Retro Spy gaming?

fireinthedust

Explorer
So I'd like to ask what the best way to run a Spy game is. Like, a 50s James Bond 007 adventure.

Is there a structure for them? Like, a genre formula for constructing said story/adventure?

The reason I ask is that I'm also wondering how to apply this to a superheroes-style game, substituting the spy gadgetry for the super hero powers and style.
 

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I have no answer but Spycraft had a very well done book called something like the 1960's handbook that was exactly what you seem to be looking for.
 

I recommend finding most of the 007 RPG books. They are usually pretty available on eBay and quite reasonable. IMO, it is the RPG that best portrayed the genre it covered. A large part of this was the amount of advice on structuring the campaign in the rule book.

A few suggestions:

1) World hop: Make sure that the players hit at least 3 areas that are scattered around the world. Make sure they are exotic, unusual and portray plenty of atmosphere.

2) The players are the heros. Minor usually just work out right. When they want to put on overalls found in a closet to disguise themselves, they always fit perfectly.

3) Master villains almost always have an escape plan (when they don't, it's because it is the end of the adventure).
 


So I'd like to ask what the best way to run a Spy game is. Like, a 50s James Bond 007 adventure.

Is there a structure for them? Like, a genre formula for constructing said story/adventure?

The reason I ask is that I'm also wondering how to apply this to a superheroes-style game, substituting the spy gadgetry for the super hero powers and style.
Go to the library and look for books about the spy movie genre. There should be a book of standard plat structure and cliches that you can use.

tvtropes.org is a good place to start. Look at the various plots and copy one.

Start here: Espionage Tropes - Television Tropes & Idioms
 


sweet!


I've checked out the tropes, but the threads there tend to get jumbled. Good site, definitely (how do people find out about this stuff?!)


I'm trying to think of how to ground it in a Supers campaign, with The City as the basic foundation of the game. I'm designing a city-unit map that works for between-plot heroics; based loosely on the Arkham Horror game, which I sampled recently with a friend, it should allow a group to get some experience on random rescues and heists before the real action kicks in for the plot line of the story. Also, if it works, I should be able to sow clues for the actual adventure using it. And get a tighter rein on more wiley player characters (or at least their trouble-causing players!)

Anyway, I like the 3 locations idea. Reminds me of Star Wars, for sure, which has the 3 Planets rule. That said, the Incredibles had basically 3 locations, though only one of them had most of the action: the home, the Island, the City. Although, really, you could argue that the Villain's Lair Complex, the Island Wilderness, and The City were the real 3 locations. Oh well.


The Agency looks sweet; I need to free up space/get a hard drive to read it, tho.


I've also decided that any Supers game should have LOCATIONS as a threat of some sort: outer space is an environmental hazard; high above the city has the hazard of falling; inside a volcano; deep beneath the Earth; sand worm deserts.
The reason being that there has to be some reason the group stays together, being that going it alone should be suicide. Also, villains should have some kind of threat that keeps the PCs from simply exploding everything with massive powers.

I guess also there should be "the Henchman/Dragon" character, the "mooks"... and somewhere the Base is set up to keep that spy vs. spy feeling. Also a Doomsday Weapon would seem to be appropriate.
 

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