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James Bond And The Espionage Role-Playing Game
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<blockquote data-quote="Kannik" data-source="post: 7716373" data-attributes="member: 984"><p>The first RPG I bought, and played, was Top Secret. I saw the box in the window of a bookstore and it instantly piqued my interest. I still remember the introductory module, with randomly determined objectives and locations, and a town that hosted such a wonderful bevy of odd characters, weird goods, and intrigue. Many an infiltration mission did my friends and I complete, both from the published modules and our own. When Top Secret/SI came out I snagged it as fast as I could (and even joined the very short lived... fan club? Not sure how to call it, but it promised newsletters with bonus equipment, rules, missions, etc). I ended up kitbashing the two rule sets together into something that probably would horrify me today. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> But there was a lot of style in the game, right down to the dossier-like character sheets.</p><p></p><p>It launched my love for spycraftian RPGs (and RPGs in general, of course). I remember seeing the James Bond game books in stores, but I never sprang for them at the time. I managed to look at it a few years ago and the very interpretive quality of success/failure matrix ruleset seems like it fits the genre quite well. While I totally adored the Spycraft RPG when it, and 2.0, came out, the heavily codified mechanisms and restrictions for everything have fallen out of my favour. </p><p></p><p>But I totally want to dig out my Top Secret/SI rules and re-read them now. I never fully gave them their due back when the game was released, so heavily wedded I was to the 'regular' Top Secret rules, I'm wondering what I missed. Plus, my love of spycraftian games is as strong as ever. I'd dive into a campaign in a heartbeat. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>covertly,</p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 7716373, member: 984"] The first RPG I bought, and played, was Top Secret. I saw the box in the window of a bookstore and it instantly piqued my interest. I still remember the introductory module, with randomly determined objectives and locations, and a town that hosted such a wonderful bevy of odd characters, weird goods, and intrigue. Many an infiltration mission did my friends and I complete, both from the published modules and our own. When Top Secret/SI came out I snagged it as fast as I could (and even joined the very short lived... fan club? Not sure how to call it, but it promised newsletters with bonus equipment, rules, missions, etc). I ended up kitbashing the two rule sets together into something that probably would horrify me today. :P But there was a lot of style in the game, right down to the dossier-like character sheets. It launched my love for spycraftian RPGs (and RPGs in general, of course). I remember seeing the James Bond game books in stores, but I never sprang for them at the time. I managed to look at it a few years ago and the very interpretive quality of success/failure matrix ruleset seems like it fits the genre quite well. While I totally adored the Spycraft RPG when it, and 2.0, came out, the heavily codified mechanisms and restrictions for everything have fallen out of my favour. But I totally want to dig out my Top Secret/SI rules and re-read them now. I never fully gave them their due back when the game was released, so heavily wedded I was to the 'regular' Top Secret rules, I'm wondering what I missed. Plus, my love of spycraftian games is as strong as ever. I'd dive into a campaign in a heartbeat. :) covertly, Kannik [/QUOTE]
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