Monday, May 02, 2011

wandering spy charts



Scanned these babies in from Victory Games/Avalon Hill's old James Bond 007 rpg. A "hot area" is one relevant to the GM's plot. A "cold area" is when you give the PC's clues telling them to go to Cairo, but they all decide Zanzibar is the place to be. Designer Gerard Klug should get some sort of medal for planning for that inevitability. (Note to players: If you encounter James Bond, you are in the wrong movie.) I forget what the pluses and minuses in parentheses mean.

6 comments:

  1. this is weirdly similar to the stuff Zak's been noodling recently. I'm a little taken aback by the similarity between the two tables: you could spend a long time off the plot of what is avowedly a plot-driven game and not know it.

    If you see James Bond on the road... steer well clear of him. Actually, he will almost certainly be encountered during a chase/fight with high-powered villains. If any get left behind for you to question, you just might get some cheese out of them, pointing you back to Cairo.

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  2. Does Bond only show up in the cold area ex machina so he can get you back on your own case?

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  3. The modifiers after the entries are used in conjunction with a chart of NPC stats presented elsewhere in the rules. So, if you get "Beautiful Foil +3," you roll 1D6, add 3, and then consult the chart to find out what her stats are. It's a brilliant little system and works really well in play

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  4. Man, I loved that game. It really stands as an argument for genre emulation... it wasn't just a spy game, it really felt like "James Bond" spying specifically. Love to see a new version tailored to the more recent movies.

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  5. I have a near complete collection of JB 007 rpg material, only missing Thrilling Locations. Very elegant especially for the time. Not only did the system feature the first (as far as I know) Hero Point system but also included detailed step by step mechanics for seduction. JB 007 was very ahead of the curve 20+ years ago.

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  6. Aside from the 007-ness of these, this type of table/chart/etc should be utilized more in roleplaying games... And not just clue & investigation type Storyteller games, but games like Pathfinder, D&D, Earthdawn, and the like.

    GOOD game aids seem to be hard to find these days. Sure, game aids in general can be found in abundance... heck my local game story has more "game enhancers" then I can shake a stick at...

    Quick reference sheets/card with urban encounters, wilderness encounters, and all that jazz. That would be brilliant. Not the generic-ass "random encounter tables" that can be found in countless source books either. Not ever encounter has to be a combat... and do the same with treasure. Random things, not just the stock book stuff. Heck, we are doing something like that at Torn World.

    I think we need to look back at the old school games and take notes. They were doing it right.

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