Playing In Her Majesty’s Secret Service is based upon the James Bond films and the original James Bond novels, but drew more from the former than the latter. This would have consequences for the roleplaying in terms of background. The rules—primarily percentile based—covered every type of action seen in the films. Action, combat, chases, gambling, seduction, thrilling cities, and gadgets are all there. Most of the major characters to have appeared on screen are also included with full stats, Bond himself receiving a chapter of his own. The one element missing from the roleplaying game and the one that everyone expected to be there, is SPECTRE and its leader, Ernst Stavro Blofeld. At the time of James Bond 007’s publication, the rights to them were contested and so they could not be included. Instead, the roleplaying game provided a similar organization called T.A.R.O.T. or ‘Technological Accession, Revenge, and Organised Terrorism’, complete with a range of NPCs, including its leader, the evilly named Karl Ferenc Skorpios. Although disappointing, the absence of both SPECTRE and Ernst Stavro Blofeld actually frees up the Game Master to create her own missions, free of the associated backstory between Bond and Blofield and obviously designed around the Tarot card theme of T.A.R.O.T., and Karl Ferenc Skorpios and his minions can become the nemesis for the Player Characters in ways that SPECTRE and Ernst Stavro Blofeld never quite will.

James Bond 007: Role-Playing In Her Majesty’s Secret Service opens with a bold statement: “The James Bond 007 Game in [sic] not like most role playing games available today. Those games are designed to make the GM all-powerful and give the NPCs a much greater advantage over the Player Characters.” It expands on this by saying that NPCs in fantasy games are often incredibly powerful because of their armies or magical artefacts, and that in Science Fiction settings, the universe is so big that the Player Characters have little influence on any course of events, before explaining why James Bond 007 is different. It gives Player Character agency, the ability and authority to act and so succeed rather than fail, to fulfil a mission and save the world rather than fail and let some criminal mastermind’s plans come to fruition. There is both truth and hyperbole in this statement, but James Bond 007 does place the Player Characters at the centre of the story and the action. It also gives both them and their players the means to succeed. The Player Characters are skilled spies and they are often equipped with gadgets devised by ‘Q’ which give them an advantage. For the players, James Bond 007 provides them with a magnificent gift—Hero Points. Arguably the roleplaying game’s greatest innovation, in play they are used to alter the effect of skill rolls and to shrug off wounds and even death, and so allow the Player Characters to be more heroic. Although a Player Character will not necessarily succeed on every action—and why should he, otherwise how else is he going to be captured and have the opportunity to listen to the villain’s monologue?—he has the means to succeed where it counts. The rest of course, is down to player decisions and roleplaying, although it is interesting to note that although the players are encouraged to roleplay like Bond, when it comes to the published scenarios, most of which were directly based on the films, they are advised not to roleplay like Bond, or at least not follow the exact same actions as he did in the films. This is because although a scenario like Goldfinger would follow the plot of its film, it had significant details changed to make it challenging and to ensure that the Player Characters would fail if they followed the exact same path of investigation and action as seen in the plot.

The introduction to the roleplaying game is excellent. Besides the provocative opening statement above, it explains the nature of roleplaying in James Bond’s world, the core concepts, terms, and rules of the game, and provides six example characters ready to play—James Bond, Anya Amasova, Felix Leiter, Holly Goodhead, Mary Goodnight, and Lieutenant Chong Sun Hip, all taken from the films. It also includes an exceptionally good example of play. In fact, it is arguably the best example of play in any roleplaying game. Six pages long, it takes two scenes from Goldfinger, first where Bond escapes the factory in the company of Tilly Masterton, but when she is killed by Oddjob, he gives himself up before attempting to flee again, using the ejector seat built into his Aston Martin DB5 by ‘Q’, and when captured again, his interrogation scene with Goldfinger. Parallel to the fiction is Game Master Jessica running the game for Dave, who is playing Bond. This is great writing, the parallels between the two working our imagination, showing how a roleplaying is played (and its highs and lows), and of course, the rules. Although the rules do not include another example of play like this, they do include numerous examples of the rules, all highly thematic and readable.

In James Bond 007, the Player Characters are secret agents working for MI6, the British Secret Intelligence Service, and sometimes its allied agencies, such as the CIA or Japan’s Public Security Intelligence Agency. Depending upon their ability and assignments, they are ranked ‘00’, ‘Agent’, or ‘Rookie’. James Bond is of course, ‘00’ rank, as is Anya Amasova from The Spy Who Loved Me, whilst Felix Leiter is ‘Agent’ rank and Mary Goodnight from The Man with the Golden Gun is ‘Rookie’. Rank determines the number of points to be spent during character creation and to a certain extent the number of Player Characters in the game. Higher ranked characters are more capable and thus fewer of them are required to complete a mission.

A Player Character in James Bond 007 has five characteristics, Strength, Dexterity, Willpower, Perception, and Intelligence. These range in value between five and fifteen. He also has numerous skills, such as Charisma, Driving, Evasion, Local Customs, Science, Seduction, and Sixth Sense. Notably, like the films, the roleplaying game does not include the use of languages (and similarly money). These are rated between one and fifteen. His height, weight, and appearance also matter, as the more notable a Player Character looks, the more Fame Points he will have, and the easier it is for him to be recognised. Derived values such as Speed, Hand-to-Hand Combat Damage Class, Stamina, and Running/Swimming Value are all primarily used in combat. All Player Characters have the Connoisseur, First Aid, and Photography, which are set values and work like skills, but optionally, a Player Character can also have Fields of Experience, which represent areas of knowledge and skill gained prior to becoming an agent for MI6, and also a weakness, for example, Board Games, Computers, Toxicology, and Rare Collectibles. Selecting one or more Fields of Experience increases a Player Character’s age, but grants him more points to spend on associated skills. To create a character, a player is given Generation Points to spend on the skills and attributes. The skill level is then added to the appropriate attribute to determine its Primary Chance. A Rookie receives 3000, an Agent 6000, and a ‘00’ 9000 points to spend. The process is a little complex and does take a bit of time.

Character Name: Claudia Romanov
Character Rank: Rookie
Age: 33 Fame Points: 76 Hero Points: 0
Appearance: Striking Height: 5’ 3” Weight: 125 lbs.

Strength 5 Dexterity 10 Willpower 7 Perception 8 Intelligence 7

Speed: 2 Stamina: 28 Running: 25 Carry: 60-100
Hand-to-Hand Combat Damage Class: A

Charisma (5) 12, Driving (4) 13, Fire Combat (3) 12, Gambling (5) 13, Hand-to-hand Combat (4) 9, Lockpicking and safecracking (7) 17, Mountaineering (4) 10, Seduction (2) 8, Sixth Sense (5) 12, Stealth (7) 11

Weakness: Greed
Abilities: Connoisseur, First Aid, Photography
Fields of Experience: Fine Arts, Jewellery, Law, Mechanical Engineering, Rare Collectibles, Snow Skiing

Mechanically, James Bond 007 employs a percentile system. The Success Chance of an action is determined by multiplying the Primary Chance—typically that of a skill—by an Ease Factor, which ranges from ½ to ten. The harder the task, the lower the Ease Factor, and vice versa. A roll under the Success Chance succeeds, whereas a roll of one hundred always fails. For ease of play, a multiplication table is included on the character record sheet. In addition, the quality of a successful roll can matter. This is measured by the Quality Rating of the roll, which ranges from 1 to 4, or Acceptable, Good, Very Good, or Exceptionable. These various degrees of success determine how well the Player Character has done or how quickly, or in combat how damage is inflicted.
For example, Claude Romanova is attending the party held by the Russian oligarch, Samuil Vorobev, at his villa on the Côte d’Azur. She has already sneaked upstairs, into a bedroom, and then into his study. She quickly locates the safe and begins to crack it. The Game Master sets the Ease Factor at 3, as the safe is modern, meaning that with Claudia’s Lockpicking and safecracking Primary Chance of 17, her Success Chance is 51%. Claudia’s player rolls 18. This gives a Quality Rating of 3 or Good. This means that she has cracked the safe, purloined the jewellery that Samuil Vorobev’s girlfriend is not wearing that night and closed up before one of the oligarch’s security guards comes knocking at the door. Now to get back downstairs to the party…
Combat and other action scenes in James Bond 007 are played out in Action Rounds. Declarations of actions are made in reverse order of Speed—slowest first, and then enacted in order of Speed—fastest first. Combat handles hand-to-hand combat and gun combat in a decent fashion, with the Ease Factor used to modifier the Primary Chance if a specific location is being targeted. Chases are a special case though. Whether Boating, Diving, Driving, or Piloting, the participants in a chase bid against each, not up, down, lowering the Ease Factor and increasing the difficulty of the manoeuvre they want to perform. The manoeuvres include ‘Pursue/Flee’, ‘Force’, ‘Quick Turn’, ‘Double Back’, and ‘Trick’, the latter a catchall for all manner of stunts—jump a ditch, grab an opponent’s parachute mid fall, and so on. Failing a roll can lead to mishap as can driving below the Redline of a vehicle and exceeding its capabilities. The chase rules are clear and simple, handling the narrative of Bond-style chases in a tense fashion.

Other rules in James Bond 007 cover interaction with NPCs—Persuasion, Seduction, and Interrogation, as well as gambling and gambling life. The latter includes a range of card games plus descriptions of casinos around the world. Fame handles the chances of the Player Characters being recognised by the wrong (or right) people, and then there are Hero Points. These enable a Player Character to alter the outcome of a skill roll, adjusting Quality Rating in his favour. So, he might lower the Quality Rating during a chase to ensure he pulls off a manoeuvre or raise the Quality Rating of an NPC’s attack roll to reduce the damage he would otherwise suffer. They are also used to perform a stunt or at the Game Master’s discretion, even affect the environment around the Player Character. The advice on handling Hero Points in this fashion is underwritten in comparison to their mechanical use, but the possibility is there to pull off some great stunts. For the Game Master, there are Survival Points, which she can spend on her important NPCs to do the same thing. In play, this can lead to great action scenes as the Player Characters and villainous NPCs attempt to outdo each and the Hero and Survival Points fly.
Having successfully raided the safe, Claudia is attempting to return downstairs to the party, but a security guard has come looking for her. As she exits into the hallway, bottle of champagne and glass in hand, slightly dishevelled after clambering over the balcony, she is confronted by the guard, asking what she is doing there. The Game Master sets the Ease Factor at 4, since the guard is suspicious and although out of place, she looks as if she is meant to be at the party, meaning that with Claudia’s Charisma primary Chance of 12, her Success Chance is 48%. Claudia’s player rolls 61. This is a failure, but Claudia’s player decides to spend a Hero Point to adjust the roll to Quality Rating of 4 or Acceptable. She has just about convinced the guard. …For now.
It is important to note that James Bond 007 was not actually the first to use a mechanic similar to its Hero Points. The earlier Top Secret: An Espionage Role Playing Game for 3or more players, ages 12 to adult had included an optional rule for Fame and Fortune Points. However, they were only used to overcome a fatal wound and not affect game play in a wider fashion as in James Bond 007. Essentially, James Bond 007 takes the concept and refines them, making them intrinsic to both play and playing in the style of James Bond.

In terms of support, James Bond 007 details and illustrates numerous weapons and vehicles, as well as detailing other pieces of equipment. These all feel just enough to get started, but really the Game Master is going to want to have a copy of the Q Manual: The Illustrated Guide to the World's Finest Armory, which along with equipment descriptions and illustrations includes an assessment of every item by ‘Q’. The book is a brilliant read and consequently a great resource for any cinematic spy roleplaying game. For the Game Master there is solid advice on running the game and handling NPCs and personalising major villains; a description of MI6, its facilities and full write-ups and stats for its personal, including ‘M’, ‘Q’ (Major Boothroyd), Miss Moneypenny, and more; and of course, T.A.R.O.T. This is followed by similar stats and write-ups for James Bond’s allies and enemies, enabling the Game Master to have her players be helped or confronted by the signature characters from the films. Thrilling Cities describes some of the exotic locations that Bond and thus the Player Characters might visit—Hong Kong, London, Nassau, Paris, Rio de Janeiro, and Tokyo. Included in the descriptions are hotels, casinos, places to visit, restaurants, and so on, essentially location guides where encounters can be had in places of interest. Just as with the equipment section formed the basis for the Q Manual supplement, these city locations would form the basis for the supplement, Thrilling Locations.

Rounding out James Bond 007 is the introductory adventure, ‘The Island of Dr. No.’ This is a solo adventure based on the film of the same name (though it would also receive a standard adventure that could be played with a group in 1984). It is intended to be played after the reader has read the introduction and understood the basics of the game. Consisting of just over a hundred entries, if used in this fashion, it does leave the player unprepared for any combat that might occur. Ideally the player should read that beforehand as well, or at least be prepared to refer to them in play. Otherwise, the scenario can be run by the Games Master and one player with relative ease. The scenario is decent and should help a player learn the rules, but it does leave the prospective Game Master needing a new scenario if she wants to run something for more players.

Physically, the James Bond 007: Role-Playing In Her Majesty’s Secret Service core rulebook is done in black and white with tones of blue, which gives it a distinctive look all of its own. It does need an edit here and there, but what really stands out is the artwork. Unable to obtain the rights to stills from the films, the roleplaying game is illustrated throughout with black and white line art. Unfortunately, although inspired by the firms, the artwork does not always work. In general, the action pieces feel slightly off, but the character pieces and the portraits are actually really very good. Plus, the use of black and white line art actually gives the rulebook a consistent look and style whereas black and white stills from the various Bond films from the sixties, seventies, and eighties would have looked discordant.

Ultimately, the issues with James Bond 007 as a roleplaying game are fourfold. First, there is the matter of the source material. To quote Judi Dench as ‘M’ in the 1995 Goldeneye, “I think you’re a sexist, misogynist dinosaur. A relic of the Cold War.” The social attitudes of both the novels and the films, then starring Roger Moore as Bond, are outdated, but reflected those of the time. Worse, Bond himself is seen to travel world, drinking, gambling, and seducing women, with the latter in particular, embodying the least attractive aspects of the character. Of course, the roleplaying has rules for seduction, but it has to in order to fit the genre. The Game Master advice for Seduction—as well as Persuasion and Interrogation (and Torture, though for NPCs only)—are they that are used as tools to gain information. To be fair, the inclusion of the Seduction mechanics cannot really be seen as the fault of the roleplaying game itself, and although attitudes have changed since the publication of James Bond 007 in 1983, it would be difficult to write a roleplaying game based on the licence today without including them. However, the likelihood is that the advice for their use would be very different in a contemporary Bond roleplaying game. Just as the depiction of Bond has changed over the years so have roleplaying tastes.

Second, it is a fantasy. The stories of James Bond and thus James Bond 007, do not reflect reality and certainly not the reality of espionage during the Cold War when the stories are set. Compared to the often-grubby world of spies, James Bond is an outlandish superhero, but in the public imagination, he is a spy and not only that, a superspy and his missions and adventures are exciting and thrilling. James Bond 007 reflects this, just as the many other espionage roleplaying games do. Ron Edwards’ Spione: STORY NOW in Cold War Berlin is one of the very few spy-themed roleplaying games to actually eschew the over-the-top style of James Bond.

Third is the absence of SPECTRE and Ernst Stavro Blofeld. This is less of a problem than it first seems. After all, the Game Master is free to create both if she wants and the provided T.A.R.O.T., and Karl Ferenc Skorpios free her to create a wide range of themed missions. Fourth, James Bond 007 is not a roleplaying game for multiple players. It simply does not work with the typical group of four, five, or six players in other roleplaying games, such as Dungeons & Dragons. There is rarely enough story for every Player Character to have time in the spotlight, plus, when it comes to the gadgets, not every Player Character is going to get to play with them. After all, who wants to sit in the back seat of the Aston Martin DB5? James Bond 007 can of course be played with a single agent and the Game Master, but works equally well with two Player Characters or three. There are other minor issues. James Bond 007 is chart heavy, so requires more page flipping than a Game Master might like. Then there is artwork which is used instead of stills from the films. Some of it is bad, but not all.

—oOo—
James Bond 007 was reviewed extensively at the time and since. It was first reviewed in Space Gamer Number 67 (Jan/Feb 1984) by Aaron Allston. (Notably, the issue also included ‘Spy Vs. Spy Vs. Spy: a comparative review’ by W.G. Armintrout of Espionage! and Mercenaries, Spies and Private Eyes, the then newly released rivals to James Bond 007.) The review was extensive, Aaron Allston was critical of elements of the game—the Hero Points gave the players too much power, the legal issues over the rights to Spectre and its associated characters, its Britishness, the art, the lack of references for the NPCs presented in the book, and its preponderance of charts. However, he liked the rest of the game and its innovations, saying that, “James Bond 007 does a good job of simulating the Bond milieu. It won’t make me give up Espionage, but I was intrigued by some of the game mechanics, impressed by the flow of play, and glad of the background detail involved. Bond aficionados looking for a decent game will find it here. Gamemasters for practically any contemporary RPG should look into the Q Manual. And the price isn’t bad. I give the game a qualified recommendation; it’s a valid effort, and generally does what it set out to do.”

James Bond 007 was reviewed not once, but twice in the pages of Dragon Magazine. First in Dragon Magazine #83 (March 1984) in ‘Good evening, Mr. Bond – The 007 role-playing system reviewed’ by Tracy Raye Hickman. He concluded, “As a game designer, the James Bond game made me sit up. I guess I’ll have to work a little harder. As a game player, I decided this game fills the bill. With a rule book that is easy to digest and use, the game system conveys all the sizzle of 007’s world. Don’t expect this game to be anything more than James Bond fantasy – but be assured that you.re getting nothing less.” It was then reviewed in Dragon Magazine #137 (September 1988), in ‘Role-playing Reviews’ by Jim Bambra, who said in his evaluation that, “The JAMES BOND 007 game is a good, action-packed system that neatly captures the flavor of its subject. The need to refer to numerous tables during play tends to slow the action down, but the Hero Point system allows agents to perform just like 007 himself. To anyone looking for a game firmly based in the Bond mythos, the need to check tables proves to be a minor inconvenience, but for anyone looking for easy-to-use mechanics, the JAMES BOND 007 game is not an ideal choice.”

Nick Davison reviewed James Bond 007 in Imagine No. 11 (February 1984). He said, “Needless to say, I have some reservations about this game. The combat system takes a backward step, which is a pity: there is no hit location. Presumably the designers would argue that their simplistic approach was to speed up the game. True, but most role-players want interesting combat. Finally, this game is clearly unsuitable for a large group of players — imagine them packing into M’s office, packing into lifts and queueing up to seduce the villainess. Indeed, if there are too many, then villains will need platoons of infantry to overcome them. A necessary evil to improve play balance would be to separate them. However, this never works due to the extra complication for the GM.” Despite this, his review ended positively, “An excellent game for those primarily interested in role-playing rather than combat. It is not recommended for more than three players and is best with less.”

It was reviewed by Larry DiTillio in Different Worlds Issue 34 (May/June 1984). He said, “Overall I give 007 the highest marks as a game. It is easy and fun to play, and it simulates the Bond films (not the books, as fans know there is a big difference) excellently. Players could even play Bond himself with ease, using the stats provided (of course the mission would have to be big). Most of all, the designers have instilled the flavor of Bond, the color, the dash, the improbable stunts, and the adventure we expect from the world of Bond. Moreover, since it works in a milieu that players can easily relate to, it is more vivid than most spy games on the market. Most of all, it is true to its subject, the designers state that it is not created to play hard-edged spy stories in the John Le Carre genre, it is Bond, plain and simple.”

Bob Neville reviewed James Bond 007 in ‘Open Box’ in White Dwarf Issue 57 (September 1984) and only gave it a rating of six out of ten. Despite this, he said, “As a complete system, the 007 game stands up quite well, with a real feeling of belonging to part of the Bond mythos being generated in play. There are faults, however, resulting from complexity of mechanics which can hinder play if adhered to. The rules also concentrate on the more modern pieces of equipment to the detriment of earlier Bond movies (which relied more on plot and action rather than gadgets) and a number of essential areas remain untouched or insufficiently developed. The game might not be the best spy role-game available, but is more complete and playable than any of its rivals.”

Retrospective reviews would follow in 1996. First in Shadis Issue 27 (May 1996) by John Wick in the ‘Lost Treasures’ section of the Reviews department. He said, “A lot of people ask me why I run games without dice Well, it all started with the James Bond Role-Playing Game. You see I was dating this girl when I was living back in St. Paul who was also a gamer and a Mission Impossible/Avengers fan (they used to run them back to back on Channel 11 on Saturday afternoon). So, when I saw the JBRPG, I had to pick it up. We spent many a long, cold evening in front of a fire—with me as the GM and her as the Agent. Sheila and me, we didn’t need any dice. So when gamer couples came into the store (yes, they do exist!), I’d always refer them to the James Bond RPG. The system was simple: it was great for beginners and those of us who prefer storytelling over statistics. 0f course, as the engineers in the office remind me, it’s the guys who know statistics that make it easy to play. The sourcebooks were also a lot of fun (although not accurate). The Q Manual was packed with gadgets and submarine cars, wristwatches with laser cutters and iron teeth.” … “So if you sit around on Saturday afternoons watching old reruns of Mission: Impossible, The Avengers, Secret Agent and The Saint, then you must go out to your local con and start digging through those used game boxes. I picked mine up for $5.”

The second retrospective review appeared in Arcane Issue Nine (August 1996). In the regular ‘Retro’ department James Swallows described the roleplaying game consisting of, “Larger than life characters, loose, almost non-existent plots, fantastic gadgets, fast cars, beautiful women, lots of shooting and explosions, megalomaniac villains and ludicrous names – all set in exotic locations in a glamorous version of our own drab world.” His review was positive, concluding that, “The James Bond 007 roleplaying game had exactly the same sort of instantly playable background that, say, Star Wars does. It had ‘M’, ‘Q’, Moneypenny, Oddjob, Jaws, Goldfinger, and Scaramanga. It even had the infamous Pussy Galore! What more need be said?” It was followed in Arcane Issue Fourteen (December 1996) by its inclusion in ‘The 50 favourite RPGs of all time’ based on a reader’s poll at position #46. Arcane’s editor Paul Pettengale commented: “Because of the subject matter, and because the rules are easy to get to grips with, this proved to be an instant hit. It has also been backed up with a couple of cracking supplements – Thrilling Locations and the Q Manual – which makes creating all manner of interesting scenarios an absolute breeze.”
—oOo—

James Bond 007: Role-Playing In Her Majesty’s Secret Service would go on to win the H.G. Wells Award for ‘Best Roleplaying Rules of 1983’ at the 1984 Origins and at the 1984 Strategists’ Club Awards, it won ‘Outstanding Role-Playing Game of 1983’. It is not difficult to see why. Long out of print—although a retroclone of the rules shorn of the licence, Classified, is available—James Bond 007 is still the best emulation of James Bond stories seen on screen. The mechanics are at their core simple and elegant, and its various subsystems—gambling, chases, seduction—do all really work together to emulate the source material in a fashion that can only be described as pitch perfect and peerlessly playable. Add on top of that, the innovation of Hero Points that enable the Player Characters to get into the story and action of Bond in a fashion that had never before been seen in any roleplaying game, and what you have in James Bond 007: Role-Playing In Her Majesty’s Secret Service is an impeccable roleplaying game, the first great licensed roleplaying game, the like of which would not be equalled, let alone bettered for decades.

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..

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.

Sunday, 15 May 2022

Smoke, Shadow, and Subterfuge

The Spy Game: A Roleplaying Game of Action & Espionage
takes the mechanics of Dungeons & Dragons, Fifth Edition into the very modern world of international espionage and intrigue, of stealth and superscience, and of maladjusted masterminds and doomsday devices in which spies, hackers, assassins, femme fatales, and suave secret agents set out to save the world in the name of freedom and democracy! Published by Black Cats Gaming 
following a successful Kickstarter campaignThe Spy Game casts the Player Characters as Agents, members of a spy agency, whether a real-world agency like the USA’s CIA, the United Kingdom’s MI6, or India’s RAW, or a fictional one included in its pages or of the Game Master’s own creation, and undertake assassination, capture, obtain, sabotage, or surveillance missions—or a combination of any five of them. They will attend briefings, gather intelligence, and conduct fieldwork, all before attending mission debriefings. The rules in The Spy Game allows the players to create interesting characters from a diverse range of backgrounds who engage in a range of espionage activities including infiltration and hacking, equipped with a wide array of equipment, and the Game Master to create agencies, missions, enemies and threats. In bringing espionage and modern action to Dungeons & Dragons, Fifth Edition’s mechanics, The Spy Game notes that anyone who comes from that roleplaying game will find a lot of familiarity, but also that it adds Infiltration to combat to expand upon the element of surprise and detection, gadgets which replace magic items—and which have to requisitioned, and hacking which works like magic, but only on computer technology.

Like any good, modern roleplaying game, The Spy Game includes advice on the use of safety tools. Not just on the use of the X-card and lines and veils, but also advice appropriate to The Spy Game and its genre. This includes advice on taking care when involving real world events and politics in the game, and be careful when involving torture as a means of acquiring information. Ideally, if it is used, it would only be a grittier type of game and even then a veil be drawn over it. The Spy Game also notes that whilst sex and seduction have always played a role in espionage, whether fact or fiction, there is no Seduction skill in the roleplaying game and again, all of the players will need to agree to its inclusion in a game.

The Spy Game: A Roleplaying Game of Action & Espionage is a Class and Level game. It has eight Classes—Face, Hacker, Infiltrator, Martial Artist, Medic, Ranger, Soldier, and Technician, each one of which has its own three archetypes, Proficiencies, abilities, and more. Backgrounds such as Academic, Athlete, Civil Servant, Con Artist, Criminal, Diplomat, Motorist, Outdoorsman, and Scientist, all add bonuses in terms of attributes, languages, and equipment, as well as special advantages, proficiencies, and a Feature. Each also gives options for an Agent’s Double Life, Secret—which is initially kept just between the player and the Game Master , Ideal, and Bond, all of which can be used in play to gain Inspiration as per the roleplaying mechanic introduced in Dungeons & Dragons, Fifth Edition. For example, the Motorist increases an Agent’s Dexterity and Wisdom by one, grants Mechanics as a skill proficiency, grants him Advantage on Dexterity Saving Throws when driving or piloting a vehicle, gives special proficiency on motorcycles, cars, heavy goods vehicles, and mechanic’s tools, and provides the ‘Home Behind the Wheel’ Feature, which lets him regain control of a vehicle if he loses control of it as a Bonus Action. This can only be done once before requiring a short or long rest to use again.

To create a character, a player selects a Class and a Background, generates his character attributes—either by rolling or using the point buy option, and adds all of the finishing details you would expect. Multiple dice rolling options are given, but The Spy Game suggests that a player choose his character’s Class and Background first before rolling, or preferably, using the point-buy option. This varies from the ten points of a Gritty campaign to the twenty-five of one involving Super-Spies, but the standard is fifteen.

Rachel Rosen
Nationality: British
First Level Hacker

Str 10 (+0) Dex 12 (+1) 1 Con 10 (+0)
Int 15 (+2) Wis 10 (+0) Chr 16 (+3)

Hit Points: 6
Hit Dice: 1
Armour Class: 13

Class Abilities: Hacking, Personal OS
Skills: Acrobatics (+1), Athletics (+0), Deception (+5), Espionage (+4), Infiltration (+2), Infotech (+4), Insight (+0), Intimidation (+3), Mechanics (+2), Medicine (+0), Perception (+0), Persuasion (+5), Slight of Hand (+4), Stealth (+1), Survival (+0), Tactics (+2)

Proficiency Bonus: +2
Proficiencies: Charisma Saving Throws, Deception, Espionage, Hacking Tools, Infiltration, Infotech, Intelligence Saving Throws, Languages—Spanish and Russian, Light Armour, Motorcycles, Persuasion, Simple Melee Weapons, Simple Ranged Weapons, Sleight of Hand, Thieves’ Tools

Advantage: Dexterity Saving Throws
Feature: Escape Notice
Equipment
Laptop, taser, padded armour, investigation pack

Background: Criminal
I steal as a form of activism, targeting the ruling classes and the corporate machine (Double Life); My plans for a heist could bring down all the major banks (Secret); I only steal to help the poor, with 50% of the world’s wealth in the hands of the top 3% of people – it’s time to there was some redistribution (ideal); I have a unique relationship with the detective who wants to take me down (Bond)

Mechanically, The Spy Game uses the same ones as Dungeons & Dragons, Fifth Edition, although there are changes. The first major addition is that of infiltration to combat. This expands upon the rules for surprise and detection, accounting for the Agents’ actions round by round whilst they remain hidden from the view of any enemy NPCs. This adds a degree of tension to play prior to combat itself breaking out. The rules for vehicles also cover chases—treated as contests, but complete with manoeuvres like ramming or weaving, and combat, including targeting parts of a vehicle.

One of the major additions to The Spy Game consist of rules for Hacking. Primarily the purview of the Hacker Class who can Bypass protected operating systems or password protected software, Modify software, or Attack. The Hacker can use hacking tools which he can install as executable slots in his operating system, which like physical tools and gadgets have a Calibre rating. Operating Systems have their own Calibre rating, Armour Class, and Hit Points, and thus their own executable slots, and when a Hacker attempts to infiltrate an operating system, his aim is reduce its Hit Points to zero and so corrupt its programming and security features. Although the rules for hacking do feel like another combat subsystem, they are not intrusive in the sense that they do not impede play in the way that they do in other roleplaying games which have rules for them at their core, plus not all of the hacking tools are designed to just do damage. Others map or copy a network, deny access, and so on.

A fifth of The Spy Game is dedicated to equipment. It includes just about every item, device, or gadget that the players and their characters can imagine—and probably more beside. If not given , then the Technician Class can actually build more as gadgets as well as boosting those already in the Agents’ possession. The equipment list also includes Equipment Packs, like a Diplomatic Pack, Investigation Pack, and Wetwork Pack, as well as individual items. Unlike some of the source fiction, The Spy Game does not use brand names, makes, marks, and manufacturers in its descriptions, for example, genericising its weapons. It avoids the designers and the roleplaying game getting bogged down in real world detail, but on the other hand, it does mean that the game loses a degree of verisimilitude.

The list of equipment also encompasses the gadgets beloved of the genre. So it includes Exploding Gum, Palm Flamethrower, Bladed Boots, Garotte Watch, and more, all the way up to close air support! Vehicles are added too, such as drones and buses, all the way up to tanks and ground attack aircraft. Gadgets themselves have a Calibre rating, from one to five, and do need to be requisitioned. The maximum Calibre of the gadgets available is determined by the Mission Calibre, a factor itself based on the average Level of the NPCs the Agents will face and the number an Agent can carry is determined by his Level.

The Spy Game’s ‘World of Spies’ focuses on spying in the early twenty-first century and how espionage has changed from the late twentieth century. Several real-world agencies are detailed, but it really gives space to new and fictional agencies, including their primary locations, agents and activities, and signature devices. These are the Operations Executive, a ‘deep state’ international organisation committed to global co-operation, co-ordination, and contentment; Taga Bunot, a Philippines-based agency which specialises in date recovery and prevention of blackmail, extortion, and smear activities; Streetworks, an agency whose agents consist of those who have been fired or forced into early retirement from other agencies due to injury, incompetence, or office politics, and operate on a lower budget; the Caledonian Spy Group or CSG, the spy agency established in Scotland following a successful bid for Scottish independence; Zodiac, an agency which responds to threats detected by data sifting by artificial intelligence; and the Hive, an organisation of highly distributed digital mercenaries. Some of these agencies do wear their influences on their sleeves, almost literally in the case of the Operations Executive, a very Kingsman-like organisation, whilst Streetworks feels like Mick Herron’s Slow Horses series of novels. My favourite though is the Caledonian Spy Group, a delightfully parochial agency whose creation feels all prescient.

For the Game Master there is solid advice on creating missions and mission types, and running not just the game, but also portraying and roleplaying the Handler, the Agents’ case handler or control. Campaign themes—technology, cyber warfare, and the effects of globalised economies—are discussed and options are given for running The Spy Game during earlier periods, from the Great War and World War II to the Cold War and the War on Terror. However, the roleplaying game does not go into too much detail about those here. Safety tools are again discussed, but backed up here with examples, which are useful inclusions, but a favourite section is ‘The Moscow Rules of Game Mastery’ inspired by The Moscow Rules said to be followed by spies in the Moscow of the Cold War. These are very nicely done and would apply to almost any roleplaying game. There is good advice too on designing traps and encounters, especially to highlight the particular roles of the different Classes, so the Hacker, Medic, and Technician will want to face technical challenges, combat Classes like the Soldier and the Martial Artists combative challenges, and so on. This also gives them time in the spotlight. When it comes to traps, the advice is also to build in vulnerabilities.

Along with really big vehicles like aircraft carriers and space shuttles, The Spy Game includes rules for creating villains and masterminds. These are backed up with both standard NPCs, including stats for the Head of State(!) and Survivalists along with their bunker, and fully detailed villains and masterminds. These include a pair of sisterly assassin, each of whom uses different methods; ‘The Con’, an incredibly lucky conman who fomented war between Andorra and Lichtenstein for profit, though thankfully no shots were fired; and ‘The Count’, a classic European supervillain! Both ‘The Con’ and ‘The Count’ have their own Legendary Actions with which they are likely to thwart any Agents’ attempts to stop them.

Physically, The Spy Game is for the most part, cleanly and tidily laid out, and the artwork excellent. If there is an issue with the layout it is that the section on equipment and gadgets is simply in the wrong place. It comes after the descriptions of the roleplaying game’s eight Classes and how to create a Player Character, but before the roleplaying game’s rules. So there are sixty pages of gear between an explanation of the ability scores and their modifiers, the Proficiency Bonus, skill explanations, and more. Which impedes Player Character creation. And surely the rules for vehicle combat should be in the combat section?

The Spy Game is very much an espionage roleplaying game which focuses on the here and now as well the tomorrow of the spying world in which its Agents are really designed to be capable or super cable. Although it can do campaigns set in the past or ones which are gritty in tone and mechanics, these are really asides and switches which the Game Master will have to make and research and develop on her own. Perhaps for either option, gadgets and equipment could have been listed along with indications as which type of campaign they would be suitable for. Similarly, a bibliography could have included for reference and inspiration—the equivalent of The Spy Game’s Appendix N. That said, the rules of The Spy Game could easily be used to run a game in the style of Leverage or Hustle.

The Spy Game: A Roleplaying Game of Action & Espionage takes the mechanics of Dungeons & Dragons, Fifth Edition and adeptly adapts to an entirely different genre, successfully providing new character types and Classes and unobtrusive genre mechanics. The result is a pleasing slick and modern approach to the high action, Spy-Fi genre.