n00bish questions regarding creating a campaign

On the campaign content

It's not James Bond style spies, but if I were running a spy-centric game, I would look into the TV show Burn Notice. It takes its spy stuff a little more seriously, the characters have a variety of talents (not just sneaky suave silent takedown guy), and the show applies spy techniques/tactical reasoning to deal with more ordinary threats (gangs/the mob, rescuing the kidnapped, breaking up gunrunners, infiltrating criminal enterprises, out-conning con men).

The show's typical framework is that the main character (an outed spy) has to help people who are in a jam, and this usually requires the main character and his allies to create a persona to get close to the enemy, bug the enemy to get intel, outsmart the enemy, intimidate the enemy with a massive bluff/intimidate skill, and bluff enemies with a huge show of force (read: explosions), and turning an enemy's organization against him.

Not precisely spy-related, but also the show Leverage is good; it's more like a traditional party. The thief, the planner, the con man, the tough guy, and the hacker. Their job is generally just conning people with a massive efforts.

On systems stuff

First, I honestly wouldn't use 4e for this style of game. There are systems that are built to do spy stuff.

But if you're going to do 4e, a few things.

Because the campaign is so focused, I'd give certain mechanical benefits flat out: all characters get the stealth skill free. Since the game is centered on an MI6 type organization, then all characters would be trained by that organization, and thus all characters would receive the same stealth training.

To 'druids not making great spies' - really? The ability to shapechange and pose as animals isn't going to be useful to stealth? Look at the druid's utilities. Not to mention that in a Fantasy world, your spy is likely going to have to be in the wilderness alot - avoiding roads, coming up on keeps in unconventional ways, hiding in the foilage, trying to escape into the wilderness from pursuit, etc. A druid in these situations would help a lot.

As far as "shouting a spell vs. shooting a crossbow" - wizards don't have to shout to cast. They could be whispering, etc. It's purely a personal magic thing. Take the Warlock for instance - I doubt he's shouting when he's firing his eldrich blast.

But I think one way to handle this is to not have most adventures be stealth heavy. The characters are working for the agency yes, they have an agenda, but they don't have to sneak in to do their deeds - they could easily pose as legitimate individuals. If, for instance, the target is a warlord looking to overtake something, the party then poses as high price mercenaries, there to sign up, and undermine things from within.
 
Last edited:

log in or register to remove this ad

How would you handle those missions where stealth is suggested, if you were wearing "loud" armor? There is a difference between stealth-suggested "levels" such as the Dam, but combat-heavy "levels" (archives, control, cradle, etc.).

Would it be better just to say "eh, screw it", and ignore that aspect completely, have the characters in question develop "loadout"-esque item kits that they can change, or just say "Deal with it. Just make sure your stealthy characters can clear out the path for you."?
Personally I'd handle it one of a few ways.

1) The heavy armor character has to position himself at a certain location and wait. The party picks where they will fight if they have to fight, and position the fighter/paladin there. Or, the character is in a certain location, and when the fight starts, he runs in from this location. Either repelling from outside in (like SWAT) or he could sneak in unarmored with his suit in a bag, gear up in a closet and wait. Yes, this means splitting the party, but worse, it means the heavy armor guy is forced to sit on his hands for a while.

2) Infiltration. Maybe the character is a Changeling. Maybe he has armor that can change its appearance, so it looks like whatever armor the guards are wearing. His job is to blend in with the guards, so his heavy armor doesn't look out of place, and wait (see #1). This could work for a heavy armor guy with high social skills (conning guards, eavesdropping/getting info out of them).

3) Magic. I know there's a specific magical suit of armor that lets you summon it to you, fully donned. I know there's another type of magical armor that changes to look like normal clothes. So the guy just has "concealed heavy armor" and whips it out when the fight starts.
 
Last edited:

I can't find the title at the moment but there is a third party supplement dealing with exactly these sort of missions/encounters.

It might have been published by Sneak Attack Press (or that could just be word association in action). I'm pretty sure the author had some articles or news on EN world at some stage.

I can't comment on the quality of the product, but what I read about it seemed very interesting.

EDIT: Break & Enter by Emerald Press
 
Last edited:

Remove ads

Top