1960's Decade Book Review
Let me start by saying I am not an official employee of AEG, the publisher of this book. I am a Bounty Hunter, which means I run demo games, but I have the ability to pick and choose which books I use in my demos. I am a registered and regular posting member of the official messageboard. I did not receive this book for free; I purchased it from my local gaming store. I do have my name listed in the additional writing credits (credit was given for submitted gadgets that were printed), but the decision to purchase the book was made before I obtained that knowledge.
I have decided to review this product for two reasons. 1. The 60s is the golden age of espionage and this book captures its spirit. 2. Regardless of genre and timeframe, GCs and players alike will get use out of this book for Spycraft and Shadowforce Archer (and even a bit for Stargate SG-1).
Let's start off with the website address: Spycraft's Official Website. The Messageboard is one of the best places to go, you can talk to the design team pretty directly and ask questions that an effort will be made to answer. Some of those answers have been included here.
Here's a table of contents with a rough outline to get us started:
Chapter 1 - The U.S. Current situation of the US in the 60s. Broken down by leader, including how they affect the espionage world. Includes goals of the US at the time, Espionage and Intelligence agencies in operation, Tradecraft (highlighting various types of INTEL), Operations (Air America, etc) and what they were up to, Lifestyle (civilian life was like), and a chase map of Washington DC (illustrated).
Chapter 2 - The Soviet Union. Follows the same format as the U.S. Includes rules for agents to call on GRU resistance help, and tips for playing a Soviet campaign. Includes a supplement to Fixer/Pointman's Brainwashing as well. Includes a chase map of Moscow.
Chapter 3 - Everybody Else. Like the first two, but more compact and covers more countries (including China, Cuba, East Germany, United Kingdom, Vietnam, and West Germany). Includes NPC write-ups for specific people and various special NPCs, like police officials. Random language charts for what the civilians would be speaking are included and a Berlin chase map.
Chapter 4 - Events. Espionage Climates (see below) are introduced, and guidelines for running a 60s game as opposed to a modern game (and how to handle agents interacting with historical events). There is a breakdown of events for each year, with major and minor conflicts, plot hooks, and appropriate Espionage Climates for successes or failure of objectives.
Chapter 5 - Styles. Presented are several different ways to run campaigns in general, with a loose focus on the 60s. Includes Military Campaign, Swingin' Sixties, and Telefantasy. Each has rules (like Military adopts Stargate SG-1's command rules and makes weapons cheaper), one agency example, one threat example, all the NPCs you need for both sides, and several plot hooks. Also mentioned is New Breed's supplement, Mission: Highly Improbable, which will expand the Telefantasy genre (Alliance's website has it listed as being distributed by Osseum Entertainment).
Chapter 6 - Agent Options. The first part breaks down each Spycraft book on what is or isn't available in the 60s. This includes how skills are different, what departments are available, what classes can be used (or changed), what feats need modification, what gear is available (bundles being revised/completely rewritten as needed), and how other rules mesh. Includes all Spycraft books released (No SFA books, see below), including Gentleman's Agreement. Inflation is covered (basically 60s prices are 1/5 modern prices), Power Rating limits, and some idea of what isn't technologically feasible in the commercial and espionage fields at that time. The travel chart is updated for traveling to new locations taking longer. Allegiance is like Dungeons and Dragons' alignment, but it's more what power group you ascribe to then what morality. The only two that are really fleshed out are American and Soviet Allegiances. There are feats granting bonuses and some departments (CIA and KGB) requiring Allegiances. A couple additional backgrounds are included before we dive into departments.
Departments include a new D-3 by the name of Technical Espionage, Astronaut/Cosmonaut, FBI, Foreign Military Advisor, Project: Blue Book, and CIA, KGB, and Fourth Estate (Media), which are Macro-departments. The Wire is one part Snoop, one part Sentry, and just as much a technical hands-on guy as the 60s can get. There's note saying you can't multiclass Snoop and Wire (the Wire being the 60's Snoop alternate), which inspires confidence that the writers wiere thinking ahead. The prestige classes are lower tech, but just as accustomed to past or present service. The Attaché is the real-life spy, shaking hands and handing off Intel. The Code Breaker, who is like A Beautiful Mind's John Nash. The Menace, which is the typical Dr. Evil/Ernesto Blofield, with the flexibility to handle campy and serious villains alike. Finally the Spymaster is what Pointmen want to grow up to be; basically, he's the man who keeps the entire team on track and successful. Skills are revisited more in depth including a complete replacement of Computers. There are a few new actions as well, Anticipate which grants a bonus to Defense against a specific target which is likely to attack, as well as new things to do in combat with a camera. Feats include Basic Combat, Ranged Combat (with Revolver Basics/Mastery), Chase Feats (that really stand out as stylish), Covert feats, Gear Feats (like Camera Basics/Mastery and Off the Books for gear you need the Agency shouldn't know about), Advanced Skill feats, and Style feats (including several for Allegiance benefits). New bundles and gear are included with older model guns and armor making appearances. Finally, to wrap up this gigantic chapter are the new gadgets, still around today, like new attaché cases, shoes, hats, and several decks of cards to use.
Chapter 7 - Rules. Gambling and Seduction are revisited and given more depth. Play Poker, Billiards (adding that extra English to your shot), and several other games with varient rules for handling casions around the world. Cheating and Nudging is covered for less honest agents. Also, Seduction isn't just about sex anymore and it's great to see how alcohol is a factor. Long-term Contacts is another new use for those precious skill points. It's like being able to have a Faceman's Backup, but it requires more effort on the agent's behalf. Spend up to 5 skill points to essentialy get a personal lieutenant, but it costs action dice to get the friend to come visit. There is also a limit to prevent an agent from having too many friends. Stress is included, for when the espionage world gets you down. A GC can spend action dice when an agent has been exposed to an extremely stressful situation to basically trigger a poison-like effect of draining stats or causing status problems like Sleeplessness or Shell-Shocked. New Threat Agendas to expand on those prested in Fixer/Pointman book are included (Genocide!). NPC classes have finally made a crossover with some old faces returning and bringing new friends such as CIA and KGB agents.
Chapter 8 - Threats. This makes heavy use of Fixer/Pointman's Mastermind system enhancements, which doesn't mean they arn't useful, but some of them will lose their toys if not allowed acces to the expansion material. Full NPC stats, vehicle stats, and maps are provided when needed. Each threat has several plot hooks. The Goodchildes are like do-gooders that don't know when to stop (and have some questionable practices). The New Spartan Order is comprised of veterans itching to get back on the field and keep the world in perpetual war. The November Revolution are a trio of Russians that hate the US, but revel in the posh life of the West. Often, their schemes involve violence. Operation: TURNSTYLE follows two corrupt Soviets undercover in the US, trying to ruin their homeland's nuclear weapons project. The Silencers are hard-core Soviet assassins, keeping the Motherland's secrets quiet. The Sleeping Water Society is Japan's most determined righting the wrong of their defeat at American hands.
In-depth Thoughts:
They use a very different font for this book, which intentionally sets it apart from the others and works for the book in a good way. Most of the chapter quotes are from real politicians; several of the more prominent are from JFK, which keeps the book realistic. Espionage Climates are well thought out and can easily be an addition to a Spycraft game of any genre, in 60s or modern times. Basically, they are an additional rule that stays in effect for a mission or campaign, like critical threats are always activated for free, but an agent can pay an action die to prevent the crit if he is trying to go easy on someone. SFA is only mentioned when absolutely necissary, but AEG is working on a web enhancement for the 60s in the SFA setting to be released on the website.
For the departments, if one isn't available it says why and when it ceased, and sometimes additional options for those of us playing in SFA, like CIA's Project: MKULTRA may really have developed some psionics and may take Psion feats as their bonus feats. Some of these notes, called Future History are somewhat vague and unhelpful, especially when trying to figure out what KGB directorates are still around, or when they ceased to be available. It should be noted, however, that departments in this book do things departments have never done before, like boost Charisma for class abilities (Hello Pointmen!), and allow an agent to ignore minimum agent level when selecting his bonus Gear feat at 1st level. There's an error with the Wire's table that should be noted, the text is correct and Jury-Rig and Intercept Communications should be reversed, gaining more uses of Intercept Communications and only Jury-Rig +8.
The Menace is Spycraft's first Senior Agent class. SFA fans will recognize the format: instead of the traditional 10 levels; the Senior Agents are for higher-level characters and are only 5 levels. Senior Agents and NPC classes have both appeared in SFA books since the almost beginning, and it's good to see they have crossed over. Some of the feats are those that have been cut from other books (for space or by accident), which is nice that their uses are revealed here, but unfortunate that in the books there were intended for a prestige clas shave have requirded or given the feat and no explaination of its uses was included. There is a LOT of cross-referencing bewtween the 60s and the silver Spycraft books. Spycraft is a game where each book adds more to the core, but to save reprinted a feat or system every time it is mentioned, a listing of where to get the information is provided instead. While a good plan, sometimes it can be frustrating if you havn't picke dup a specific book yet, to get a prestige class that extensivly uses a system frm another book. Specifically, Departments as of late give feats not in the book and prestige classes have feat requirements that might have been cut. The Forum for the game is a great place to bring these problems to the design team's attention. When Face/Snoop was released, The Pen is Mightier was cut (and is incidentally printed here), and no one could use the Journalist. The design team posted the feat in the message board, allowing everyone access to the feat (even added to the Latest Word erratta update sticky), until it could make it into a book. On the same topic, NPC classes were reprinted from the SFA line. This is a rare occurrence. Some were reprinted in Stargate, but Stargate is a separate line, not a campaign setting. It's also been said that the Class Guide books (the only ones that are referenced) are the Essential Core Books, which would indicate that cross-referancing will be limited to referancing books with the Essental label on the back. Some of the Threats might not fit in as well in the modern day setting.
Final Thoughts:
Remember when Forgotten Realms came out for D&D? That's what the Shadowforce Archer book is. This is more like Oriental Adventures. It can be a setting, but it's more like a subsetting. You can play a 60s game, a SFA 60s game, or possibly even a Stargate 60s game. If you want to give your agents a more realistic setting with real world history, then this will take care of 10 years of work for you. Also, you could use most of this for NPC or players if they are willing to be older. An agent 50 or so years old in preste day would have been old enough to train in the 'old school' way in the 60s. Don't let the thought of it being a book about yesteryear fool you into thinking it isn't useful. As a final note, the design team has openly said the sales and public opinion of this book will decide if future Decade books will be planned. If it gets the green light, the 1940s Decade book will be up next (and hopefully a SFA web enhancement), with an undisclosed 3rd in the works.
Fish (wanderingmonk@hotmail.com)
Let me start by saying I am not an official employee of AEG, the publisher of this book. I am a Bounty Hunter, which means I run demo games, but I have the ability to pick and choose which books I use in my demos. I am a registered and regular posting member of the official messageboard. I did not receive this book for free; I purchased it from my local gaming store. I do have my name listed in the additional writing credits (credit was given for submitted gadgets that were printed), but the decision to purchase the book was made before I obtained that knowledge.
I have decided to review this product for two reasons. 1. The 60s is the golden age of espionage and this book captures its spirit. 2. Regardless of genre and timeframe, GCs and players alike will get use out of this book for Spycraft and Shadowforce Archer (and even a bit for Stargate SG-1).
Let's start off with the website address: Spycraft's Official Website. The Messageboard is one of the best places to go, you can talk to the design team pretty directly and ask questions that an effort will be made to answer. Some of those answers have been included here.
Here's a table of contents with a rough outline to get us started:
Chapter 1 - The U.S. Current situation of the US in the 60s. Broken down by leader, including how they affect the espionage world. Includes goals of the US at the time, Espionage and Intelligence agencies in operation, Tradecraft (highlighting various types of INTEL), Operations (Air America, etc) and what they were up to, Lifestyle (civilian life was like), and a chase map of Washington DC (illustrated).
Chapter 2 - The Soviet Union. Follows the same format as the U.S. Includes rules for agents to call on GRU resistance help, and tips for playing a Soviet campaign. Includes a supplement to Fixer/Pointman's Brainwashing as well. Includes a chase map of Moscow.
Chapter 3 - Everybody Else. Like the first two, but more compact and covers more countries (including China, Cuba, East Germany, United Kingdom, Vietnam, and West Germany). Includes NPC write-ups for specific people and various special NPCs, like police officials. Random language charts for what the civilians would be speaking are included and a Berlin chase map.
Chapter 4 - Events. Espionage Climates (see below) are introduced, and guidelines for running a 60s game as opposed to a modern game (and how to handle agents interacting with historical events). There is a breakdown of events for each year, with major and minor conflicts, plot hooks, and appropriate Espionage Climates for successes or failure of objectives.
Chapter 5 - Styles. Presented are several different ways to run campaigns in general, with a loose focus on the 60s. Includes Military Campaign, Swingin' Sixties, and Telefantasy. Each has rules (like Military adopts Stargate SG-1's command rules and makes weapons cheaper), one agency example, one threat example, all the NPCs you need for both sides, and several plot hooks. Also mentioned is New Breed's supplement, Mission: Highly Improbable, which will expand the Telefantasy genre (Alliance's website has it listed as being distributed by Osseum Entertainment).
Chapter 6 - Agent Options. The first part breaks down each Spycraft book on what is or isn't available in the 60s. This includes how skills are different, what departments are available, what classes can be used (or changed), what feats need modification, what gear is available (bundles being revised/completely rewritten as needed), and how other rules mesh. Includes all Spycraft books released (No SFA books, see below), including Gentleman's Agreement. Inflation is covered (basically 60s prices are 1/5 modern prices), Power Rating limits, and some idea of what isn't technologically feasible in the commercial and espionage fields at that time. The travel chart is updated for traveling to new locations taking longer. Allegiance is like Dungeons and Dragons' alignment, but it's more what power group you ascribe to then what morality. The only two that are really fleshed out are American and Soviet Allegiances. There are feats granting bonuses and some departments (CIA and KGB) requiring Allegiances. A couple additional backgrounds are included before we dive into departments.
Departments include a new D-3 by the name of Technical Espionage, Astronaut/Cosmonaut, FBI, Foreign Military Advisor, Project: Blue Book, and CIA, KGB, and Fourth Estate (Media), which are Macro-departments. The Wire is one part Snoop, one part Sentry, and just as much a technical hands-on guy as the 60s can get. There's note saying you can't multiclass Snoop and Wire (the Wire being the 60's Snoop alternate), which inspires confidence that the writers wiere thinking ahead. The prestige classes are lower tech, but just as accustomed to past or present service. The Attaché is the real-life spy, shaking hands and handing off Intel. The Code Breaker, who is like A Beautiful Mind's John Nash. The Menace, which is the typical Dr. Evil/Ernesto Blofield, with the flexibility to handle campy and serious villains alike. Finally the Spymaster is what Pointmen want to grow up to be; basically, he's the man who keeps the entire team on track and successful. Skills are revisited more in depth including a complete replacement of Computers. There are a few new actions as well, Anticipate which grants a bonus to Defense against a specific target which is likely to attack, as well as new things to do in combat with a camera. Feats include Basic Combat, Ranged Combat (with Revolver Basics/Mastery), Chase Feats (that really stand out as stylish), Covert feats, Gear Feats (like Camera Basics/Mastery and Off the Books for gear you need the Agency shouldn't know about), Advanced Skill feats, and Style feats (including several for Allegiance benefits). New bundles and gear are included with older model guns and armor making appearances. Finally, to wrap up this gigantic chapter are the new gadgets, still around today, like new attaché cases, shoes, hats, and several decks of cards to use.
Chapter 7 - Rules. Gambling and Seduction are revisited and given more depth. Play Poker, Billiards (adding that extra English to your shot), and several other games with varient rules for handling casions around the world. Cheating and Nudging is covered for less honest agents. Also, Seduction isn't just about sex anymore and it's great to see how alcohol is a factor. Long-term Contacts is another new use for those precious skill points. It's like being able to have a Faceman's Backup, but it requires more effort on the agent's behalf. Spend up to 5 skill points to essentialy get a personal lieutenant, but it costs action dice to get the friend to come visit. There is also a limit to prevent an agent from having too many friends. Stress is included, for when the espionage world gets you down. A GC can spend action dice when an agent has been exposed to an extremely stressful situation to basically trigger a poison-like effect of draining stats or causing status problems like Sleeplessness or Shell-Shocked. New Threat Agendas to expand on those prested in Fixer/Pointman book are included (Genocide!). NPC classes have finally made a crossover with some old faces returning and bringing new friends such as CIA and KGB agents.
Chapter 8 - Threats. This makes heavy use of Fixer/Pointman's Mastermind system enhancements, which doesn't mean they arn't useful, but some of them will lose their toys if not allowed acces to the expansion material. Full NPC stats, vehicle stats, and maps are provided when needed. Each threat has several plot hooks. The Goodchildes are like do-gooders that don't know when to stop (and have some questionable practices). The New Spartan Order is comprised of veterans itching to get back on the field and keep the world in perpetual war. The November Revolution are a trio of Russians that hate the US, but revel in the posh life of the West. Often, their schemes involve violence. Operation: TURNSTYLE follows two corrupt Soviets undercover in the US, trying to ruin their homeland's nuclear weapons project. The Silencers are hard-core Soviet assassins, keeping the Motherland's secrets quiet. The Sleeping Water Society is Japan's most determined righting the wrong of their defeat at American hands.
In-depth Thoughts:
They use a very different font for this book, which intentionally sets it apart from the others and works for the book in a good way. Most of the chapter quotes are from real politicians; several of the more prominent are from JFK, which keeps the book realistic. Espionage Climates are well thought out and can easily be an addition to a Spycraft game of any genre, in 60s or modern times. Basically, they are an additional rule that stays in effect for a mission or campaign, like critical threats are always activated for free, but an agent can pay an action die to prevent the crit if he is trying to go easy on someone. SFA is only mentioned when absolutely necissary, but AEG is working on a web enhancement for the 60s in the SFA setting to be released on the website.
For the departments, if one isn't available it says why and when it ceased, and sometimes additional options for those of us playing in SFA, like CIA's Project: MKULTRA may really have developed some psionics and may take Psion feats as their bonus feats. Some of these notes, called Future History are somewhat vague and unhelpful, especially when trying to figure out what KGB directorates are still around, or when they ceased to be available. It should be noted, however, that departments in this book do things departments have never done before, like boost Charisma for class abilities (Hello Pointmen!), and allow an agent to ignore minimum agent level when selecting his bonus Gear feat at 1st level. There's an error with the Wire's table that should be noted, the text is correct and Jury-Rig and Intercept Communications should be reversed, gaining more uses of Intercept Communications and only Jury-Rig +8.
The Menace is Spycraft's first Senior Agent class. SFA fans will recognize the format: instead of the traditional 10 levels; the Senior Agents are for higher-level characters and are only 5 levels. Senior Agents and NPC classes have both appeared in SFA books since the almost beginning, and it's good to see they have crossed over. Some of the feats are those that have been cut from other books (for space or by accident), which is nice that their uses are revealed here, but unfortunate that in the books there were intended for a prestige clas shave have requirded or given the feat and no explaination of its uses was included. There is a LOT of cross-referencing bewtween the 60s and the silver Spycraft books. Spycraft is a game where each book adds more to the core, but to save reprinted a feat or system every time it is mentioned, a listing of where to get the information is provided instead. While a good plan, sometimes it can be frustrating if you havn't picke dup a specific book yet, to get a prestige class that extensivly uses a system frm another book. Specifically, Departments as of late give feats not in the book and prestige classes have feat requirements that might have been cut. The Forum for the game is a great place to bring these problems to the design team's attention. When Face/Snoop was released, The Pen is Mightier was cut (and is incidentally printed here), and no one could use the Journalist. The design team posted the feat in the message board, allowing everyone access to the feat (even added to the Latest Word erratta update sticky), until it could make it into a book. On the same topic, NPC classes were reprinted from the SFA line. This is a rare occurrence. Some were reprinted in Stargate, but Stargate is a separate line, not a campaign setting. It's also been said that the Class Guide books (the only ones that are referenced) are the Essential Core Books, which would indicate that cross-referancing will be limited to referancing books with the Essental label on the back. Some of the Threats might not fit in as well in the modern day setting.
Final Thoughts:
Remember when Forgotten Realms came out for D&D? That's what the Shadowforce Archer book is. This is more like Oriental Adventures. It can be a setting, but it's more like a subsetting. You can play a 60s game, a SFA 60s game, or possibly even a Stargate 60s game. If you want to give your agents a more realistic setting with real world history, then this will take care of 10 years of work for you. Also, you could use most of this for NPC or players if they are willing to be older. An agent 50 or so years old in preste day would have been old enough to train in the 'old school' way in the 60s. Don't let the thought of it being a book about yesteryear fool you into thinking it isn't useful. As a final note, the design team has openly said the sales and public opinion of this book will decide if future Decade books will be planned. If it gets the green light, the 1940s Decade book will be up next (and hopefully a SFA web enhancement), with an undisclosed 3rd in the works.
Fish (wanderingmonk@hotmail.com)