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"Tips For Running A Spy Game"

7 Comments -

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Blogger Jay Murphy said...

Thanks for the info. More than I found in my spy rpg rulebooks. Validates many of my own assumptions. Like one of the opportunities to use a red herring and not be a dick move.

September 16, 2016 at 1:36 PM

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September 16, 2016 at 3:06 PM

Blogger Ro said...

I ran a spy campaign, Your points above nail the essence of what they are about. The section on pacing is the best part, this is a part of our narrative art that is overlooked. It was the same in my game, the more banal and plain something was the more potential danger could lurking there. "Well, I said the old ladies hair looks like it could be fake...do you let her get on the ferry or not?". At some point my players realized knowing too much was also a dangerous thing. Wonderful, wonderful games.

September 16, 2016 at 3:41 PM

Blogger CJGeringer said...

I second the heist. But you need the right group to make it shine. I have had cyberpunk adventures where the heist itself is just on the third of the adventure, getting all the info, all the equipment and planning took two hours and the group had a lot of fun.

One thing i will recomend is to try and run a "dungeon" the player would usually have no possibility of surviving in a standard session, but allow them to get all the info on the "dungeon' and it´s occupants before hand and see how they use that info.

For example, I facility the players need to invade to get a file. the facility is heavily defended, buit by the time my players actually got to the facility, they had, in previous smaller adventures, gotten the layout of all the rooms, the locaiton of patrols and security measures, and what other things the facility held that could be used besides their goal. By the time the party had run away with the copied file, the antagonist thought the heist had actually been all about a failed attempt to steal an experimental vehicle.

but you need players who like tactical puzzles and gearing up.

September 17, 2016 at 3:55 AM

Blogger Zenlite said...

Nights Black Agents bypasses all of that by letting players spend Preparedness to retcon the planning phase, which with a one move Infiltration skill let's you start every heist in media res.

September 19, 2016 at 6:35 AM

Blogger Zak Sabbath said...

GUMSHOE: IT LETS YOU SKIP THE FUN PART!

September 20, 2016 at 12:12 AM

Blogger Zenlite said...

See, years of Shadowrun left me with the impression that the planning portion of the heist was always most unfun part, bogging down in a morass of indecision, incompetence, and impotence until, in frustration, the players just barge in. At this point I want to just skip to the barging in and figure out the details later. But, then that's not limited to Gumshoe for me, either

September 20, 2016 at 9:50 AM

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