Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label GUMSHOE System. Show all posts
Showing posts with label GUMSHOE System. Show all posts

Friday, 28 November 2014

Staked Twice, Never Bitten

Posted on 04:59 by Anthony Carold
There are one or two facts that you need to know about Double Tap, the first supplement for one of the best RPGs—certainly the finest espionage and finest espionage/horror RPG—of 2012, Night’s Black Agents: the Vampire Spy Thriller RPG. Written by Ken Hite and published by Pelgrane Press, the player characters are ex-secret agents who have learned that their former employers are controlled by vampires and decide to take down the vampiric conspiracy before the vampires take them. As much a toolkit as an RPG, it gives everything that the Director needs to design and create his game, allowing him to design the vampire conspiracy and the vampire threat, from psychic alien leeches to the traditional children of Transylvania, and set the tone and style of the espionage, from the high octane of the James Bond franchise to the dry and mundane grittiness of Tinker, Tailor, Soldier, Spy. Essentially, Night’s Black Agents is your Schweizer Offiziersmesser of vampires and espionage.

The first fact is that as the title might suggest, Double Tap is not a supplement about guns—Double Tap being a shooting manoeuvre intended to ensure that a target is definitely dead by shooting him twice in the head—although there is a section about guns in the book. This of course begs the question, “Why exactly, is this supplement called ‘Double Tap’?”. Which is a perfectly good question to which there is a perfectly good answer in the last paragraph of this review. The second is that Double Tap is not the ‘Agent’s Companion’ for Night’s Black Agents. It is instead the ‘The Night’s Black Agents Expansion Book’, because it contains information for the Director as well as the players and their characters. Indeed, it has sections entitled ‘Agent’s Companion’ and ‘Director’s Companion’. Between them, the players and Director are served up a plethora of clues, benefits, cherries, manoeuvres, rules, gadgets and (yes) guns, and more—all delivered as an easy-to-digest, no-fuss, but some frills, in-country supply drop.

The ‘Agent’s Companion’ dives straight into a re-examination of an agent’s Abilities. Each receives a new overviews and a new focus, the latter less mechanical than a new means of applying it; a ‘Tactical Fact-Finding Benefit’ that showcases how might be used to best effect; sample benefits to be gained from spending the points from an Ability’s pool; and sample clues. For example, the new focus for the Accounting Ability is money laundering. It provides a short, but detailed description of how it is done; its ‘Tactical Fact-Finding Benefit’ describes how Accounting might be used to track down and use an illegal stash of guns to gain an advantage over the opposition; and how it can be spent to gain benefits on other Abilities when they are next used. The accompanying sample clues show how ‘following the money’ can lead somewhere interesting, and like the sample clues for the other Abilities detailed in Double Tap, can either be as is and added in game, or as models to adjusted for the Director’s own game. Other Investigative Abilities also include extra details, associated equipment, and so on, such as the list of British Police Jargon for Cop Talk, the most expensive hotels in Europe for High Society, toxins for Pharmacy, and what you pack in a ‘Bug-Out’ bag under Urban Surveillance.

Then Double Tap does exactly the same thing for an Agent’s General Abilities. Again, each of these is given a new focus, for example, Parkour for Athletics and Plastic Explosives for Explosives; new sample clues, and so on. Instead of ‘Tactical Fact-Finding Benefit’, they have new Cherries, the extra special benefits that come with having high Abilities. In general, these are not quite as interesting as those for Investigative Abilities, but the point of this re-examination is to make each and every Ability interesting, useful, and evocative. It highlights how every Ability can bear upon the game and how the Director should be bringing his player Agents’ Abilities into his campaign.

Double Tap then presents a number of new mechanical options or ‘Tricks of the Trade’, that work in conjunction with a player narration. All a player has to do is narrate the action to gain the benefit of an Ability refresh with these, just as with those in the core rules. In this they work in a similar fashion to the Thriller manoeuvres, like Gear Devil or Technothriller Monologue, found in Night’s Black Agents. They also push the levels of competence, so are suited to more cinematic games. The first is a number of new Thriller manoeuvres, the majority of which these are for non-combat Abilities, such as Grease Monkey for Mechanics and Verbal Trauma Unit for Medic. These are followed by a set of Achievement refreshes—inspired by computer gaming—that push up the cinematic aspects of Night’s Black Agents that little bit more, such as ‘Lifeline’ for climbing out of a window using knotted sheets or fire hose, or ‘Mother Superior’ for impersonating a religious figure! Tricks of the Trade’ continues with ‘Adaptive Tradecraft’, which takes ‘standard’ adaptive espionage or Tradecraft techniques and suggests how they might work when hunting vampires. Rounding this chapter out is a set of standard operating procedures, the Cartagena Rules. These are not for being spies in the field—Night’s Black Agents has the Bucharest Rules for that, backed up by the Moscow Rules in Double Tap—but for playing Night’s Black Agents. Their aim is to keep the game moving and enjoyable, to avoid it stagnating and getting dull, and being a set of rules, they are short and to the point. Good advice for players and Director alike.

‘Materiel’ puts gadgets, gear, and guns under the spotlight. To an extent, this section is in Q Branch territory, especially with its vehicle upgrades like oil slick dispensers and disposable car skins. Guns get the same treatment, but some of the special ammunition may have its uses in any style of game against vampires. Whilst a list of firearms is included, they are not necessarily there for the agents’ use, but rather to arm particular agencies.

The Thriller Chase rules in Night’s Black Agents turned up the action for chases by foot, by vehicle, and so on. ‘Thriller Contests & Manhunts’ does the same for Digital Intrusion, Infiltration, and Surveillance. What this means is that certain non-combat scenes—hacking attempts, stealthy break-ins and break-outs, and monitoring a suspect—can played out dramatically, even thrillingly, by making them intense contests. There are guidelines given to make each of them thrilling and how to use other Abilities during Digital Intrusion, Infiltration, or Surveillance attempts. Not every attempt or scene involving Digital Intrusion, Infiltration, or Surveillance need be run as a Thriller Contest, but when needed, now they can, and they give the player agents involved their moment in the spotlight. In similar fashion, the Manhunt rules up the ante for handling chases, especially where the quarry is trying to do more than just get away. Of course, this is all whilst the player agents are burned and out in the cold, no longer having access to the manpower or infrastructure to carry out a manhunt.

The remaining third of Double Tap is the ‘Director’s Companion’ and for his eyes only. He receives a good set of NPCs, ready to fill out cameo roles, and easy to portray and modify, that can be used as assets or clues. Accompanying these is a set of ‘Establishing Shots’, locations and scenes that the Director can set up a scene and bring it to life. Both sets are evocative and fun, as well as being easy-to-use tools. Double Tap also comes with four new monsters—the chupa, the ekimmu, the homunculus, and the penanggalan—and a complete vampire build in the form of the nosferatu, the latter being familiar to most gamers (and agents). Of course Night’s Black Agents has plenty of options when it comes to the Director creating or selecting a vampiric foe for his game, but these add more, especially given that there are notes included on how to turn these creatures of one legend into another. For the Director, a whole new story aid is provided in the form of the ‘Suspyramid’, which plugs into the ‘Conspyramid’, the structure that underpins the vampire conspiracy in Night’s Black Agents. It helps him run games in which the player agents not only dismantle the conspiracy, but set parts of it against each other. Rounding out the ‘Director’s Companion’ are notes on running Night’s Black Agents in other eras, specifically the Victorian Age, World War II, and the Cold War. These do feel a little underwritten, but they are really no more than notes. Of course, any one of these three periods would be worthy of a supplement in their own right.

Physically, Double Tap is a well-written, easy-to-read, and easily digestible supplement. Its contents are nicely supported by a good index and, for the Director, summary lists of the cherries and vampiric powers—both from Night’s Black Agents and Double Tap.

Companion volumes are not always the most interesting or coherent of reads. This is the danger of covering lots of different subjects under one cover, but Double Tap contains different things that are actually interesting. The new rules its gives are interesting and better than that, they evoke their genre and are fun in the process. If there is a downside to them, it is that they evoke the more cinematic side of Night’s Black Agents, rather than the drier grittier side. Nevertheless, Double Tap provides plenty of manoeuvres and tricks of the trade to ensure that a Director’s Night’s Black Agent is definitely fun.
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Posted in Espionage, GUMSHOE System, Ken Hite, Pelgrane Press, Robin D. Laws, Vampires | No comments

Monday, 16 September 2013

Post Space Opera

Posted on 09:16 by Anthony Carold
We have been roleplaying Space Opera for over thirty-five years, ever since the release of Star Wars and the publication of GDW’s Traveller. In that time the genre has either gone high and fantastic, arguably right out of the Science Fiction genre all together, typified by the four Star Wars RPGs; enlisted in the semi-military, as typified by the five Star Trek RPGs; or let the player characters go independent with their own ship, as typified by the archetypal Traveller campaign and more recently by the Firefly Role-Playing Game: Gaming in the 'Verse, published by Margaret Weis Productions. What Ashen Stars does is set course between the semi-military and the independent ship operator and make every trip into an investigation.

Ashen Stars is the investigation-orientated Gumshoe System RPG written by the Gumshoe System’s author, Robin D. Laws, and published by Pelgrane Press. It works from the idea that the idea that Space Opera stories, especially those screened on television, are essentially mysteries to be solved. ‘The Devil in the Dark’, an episode of Star Trek from 1967 is a classic example of a Space Opera investigation in which the crew of the USS Enterprise must find out who is killing the workers and destroying their machinery on a mining planet. Further, the episode and others like it, give a chance for each of the series’ stars to shine. It is this model that Ashen Stars adopts before going on to build a unique setting all its very own.

That setting is the Bleed, a rough, wild fringe of space that barely twenty years ago was the enticingly glamorous frontier of The Combine, a two-hundred year old interstellar, culture-spanning government dedicated to peace, understanding, and self-determination. Ready access to starship travel enabled colonists to transverse the FTL corridors to settle the region then known as the Wave, safe in the knowledge that Combine patrols kept the peace, confronted anomalies, and solved any problems. The Combine was an idealistic utopia that enabled numerous races and peoples to live happily under its governance. Then the Mohilar attacked, and employing technologies unknown to The Combine their vast war fleets stormed system after system until The Combine’s heart, Earth itself, was devastated. Then following an unexpected defeat at the hands of a last ditch effort by what remained of Combine forces, they vanished. That was a decade ago and yet, due to an effect known as the Bogey Conundrum, memories of the Mohilar race have become hazy and inconsistent. Try as they might, no one call recall exactly what the Mohilar were, and certainly, no one has any idea where they are now…

In the meantime, the stars in the sky flicker and turn grey, and then revert to normal. The reason is unknown, but it is a suspected side effect of Mohilar weaponry. These are the Ashen Stars of the title…

In the wake of the Mohilar War, both the interstellar economy and government have collapsed and whilst The Combine exists, its reach has been pulled back from the Bleed. Thus the worlds the Bleed, many scorched and blasted by war, have been left to their own devices, bound only by a common currency and cultural ties. Where Combine patrols once kept the peace, peacekeeping missions and criminal investigations are now put out to private tender and assigned to independent ship operators known as ‘Licensed Autonomous Zone Effectuators’ or ‘Lasers’. As Lasers, the player characters will crew and operate a ship on a tight budget, hoping to pick up assignments that if completed will enhance their reputation and so lead to better and more profitable assignments. Each crewmember will undertake a role aboard ship and off ship for efficiency’s sake.

Although most Lasers are Human, a typical player character crew will consist of several members of ‘The Seven Peoples’ of The Combine. The seven include the uncannily beautiful Balla who love nature, but fear all emotions; the Cybes, former humans whose bodies and minds have been radically altered through cybernetic and genetic science; and the Durugh, short alien humanoids that can phase through solid matter who were once the enemy of The Combine. The Kch-thk are a warrior locust-like race that used to have a reputation for eating other species and can transfer to new bodies when their old ones die; the armadillo-like Tavak are placid warriors with strong ethics who fear falling into a battle rage; and the Vas Mal are a new Grey-like species given physical form following the Mohilar War from their former existence as near-omniscient energy beings. Lastly, Humans, as expected of the genre, are adaptable, resourceful, and numerous.

Each Laser undertakes two roles as part of a crew. One is Warpside, that is, aboard ship; the other is Groundside, that is, off ship. The former are Communications Officer, Pilot, Strategic Coordina¬tor, Systems Officer (engineer), and Weapons Officer, whilst the latter are Cultural, Operations, Survey, Security, and Technical. The Medic occupation is a mixed role that is important to both Warpside and Groundside, and rarely doubles up with another role. In selecting one from each category a player creates a character that has a role to fulfil or something to do when aboard ship or when conducting investigations off ship, and this is one of several balancing mechanics established in the game. Another is the number of points that each player receives to assign to his character’s Abilities. A player receives two pools of points, the smaller one to assign to his Laser’s Investigative Abilities, which are used to gather clues; the larger number to his General Abilities, which represent his physical skills. A player has to assign points to certain Abilities as these represent his Warpside and Groundside roles, plus if he is playing an alien species, then there a number of special Abilities that he has access to. For example, the Vas Mal are capable of Consciousness Simulation which enables them to interrogate the recently dead through their brain wave traces, whilst the Durugh can Phase and pass through objects.

Rounding each Laser is his Drive – what motivates him to serve, like Bleedism (the Laser believes that the Bleed should be independent of The Combine) or the Hunger Tourism of the Kch-Thk (the Laser likes to go places and eat new foods). Together as group, the player Lasers select a ship, of which there are ten Classes to choose from, including the balanced Runner, the offense heavy Hammer, and the Sherlock, which bristles with sensors and laboratories. Whilst this ship is free, the Lasers must pay for any extra gear beyond their standard equipment as well as any personal cybernetic and viroware enhancements. An array of both is available for purchase, some of which the various races of the Combine have an affinity for, while others are incompatible. All cyberware and viroware are incompatible to the Vas Mal. The Lasers will have a budget for this, out of which they must also pay for any ship bolt-ons like cargo modules or a Peacefist which enhances attempts to disable the weapons of enemy vessels. 

In addition, each player needs to decide what his Laser did in the Mohilar War, and then as part of the Laser team, decide how they came to possess their ship. Every character also has a personal development arc, such as identify the Mohilar or return to my home dimension – this latter particular to the Vas Mal. Each arc represents a story that a player wants to explore and see developed through the B-Story presented in each episode or scenario.

Our sample character was a scout for The Combine Colonial Administration surveying new worlds for on-going colonial expansion into the Bleed. He was caught behind enemy lines at the outbreak of the Mohilar War and was injured during the initial attacks. He would have died from his injuries had not a Cybe enclave rescued him and ‘upgraded’ him to help him survive, though his injuries left him with memory loss about his time before the war. He fought in a guerrilla war against the invaders until the Mohilar disappeared. He signed on as a Laser to find out who he was and to further the Cybe cause. His Cyberware and Viroware were installed to improve his survival chances and holding extra data. 

Stayer
Race: Cybe
Groundside Position: Survey Officer (Mapper)
Warpside Position: Communications Officer (Hailer)
Drive: Integrationist (Cybe).
Personal Arc: Discover where my family is.

Cybernetic Enhancements: Dataloader, Episealant, Headdisk, Internal Rebreather
Viroware Enhancements: Regenerate

Investigative Abilities 
Academic: Botany 1, Cybe Culture 1, Geology 1, History, Cybe 1, Linguistics 1, Zoology 1
Interpersonal: Bullshit Detector 2, Flattery 1, Reassurance 2
Technical: Astronomy 1, Bio Signatures 2, Chemistry 1, Data Retrieval 2, Decryption 2, Energy Signatures 2, Evidence Collection 1, Explosives Devices 2

General Abilities
Communications Intercept 10, Enhancement Integration 4, Groundcraft 4, Health 20, Infiltration 5, Neural Rewiring 4, Scuffling 6, Sense Trouble 8, Shooting 6, Surveillance 9 

Mechanically, Ashen Stars uses the Gumshoe System and therefore deviates little from the previous titles that Pelgrane Press has published – Trail of Cthulhu, Esoterrorists, Mutant City Blues, and so on, and has used since in Night’s Black Agents. The Gumshoe System has the ratings in Investigative Abilities being spent to gain extra clues during the course of an adventure or investigation – if a Laser has a rating in any one Investigative Ability, then he can always gain the base clues related to that Ability, whereas the ratings from General Abilities are spent to modify dice rolls. Beyond the investigative nature of the rules that is particular to the Gumshoe System, what Ashen Stars brings to the game are rules for running a Space Opera style game, most obviously those for spaceships, space travel, and space combat. The rules for the latter initially appear to be quite complex in comparison with the rest of the rules in the book, and it takes the full example of space combat given in the book’s second appendix – the first consists of a list of sample names for each of the seven races in The Combine – for the reader to grasp how they work. They are designed to handle a more cinematic style of spaceship combat rather than a realistic one, though a no less gruelling one.

The background to Ashen Stars – The Combine and the Bleed and how they interact; the major cultures of the Bleed; and a history of The Combine are given in detail. Also presented is a more detailed discussion of how Lasers go about obtaining and fulfilling contracts as well as how the Lasers can go about making extra money beyond their contract. In particular this focuses Reputation as a mechanic, this being both the standing by which the player group of Lasers is held and the modifier that will affect how often they will be assigned contracts and how good they are. It also lies at the heart of the game theme, that of the balance between altruism and self-interest. Building a positive Reputation primarily means often having to go beyond the exact terms of a contract – for example, in the aforementioned episode of Star Trek, ‘Devil in the Dark’, Kirk, Spock, and McCoy discover who has been killing the miners and destroying their machinery, but make first contact with the culprit and come to an accord with it. In addition, it often means presenting a positive spin upon the events of the investigation and their outcome, which is why the Public Relations General Ability is of importance to Laser teams.

For the GM there is an array of particularly nasty semi-sentient and sentient alien threats to throw at the Lasers, as well as good advice on running a game. This being a Space Opera game, then the advice is build investigations not around problems, but around worlds as these will be unique from episode to the next, and then of course around cases, as after all, Ashen Stars is an investigative game. Both aspects readily lend themselves to the episodic nature of genre television that the RPG is based up, and it should be pointed out that the genre television that inspires Ashen Stars is the more modern and grittier take upon the genre – often seen in reboots. Rounding Ashen Stars is an introductory scenario, ‘The Witness of My Worth’, in which the Lasers are contracted to respond to a distress call to a survey team stationed on planet severely damaged in the war. It does a good job of introducing the rules and the setting whilst also pleasingly putting a twist or two upon various Space Opera staples.

Physically, Ashen Stars is a well laid and fine looking book, all done in full colour. If there is an issue, it is that the book is in places slightly intimidating to read, this down to the use of a sans serif font. Further, the use in places of a serif font – which is more legible – actually clashes with the look of the book. 

Where the earlier Trail of Cthulhu allowed the GM to set the campaign styles to either Purist or Pulp and the more recent Night’s Black Agents let the GM set the mode of his campaign – Burn, Dust, Mirror, or (High) Stakes Mode – to determine the tone of its espionage and the nature of its vampiric threat, Ashen Stars does not allow such options. In fact, in comparison with other Gumshoe System RPGs, Ashen Stars is fundamentally straightforward and unfussy. Were it not for what the RPG does to the genre it is emulating, that is rework it as an investigation game, Ashen Stars would be considered to be a very traditional RPG. Instead it highlights and makes its focus upon the usually ignored investigative nature of the genre, the feature of Ashen Stars and so refreshes the genre.
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Posted in GUMSHOE System, Investigative, Pelgrane Press, Robin D. Laws, Science Fiction, Space Opera | No comments

Thursday, 29 November 2012

Kiss Kiss Fang Fang

Posted on 17:25 by Anthony Carold

Imagine if you were a former spy or intelligence officer or intelligence analyst, and you discovered a fundamental truth about the world. A truth that revealed just who was in charge of the world and might just have been in charge of the world for centuries or more… Not just mere humans of the New World Order or the Prieuré de Sion, but vampires! What if these vampires were really in charge of your former agency? Or the government? Or an international bank? Or all three? What would you do? This is the set up for Night’s Black Agents, the latest RPG to be written by Ken Hite using the GUMSHOE System, an RPG that the author pitches as “The Bourne Identity meets Dracula” or a “Vampire Spy Thriller.”

Published by Pelgrane Press, Night’s Black Agents, brings together the genres of espionage and horror in the post-Cold War period of the here and now, not in a singular blend, but as an assortment of ingredients from which the Game Master or Director, creates two dishes, tempering or sharpening them with certain flavours before intentionally colliding the two together. In other words, Night’s Black Agents is essentially a pair of toolkits, one to create the desired type of espionage, the other the desired type of vampire, backed up with the means to run the two against each other. The default setting is the “vampire spy thriller,” one of horror and shadows combined with bursts of action interspersed with the methodical processes of the espionage story. The toolkit allows the GM to model his campaign so that he can emphasise the psychological impact of being a spy, such as in Alias or Callan; the gritty, almost mundane feel of espionage as in Rubicon or The Sandbaggers; the genre’s “wilderness of mirrors” world of shifting allegiances and hidden agendas as exemplified by the best of John Le Carré’s fiction; and the high stakes patriotism of the novels of both Tom Clancy and Ian Fleming. Each of these models is a Mode, respectively Burn, Dust, Mirror, and (High) Stakes Mode, and there are indicators throughout the pages of Night’s Black Agents that point out where one rule works for one Mode and not for another.

So for example, in a Mirror Mode game, there is the possibility that one Contact per session will be flipped and work for the other side; players can choose to keep their agents’ Drives secret from each other; the Director can implement the mechanics for Trust between the player character agents; and an agent’s funding and equipment is likely to come from clandestine sources. Whereas, for a game in the Dust Mode, the players have fewer General Abilities (these being the more physical aspects and skills of an agent); no Military Occupational Speciality or MOS; cannot miraculously find high-resolution images within blurry video or pictures when using the Data Recovery Interpersonal Skill; when falling, it is not possible for a player to use either his Athletics or Hand-to-Hand ratings (if they are high enough) to ease a fall by bouncing between walls; and of course, gun fights can be lethal. These are not the only options to help a Director run a Night’s Black Agents campaign in either the Mirror or Dust Modes, but for the most part, the options and suggestions given throughout the book are all about “dialling down” the rules from its default of the “vampire spy thriller.”

Character creation adheres to the GUMSHOE System rules, with players assigning two pools of points to two types of Abilities. The smaller number of points is assigned to an agent’s Investigative Abilities, which are used to gather clues; the larger number to his General Abilities, which represent his physical skills. Apart from in Dust Mode, which does not use them, what an agent prior did to going solo or private, is represented by his MOS, his area of expertise. Several are listed, from Analyst and Asset Handler to Wheel Artist and Wire Rat. Primarily each MOS lists the minimum Investigative and General Abilities required to have carried it out as a job, but it also gives the possible positions with various agencies. So for example, an agent with the “Bang-and-Burner” MOS could have been an IRA bomb builder or a Special Branch bomb disposal expert whereas an agent with the Wheel Artist MOS could have been a Union Corse car thief, a DGSE “Action Division” driver, a Deutsche Bank-provided chauffer, and so on.  Besides assigning points to his character’s Abilities and choosing his MOS, a player needs to define more of his character’s Background, his Sources of Stability (these help keep an agent grounded when he is under stress or threatened, but can be undermined or subverted), and how he fits into the team that the player agents will form.

The sample player character agent is an ex-Stasi surveillance officer, an expert watcher turned investigator who has been unable to quite find a place in the world following the collapse of the Iron Curtain and the unification of Germany. Initially he worked as a contractor for governments in the old Eastern Bloc and the Caribbean, and then for corporations in the old Eastern Bloc, but he prefers to work for the government agencies rather than corporations. Conversely, he prefers to work for corporations in the West as their motives are purer. He is a grey haired bespectacled man who has the appearance of a bureaucrat who is perhaps a little worn down. (The agent has been designed for a Mirror Mode game with twenty-two points to be assigned to his Investigative Abilities for a four-player agent team.) 

Anton Wendell
Age: 53
Nationality: German
Agency: Ministry for State Security (Ministerium für Staatssicherheit, MfS); Stasi
MOS: Investigator/Watcher
Sources of Stability: Wife’s confirmation medal (Symbol); his mentor, Hans Urner (Solace); the island of Rügen (Safety)
Drive: Nowhere else to go. 

Investigative Abilities
Academic: Architecture 1, Art History 1, Human Terrain 1, Languages 2, Law 1
Interpersonal: Bullshit Detector 1, Bureaucracy 1, Cop Talk 1, Flattery 1, Interrogation 1, Negotiation 1, Streetwise 1, Tradecraft 2
Technical: Electronic Surveillance 3, Notice 3, Photography 2, Urban Survival 1
General Abilities 
Athletics 3, Cover 10, Digital Intrusion 3, Disguise 4, Driving 4, Hand-to-Hand 6, Health 8, Infiltration 8, Network 15, Piloting 1, Sense Trouble 8, Shooting 2, Shrink 2, Stability 8, Surveillance 12
Languages: German (native); English, Russian, lip reading, ASL, Spanish

Mechanically, Night’s Black Agents uses the GUMSHOE System and therefore deviates little from the previous titles that Pelgrane Press has published – Trail of Cthulhu, Esoterrorists, Fear Itself, and so on. This has the ratings in Investigative Abilities being spent to gain extra clues during the course of an adventure or investigation – if an agent has a rating in any one Investigative Ability, then he can always gain the base clues related to that Ability, whereas the ratings from General Abilities are spent to modify dice rolls. The focus of the rules is of course on espionage and so cover chases, combat, the dangers of the espionage world (plus the dangers of an espionage world in which there are vampires), heat (that is, gaining too much attention), and spytech. Night’s Black Agents being a “Vampire Spy Thriller,” it turns up the chase and combat mechanics with the Thriller Chase and Thriller Combat rules, the former being accompanied lists of locations and potential obstacles to overcome and make the player agents look cool, whilst the latter cover just about every form of cinematic gun-fu short of the modern Wuxia genre.

One new aspect of the GUMSHOE System in Night’s Black Agents is specifically aimed at the Thriller aspect of the game – “Cherries.” If an agent has a General Ability with a rating of eight or more, he is regarded as being skilled enough to gain a special benefit. In the case of Thriller Combat, it allows an agent to conduct extra attacks, sniping attacks, purchase Special Weapons Training, and so on. Every General Ability comes with a Cherry, the benefits varying from an extra skill rating, such as the bonus from Digital Intrusion granting a point in the Cryptography Investigative Ability, to simple cool things that an agent can do, such as the “Open Sesame” aspect of the Infiltration Ability that enables an agent to bypass simple locks. Perhaps one of the coolest Cherries is the “Technothriller Monologue” for the Shooting Ability, which grants an agent a refresh to his Shooting Ability if he can narrate how he uses his guns in true Clancy-esque style. Rounding the espionage-themed first half of Night’s Black Agents is a pair of sections, one on advice for agents and the other on advice for players, covering tactical skill use and essentially how to play the game. Whilst both sections are excellent, the second shorter section is pleasingly upfront in suggesting how to play in order to get the most out of the game.

The remaining half of Night’s Black Agents is for the Director’s eyes only, presenting a set of toolkits with which to build the game’s inhuman threats, their conspiracies, their territories, and the stories that will be told through play. The first of the toolkits is all about building the required type of vampire. Instead of campaign Modes, the Director builds his vampires around one of four Parameters – Alien, Damned, Mutant, or Supernatural. Beginning with their origins and means of spreading, the Director decides everything about his vampires – their numbers, their source of food, the cure to their vampirism, their powers, and their weaknesses. If a Director does not want to design a vampire for his campaign, he can choose any one of the off-the-shelf designs included, such as the “Linea Dracula Vampire,” descended from Vlad the Impaler, or the non-Euclidean silicon-based aliens that have imprinted on human DNA. Besides these, the author draws from various real world mythologies to extend the book’s vampiric menagerie, from the Adzeh, the insect-demon of Ghana to the humble zombie. Suggestions are given so that the Director can customise these threats so that they can be reused or tweaked enough to be unrecognisable to the players. Of course, just as there is nothing to stop a Director from creating his own original vampire threat, there is nothing to stop a Director from adapting a vampire from another source, whether that is from a film (the obvious joke here being, “No sparkles”), a book, or another RPG.

The focus of play in Night’s Black Agents is bringing down the conspiracy that the vampires have constructed around themselves. To help the Director construct this conspiracy, he builds into a pyramid structure called a “Conspyramid,” its base containing the outer edges of the conspiracy with the very heart of it – the vampire leaders of the conspiracy – sitting atop both the structure and the organisation. The resulting “Conspyramid” contains a number of nodes, each a part of the conspiracy and serving as a certain function within it, with the bulk of the nodes at its base or outer limits. Between the nodes the Director builds connections and lays clues, in the process constructing a story map for the campaign. As a structure, this story map remains open enough that the Director can improvise and revise the nodes and their connections as the player agents begin to dismantle the “Conspyramid” and make deductions of their own. (The Director also has a corresponding “Vampyramid,” which details and tracks the possible response of the conspiracy against the agents’ actions.)

Night’s Black Agents’ focus on constructing and bringing down the conspiracy needs a stage and it provides a means to create this with a relative minimum amount of preparation. The game being one of post-Cold War espionage, naturally this setting is Europe and spies invariably having natural home in the urban environment, the setting is actually the cities of Europe. The means to create what will become the backdrop for the Director’s campaign can be as complex or as simple as the Director wants, but the author suggests a quick and dirty method involving a little research combined with determining the aims and activities of the conspiracy within the city before coming up with three hooks to pull the player agents in. The alternative “Low and Slow” method results in a more detailed city better suited to extended play and exploration. Sample cities created by both means are included, and like the sample “Vampyramid,” can easily be used as part of a campaign.

Besides a top secret appendix full of useful forms, the Director receives a scenario with which to kick off a campaign and some excellent advice. The scenario, “(S)entries,” can also be run as part of an on-going campaign, but either way, it requires some preparation upon the Director’s part. The advice for the Director is much more straightforward and concise, helpfully guiding him through the possibilities and perils of running a Night’s Black Agents campaign – the potential for an investigation to become a railroad, be prepared for the players to really use the Preparedness General Ability a lot, constructing the typical Thriller spine for an operation, letting the players contribute to keeping the campaign “cool,” and so on.

Physically, Night’s Black Agents is a well-designed book. The contents are not only well organised, but also colour-coded so as give each section its own identity. Done in full colour throughout, the artwork is never less than atmospheric. The writing is taut and never less than informed with the author’s appreciation of both genres constantly on show. A nice touch is that he even goes so far as to provide his own DVD-style commentary on various aspects of the game and the genres it is emulating and combining, allowing his voice to come to the fore.

There is so much in Night’s Black Agents that can be pulled out and used elsewhere. The Conspyramid structure can be used in any RPG with a conspiracy game, both to map out its conspiracy and thus its story structure; its city preparation guidelines to create interesting locales for any urban set RPG; and of course, the espionage rules with almost any GUMSHOE System RPG. Indeed, Night’s Black Agents already suggests how the latter can be done – presenting alternative ways of using its material. Most obviously as a straight espionage RPG sans the horror, but in gaming terms even more obviously by combining it with the source material from Trail of Cthulhu to do something along the lines of Charles Stross’ Laundry Files novels. Of course, the Laundry Files RPG already does this, but this suggestion continues to use the GUMSHOE System mechanics. The other suggestion pushes Night’s Black Agents in the direction of Brian Lumley’s Necrosope novels. Similarly, the GUMSHOE System has horror source material aplenty if the Director wants his agents to come up against foes other than vampires.

Of course, there is nothing to stop a Director from taking the more off-the-shelf elements of Night’s Black Agents – stick with the default “Vampire Spy Thriller” setting and its high octane rules, pick one of the sample vampires as his campaign’s antagonists, use the sample cities as his campaign backdrop, and start play using the included scenario. He essentially everything necessary to play, and that would be just fine. Yet in doing so, the Director would be ignoring the one thing that would really make Night’s Black Agents his game, and that is its toolkit aspect and the ability to tinker with just about every element of the game, the rules, the setting, and the campaign. Above all, this toolkit aspect means that not only is no Director’s game is going to be the same as that of any other Director, it also means that every Director has the capacity to make Night’s Black Agents the game that both he and his players want…

As good as the toolkits that Night’s Black Agents provides are, the rules and advice deliver on the game and genre that they promise. Whether it is blood pumping action or heart stopping shocks, Night’s Black Agents is probably best shaken, and definitely has the “Vampire Spy Thriller” staked.

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Posted in Espionage, GUMSHOE System, Ken Hite, Pelgrane Press, Robin D. Laws, Vampires | No comments
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