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<blockquote data-quote="Rechan" data-source="post: 5936361" data-attributes="member: 54846"><p><strong>On the campaign content</strong></p><p></p><p>It's not <em>James Bond</em> style spies, but if I were running a spy-centric game, I would look into the TV show <em>Burn Notice</em>. It takes its spy stuff a little more seriously, the characters have a variety of talents (not just sneaky suave silent takedown guy), <em>and</em> 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). </p><p></p><p>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.</p><p></p><p>Not precisely spy-related, but also the show <em>Leverage</em> 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.</p><p></p><p><strong>On systems stuff</strong></p><p></p><p>First, I honestly wouldn't use 4e for this style of game. There are systems that are built to do spy stuff. </p><p></p><p>But if you're going to do 4e, a few things.</p><p></p><p>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 <em>trained</em> by that organization, and thus all characters would receive the same stealth training. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5936361, member: 54846"] [B]On the campaign content[/B] It's not [I]James Bond[/I] style spies, but if I were running a spy-centric game, I would look into the TV show [I]Burn Notice[/I]. It takes its spy stuff a little more seriously, the characters have a variety of talents (not just sneaky suave silent takedown guy), [I]and[/I] 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 [I]Leverage[/I] 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. [B]On systems stuff[/B] 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 [I]trained[/I] 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. [/QUOTE]
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