Starburst Memories: A Ridiculously complicated Spy Poll

The Night’s Black Agents GROGPOD was the final part of the so-called ‘spy sequence’ which began with Top Secret and included Mercenaries, Spies and Private Eyes and James Bond RPG. At the beginning I promised an Actual Play recording using one of the games to replicate a scenario from the movies.

We discussed some of our favourite spy sequences and have selected a couple more for you to consider. The Actual Play will include elements from the most popular sequence selected by you the listener.

Therefore the poll will include both the rules and the sequence.

The Rules Poll is live on Twitter

The Film Poll is on Patreon.

The results will be declared in the comments below on 7/7/18 and will include an invitation to play (names will be drawn from a beret).

Got that? Good.

Three Days of the Condor (Pollock, US, 1975)

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One of the greatest political thrillers ever made. Robert Redford is a CIA bookworm looking for clues in international literature. Within the first moments of the movie his world is turned up-side-down and set him on the run from the GamesMaster, Max von Sydow. Don’t answer the door to the postman, because he’s wearing brown shoes.

Casino Royale (Campbell, UK/US, 2006)

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The brutal fight between Bond and Obanno in the stairwell of The Casino Royale was a statement of intent for the rebooted franchise. Improvised, hand-to-hand combat can be ugly and the bad guys are not going to roll over like weak mooks.

Tinker, Tailor, Soldier, Spy (Alfredson, UK/France/Germany, 2011)

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Agent Prideaux is sent to Budapest by MI6 to make a rendezvous with an Hungarian General who has indicated his desire to defect to the West. In an exceptionally tense scene, carefully set up to make the audience uncertain of who to trust. There’s an assassination. Trust no-one.

Spooks: Love and Death (Season 3, Ep 5, UK, 2004) 

A veritable toolkit for 21st Century espionage RPG adventures as it features a team of MI5 agents working various homeland security missions. This episode has a moral dilemma at its heart which captures the dramatic conflict within most spy fiction: killing another human being may be the right thing to do, but it’s still ethically challenging (try replicating that in an RPG!).

The Man with The Golden Gun (Hamilton, UK, 1974)

Nick Nack is the ultimate death-trap Dungeon Master in the Fun House maze to test the wits of assassins. It may have been the least financially successful of the Bonds, but it is one of my favourites as Scaramanga is a perfect villain: poised, charismatic and cunning.

VOTE NOW for your favourite!

 

Now&Then: It’s about time … Time Travel RPGs

Nick Edwards has previously given us a tour around his collection. In this piece he looks at some of the Time Travel games that are on his shelf. There’s more from the GROGSQUAD coming soon.

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The success of the rebooted Dr Who has seen a mini resurgence in roleplaying games based on time travel – Cubicle 7 do a range of rulebooks and supplements for its official Dr Who game and Pelgrane Press recently published Timewatch.

In the ‘golden age’ of rpgs (1974-1984, I say, arbitrarily) it wasn’t a popular genre – which is strange in a way because you’d think it was a handy way of throwing lots of diverse settings at the players. Perhaps that was the problem – too much variety, not enough anchoring. 

Anyway I have come across only three time-travel games – all very different: the original Dr Who RPG from FASA published in 1985; Time Lord from Doctor Who Books (Virgin) from 1991; and Timeship, published by the little known rpg company Yaquinto in 1983 (they also did the marginally more successful Man, Myth and Magic and a bunch of boardgames).

The first official Dr Who game, with Michael P Bledsoe as lead writer, comes boxed with three books (one for GMs, one for players and a sourcebook). I also have a standalone scenario, The Hartlewick Horror, set in the 1920s (the cover features an odd looking Tom Baker brandishing the universe’s biggest sonic screwdriver). A loose products page lists four other published scenarios and a small range of minatures. 

Although Colin Baker had just taken over from Peter Davidson by the time the game was published, it focuses firmly (in content and art) on the era of Tom Baker. Quite right too. (There may exist photographs of leather-clad companion Leela which the publishers did not use to illustrate the books but there must be very few…)

The game mechanics are fairly standard for the era (there are a lot of rules) although the interaction matrix you use for judging successful use of skills seems more complex than necessary. But there are some pretty nifty mechanics for creating planets and alien civilisations. You can play timelords but the game advises to start out as companions because they are simpler to play. The conceit is that they work for the Celestial Intervention Agency (the volume of middle initials involved in the various author credits is another giveaway that FASA is a US company). The sourcebook is quite interesting for fans of the TV show as it runs through the various races, organisations, planets from the series – including a timeline of the universe and Earth in terms of TV episode events.

All in all, the game is no disaster but just a little dull (something that could be said of FASA games generally). 

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Time Lord, by Ian Marsh and Peter Darvill-Evans, is unusual in being published in book format (cover art depicts a sinister looking Sylvester McCoy and a very camp cyberman) and is clearly aimed at people new to roleplaying. It starts with a 20-page snippet of a Dr Who story to give a flavour of the show for people who hadn’t seen it, which seems an odd decision (although to be fair the series had actually stopped by the time the game was published). There is then an intro to roleplaying (which mentions in passing that there was once a rpg based on The Beatles called Yellow Submarine!) and a very short solo adventure to spell out basic gaming concepts. The mechanics themselves are concise and neat, in less than 40 pages – it is pretty similar to Gumshoe in fact (which seems more in keeping with the series than the more combat-oriented FASA game). 

The bulk of the book covers details of possible PCs/NPCs and advice on running games – it ends with a substantial and interesting introductory scenario. Overall it’s really well-written and evokes the feel of the series much more successfully than the FASA product (how successful it was sales-wise I don’t know – the game doesn’t seem entirely ‘official’ despite BBC Books being involved).

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The final game, Timeship, is also completely different and has its own special bonkers charm. The concept is that the rulebook is a translation of an artifact written by a dying race from the future. It is therefore written in a cheerfully cheesy style as the authors (lead author is Herbie Brennan) pretend they are futurenauts – in the future people use a lot of exclamation marks and desktop publishing has degenerated. 

The box has one 48-page rulebook, a strangely thick set of character sheets (as per below, you basically play the same character every time), some maps and handouts for scenarios, and the two smallest d20 dice ever recorded in human history. 

Brennan strings out his playacting for all its worth. There is even a wonderful ‘ritual’ to start every game (the GM always facing east, lights being dimmed so losing any chance of seeing what the tiny dice rolls are, and so on) with the GM (a “Timelord”, copyright fans) and players reciting a litany. This involves all sorts of fantastic nonsense (Timelord: ‘Now begins the Great Ritual of the Timeship. Is it your will to travel through the time stream?” The voyagers: “It is!”) that is worth the price of the game alone. (Although it misses out the essential part of any game, Timelord: “And hail, the person who always misses the beginning of the game and blames the Northern Line even though we all use the tube and they should have left a bit earlier but everyone’s too polite to complain!”

The writing style is very funny, often unintentionally. There are repeated waspish comments to the effect that Timeship isn’t like one those ‘run-of-the-mill” RPGs (you know, the ones that people actually bought and played). The conceit is that players play themselves but as time-travellers (rules are mostly about equipment as characters are basically un-statted). The main effect seems to be that most PCs aren’t much good at anything and the GM is supposed to guess their chance of doing things and associate a 100% roll to it (if you have eyes like a hawk). The rules themselves cover only a few pages – you expend ‘personal energy’ by doing things and getting hurt and that’s about it. One further oddity is the occasional ‘wild talent’ superpower (Arc Dream’s Wild Talents superhero game presumably borrows the term for a common source – I don’t know enough about the genre to know what it is) created randomly by time travel. This has effect of further unbalancing the game (“so the party is three nerds who can’t climb without getting out of breath and a guy with telekinesis…”) 

The fun continues with the three scenarios, which are all odd in their own way. The first is set at the end of time and is a cod-Moorcock, fairytale-based murder mystery. The second is set in Gomorrah and ‘may be unsuitable for children’. Too right, officer, given the preponderance of naked slave auctions, threesomes, brothels and so forth involved. And we finish with the old favourite of assassinating Hitler in the bunker – a scenario where torturing information out of NPCs is an essential element. 

I had never heard of Timeship when I was a kid playing RPGS in the 80s. I only bought it again a few years ago for my collection based on its obscurity value – and I didn’t even have a good look at it until today.

But I’m glad I did – it’s a genuine oddity.

Nick Edwards

Episode 21 – Night’s Black Agents RPG (with Gareth Ryder-Hanrahan)

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Download Episode

INTRO (00:00) The GROGNARD files finally sells out to one of those new fangled games. There’s a new iTunes review too, that compares us to Ridley Scott’s Hovis advert. 

OPEN BOX (with Gareth Ryder-Hanrahan) (0:07) We are joined by Gar who tells us about his formative years in RPGs, his role in relaunching some of the 80s classics for Mongoose and his role in developing adventures for Night’s Black Agents.

ACTUAL PLAY (41:31) The Virtual GROGMEET twittercrew take on Operation: GROUNDWORM.

JUDGE BLYTHY: (1:02:00) Judge Blythy sinks his teeth into the finer points of spending points.

OUTRO (1:40:02) Up date from the Patreon Projects.

UKGamesExpo18 ScrapBook

A collection of photos featuring my stupid face with people I met at UK Games Expo 2018.

Crack open the Top Deck … Birmingham we’re on our way (slowly)
Dirk in the Land of the Giants. Dimbyd has Pookie on his shoulder – kindly making sure we caught the train back to Birmingham on time
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Kat Simmons Smith (@MeerforBeer) was the first GROGSQUADer we met. She was promoting the great work of the RPG Haven in the Trade Hall
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Andrew Cousins (@TakasakiAndy) was one of the first listeners to the GROGPOD – he introduced us to Roll20 and online play. He had just had his US version of Dicing with Dragons signed by Ian Livingstone.
Blythy GMing Numenera with @richgreen01 and @OrlanthR
Neil Benson is a proud member of the DCC universe
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The Iron GM, Simon Burley, creator of GOLDEN HEROES
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In the bar, getting leathered with Gaz from the Smart Party. I got a bonus version of The Ten Commandments of Games Workshop.
Doc Cowie gets on bended knee to pitch his “The Breakfast Club goes Red Dawn” concept to Chaosium’s Ian Cooper
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Mike Hobbs from The Meeples and Miniatures podcast – rediscovering his RPG mojo!
One of my favourite moments from the weekend. I was there when Paul Baldowski found out he’d won The Popular Choice Award for Best Role-Playing Adventure for Three Faces of the Wendigo. It was emotional.
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Judge vrs Judge
My swag from the trade halls: a cup of tea and this battling cars in the aftermath game: Aslands? Shurly shum mishtake?

1D6 UK GAMES EXPO ’18 exposed

I think I’m just about coming back into the real world. Entering the UK Games Expo is like entering a liminal space where everyone is at ease with themselves and their place in the Universe.

Why can’t every day be like Expo?

Last year, it was about playing story games and understanding what had happened since we left the hobby back in the early 90s.

This time it was about running games.

After several anxious days preparing (I’m convinced that RPGs are part of a conspiracy to sell more printer ink), plus significant pre-match nerves the GM muscle eventually kicked in …

Judge Dredd

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I ran Better Living through Chemistry, the scenario developed by @dailydwarf for the GROGZINE ’18 (soon to be available on DriveThru RPG). It’s an entertaining ‘Judges on patrol’ adventure littered with witty asides and incident to provide an amusing three hours in Mega City One, capturing the golden age of 2000ad perfectly. This was the third time I’d run the game. Similar to the other occasions, I felt that the system creaked a little. It was a less deadly this time, but no less frustrating for the players who found themselves missing rolls when they needed them the most.

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There was some clever play from the Judges along the way, chaotic scenes and an hilarious interrogation involving a pedicure, astrology and surgical tape.

At one moment, words failed me, I wanted to describe a “golden fountain” but ended up saying “shower” despite myself. I don’t think anyone noticed.

HeroQuest

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Chaosium’s Ian Cooper is a terrific Games Master. If you get chance to play HeroQuest at a convention with him, then take it, you won’t be disappointed. He works hard to create an imaginative, immersive experience to compel you to engage with the story.

The adventure was a whodunit set in Forint, in the southern continent of Pamaltela. The wonderfully drawn pre-gens were members of masarin Jamader’s household in Garduna, a city of ragtag islands joined by bridges of different design. Blythy was a haughty Agimori sorceress and the rest of us were house slaves in her thrall. The relationship between the characters made for intriguing moments of interplay as we explored the city following a trail of clues.

Forint is to be developed as a future book for HeroQuest, which will allow players who are worried about imposing upon the canon of Glorantha publications: a chance to develop adventures within an exotic swords and sorcery setting. In the theatre of my mind it was Meereen twinned with Camorr written through the lens of Gene Wolfe

A great session. Don’t take my word for it, here’s Neil Benson’s view.

Nights Black Agents

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1984, Leeds, England. The miners strike is intensifying, the British Government have recruited deniable assets to pull off a black bag operation: wiring the room where a branch secretary of the National Union of Mine workers is planning a rendezvous with his counterpart from Transylvania, who has promised cash in exchange for … something … something mysterious.

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This is the third time that I’ve run Operation: GroundWorm and it’s one of those that has matured the more it has been played. There were some cracking scenes: a chase through the streets of Leeds, ending on the roof of Dolcis, punching the lights out of each other; a great bit of disguise fast-talk, squeezing information from a reluctant community; and finally Harry Reeves, the leader of the crew, finishing off the enemy, while smoking a Benson.

This was one of my high-points of the weekend and provided some food for thought for the forthcoming Episode 21.

RuneQuest

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I played The Broken Tower, the QuickStart adventure that was released for Free RPG Day last year. The new RuneQuest Glorantha PDF dropped on the Friday, so I felt a real burden of responsibility to inspire these players to get into the new game. There was a mixture of experience around the table, complete newbies, others who last played the game in the 80s and others who had loyally followed the various iterations.

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This was the first time that I had used the shaman. I was a little concerned that the complexity of the character (with its llama mount, baboon fetch and spirit combat rules) would distort the party, but it actually added a great deal to the weirdness and intensifying horror.

I wanted to at least inspire one person to run their own game of RuneQuest: Achievement Unlocked!

Losing a D8 

I lose a dice at every convention. This time it was a D8.

We had a list of stuff we while we were there: buying stuff, demoing some board-games and having a proper meal somewhere. The bucket list ended up being a ‘feck it’ list because when were weren’t playing RPGs we were having a really good chat with people we met on the way to doing things.

It was a great weekend, great people and over much too soon.

Next: Expo ScrapBook