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Night's Black Agents |
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Average Rating:4.7 / 5 |
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I ran a whole campaign in Night's Black Agents and my players and I had a lot of fun. It's extremely well designed for genre emulation combining investigation, horror, and action. You really do feel like you're in Ronin and then you learn the bad guys aren't working for the IRA but Count Dracula (or mutant zombies or the nosferatu or some kind of Lovecraftian god).
One thing I especially loved is that there's not just one type of vampire but a generation system that lets you build different types of vampires. Very different types of vampires that go well beyond the goth aristocrat from some minor province of the Hapsburg empire. Among other things, this avoids the problem of the players having read the bestiary and memorizing all the stat blocks. Go ahead and read the GM section, you'll enjoy it but you'll still be surprised by the vampires in my game.
I have a few reservations, all related to Gumshoe rewarding system mastery:
1) If you're not used to Gumshoe, a few of the mechanics can be a bit confusing. For example, in theory the distinction is just investigative (I get clues) vs general (I engage in combat or other action) abilities, but some of the general abilities have complicated rules about how fast you get points back and this gives the resource management aspect of the game an aspect of system mastery. For instance, the noob might choose to put points in network and thereby make their character more flexible, since you can use network to recruit lackeys who can do anything ... except network points don't refresh. The rules make sense once you understand them, but there's a learning curve to it.
2) Character generation is a classless system based on point buys and this can make character gen a bit hard. (There are archetypes, but you still have to spend your remaining points). Pelgrane's character generation website The Black Book helps with the mechanical aspects of character generation but you still have to make choices and there are better and worse ways to do it.
3) You can spend points on a roll, the outcome of which is that you lose more points of the same type. This means that instead of thinking about how scared your character is that he just saw someone rip someone's throat out and drink their blood you're thinking about probability theory of spending points vs taking a straight roll. (FWIW, the expected value is worse if you spend points on the roll so don't do it unless you're in danger of going insane). I suggest a house rule that you can't spend points on stability rolls.
These reservations notwithstanding, I still think it's a great game. I enjoyed the campaign I ran and would gladly run it again for new players or play in someone else's campaign.
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Amazing book. I am not much into the Gumshoe System (though I recognize its strengths), but the campaign framework is one of the best things I have ever found in 25 years as a GM.
Highly recommended.
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An Endzeitgeist.com review
Night's Black Agents, as a hardcover, is a massive 232 page-book, with 2 pages of editorial, 3 pages of ToC, which leaves us with 227 pages of content - so let's take a look!
Wait for a second - before we do: Yes, this means I'm branching out into GUMSHOE, at least occasionally. Why? Well, I actually got Night's Black Agents as a present from a friend of mine (thanks, Paco!) and had been playing with it for quite some time. Before I get into the nit and grit, let's start with a brief discussion of GUMSHOE, the engine of this RPG.
The system you're probably most likely to know the engine from would be "Trail of Cthulhu," Pelgrane Press' investigative horror game - and thus, you can already deduce the focus of GUMSHOE. Focus? Well, it is my firm belief that no roleplaying game system's engine is perfect. Pathfinder, for example, excels in complex builds and combat simulation. If you take a look at the investigative aspects...well, not so much. I believe that both players and GMs benefit from a change of pace and system once in a while and so, in a way, GUMSHOE was the natural step to take for me, since it can be considered to be almost diametrically opposed to PFRPG in focus. GUMSHOE is a roleplaying game all about the brains, less about the brawns.
The system is very much ability-driven (though the GUMSHOE term "ability" here does not refer to an ability-score, but rather a skill): Investigative abilities contain e.g. Cop Talk, Data Recovery, Law - you get the idea. Now here's the clincher though: You have one point in an investigative ability? You're one of the best in the field - auto-success. I know, w-t-f, right? But what about degrees of success? Well, the interesting thing is that each ability in GUMSHOE is treated as a resource - you can e.g. spend points of your investigative abilities to unearth ADDITIONAL information. The result of this structure is that the director (or GM) has a different task, as do authors - the structure must, by virtue of the game's design, provide multiple ways towards the end. expending points from the investigative abilities can open new venues of investigation, provide short-cuts -the system pretty much enforces well-written investigations - you can't provide a railroad, you need to make the research modular. This is pretty much genius. (Yes, abilities spent regenerate.)
There also are general abilities, which follow different rules that allow for failure. You spend ability points and roll a 6-sided die to see whether you succeed. To keep a character from investing all in one score, the second highest score must at least be half the highest. Points to buy abilities from depend, btw., on group-size. General abilities contain Athletics, Disguise, Driving, Hand-to-Hand, Shooting...and, obviously Health and Stability. So yes, that's about it. No, seriously - investigative and general abilities. that's it. Simple, right? The more dice you spend, the higher is your chance of success. Cooperation between characters is still an option and groups may piggyback on the best character's action by spending less points.
So, this would be the basic set-up. Now, as you can glean from the set-up, combat is not nearly as complex or diverse as in PFRPG or 13th Age and indeed, the system lends itself to a higher lethality-level. There is also an evident problem for anyone familiar with similar set-ups: Essentially, the set-up boils down to resource-management, which means spreading abilities etc. makes sense. Inexperienced players may end up sans points in their key competences right in the middle of an investigation. This is intentional, mind you, and part of the challenge - each spent should be carefully considered. Agents do not exist in solitude - hence, in most game-styles, there are sources of stability that help you from going off the deep end - from causes to persons, these are your anchor in the world, what keeps the character sane - their sources of stability.
So that's the vanilla set-up of GUMSHOE. Night's Black Agents, to me, has one of the best, if not the best version of the GUMSHOE-engine, though - at least for any game that is at least slightly pulpy. The book sports so-called thriller combat rules, which allow for the stunts we all know and love from the spy genre's fiction and it also offers "cherries." 8 points in a given ability unlock the cherry, which means you get something awesome: You're either less ridiculously easy to hit with guns, get a wild-card die-result you can substitute for another roll, automatically bypass most doors sans test...yes, this would be iconic and interesting specialization options, which coincidentally also help with the spread-problem.
Design-wise, it should also be noted that Night's Black Agents is one of the smartest, most professional games you can get for its focus: What do i mean by that? We ALL have different concepts of what spy thrillers should be like - gritty and psychological? Far-out and action-packed? Well, this book offers different game-modes, which handy glyphs denote. These game-modes represent different approaches to the genre and play in vastly different ways: "Burn" focuses on the psychological ramifications of spy-work and damage. While the default of Night's Black Agents is a Bourne Identity-like cinematic set-up, "Dust" allows for gritty, lethal, lo-fi rules that would also gel perfectly well with noir-aesthetics. "Mirror" would be the ultimate game of shifting alliances, betrayal and trust - intended only for mature groups, here betrayal among players and contacts, constantly shifting allegiances and the like generate a feeling of paranoia. Finally, "Stakes" is probably most in line with classic James Bond - it's the high-risk "In service of a higher cause" type of gameplay. All of these are supported, and, to a degree, they can be combined by a capable director. The result being that this is not a simple monolithic rules-set, but one that has a massive array of support for table-variation built into its very foundation.
EVERY other game-system I know (and quite a few designers) should take a careful look at this design-principle - here, we have support for A LOT of table variations and playstyles. And yes, this extends throughout the whole game's presentation, from chases to the primary antagonists.
Which brings me to the next point: When I got this book from Paco, I wasn't that thrilled - As I've been rambling on about time and again, I have VERY specific notions of what vampires should be. Well, the primary antagonists of Night's Black Agents, the conspiracy of vampires the agents face, is nothing less than brilliant in the way that it extends this modularity to the very concept of vampires: Instead of providing a monolithic hostile force that was bound to limit and disappoint some groups, we get a vast toolkit for your own vampire customization, with abilities marked with handy glyphs: Whether due to a mutation of the Marburg V-virus, as descendants of Dracula's lineage, supernatural creatures or even aliens, a plethora of vampiric themes is supported...yes, including the classic "servants of hell"-trope. And, once again, options are provided without making the material presented prescriptive in any shape, way or form. Sample characters can be found here to highlight the potential of the adversaries and infection/becoming a vampire also has a different set of conditions. Perhaps you're one of the weirdo GMs like yours truly and want something far-out? Well, from Camazotz to the Lamia, quite an array of kind-of vampiric adversaries are provided for your convenience.
Combat, btw., is significantly more rewarding here than you'd think - the new cherries and various options, from expert martial arts to feinting mean that this book's combat-section can be considered the most refined among GUMSHOE games. Special tag-team benefits allow btw. fr the combination of abilities for rather intriguing effects. The book also sports several hazards and how to deal with them in the context of the rules -from falling to acid to toxins, there is enough out there to kill your agents..or drive them mad. A significant collection of stability-loss samples and concise rules for mental illness, PTSD and the like, are provided - and yes, in mirror games, multiple personality disorder may turn you into your own adversary.
Directors also may benefit from the easy means f tracking "heat", i.e. the level by which your agents are hunted. Tools of the trade, both subtle and of the flamethrower-variant and tricks of the trade, from covert networks to safe houses - there is a lot going on here - and even with the relatively broad strokes I'm painting with here, I have no true means of covering the whole book sans bloating the review. So, I'll instead comment on some aspects.
The advice to players-section is gold. Yes, you can win. Yes, something horrible is gonna happen - this is a horror game. Get an exit strategy...this short section should be something featured in any investigative roleplaying game - it also helps players succeed and not be stumped. (Contrary to popular myth, GUMSHOE does lead to dead-ends once in a while - not via investigative abilities failing, but due to the human factor...and that is a good thing, as it makes the final triumph sweeter!)
Directors of the game can officially start grinning, since at this point, it is time for me to tell you about another great aspect of this book: Beyond the excessive modularity of the rules presented, the book acknowledges something: Investigations are HARD. No, seriously. Any GM of any game who has ever tried to write one will have come to this conclusion - much less speaking of a whole friggin' campaign! The solution, obviously, is to give the director the tools for the trade - and partially, the system's insistence of modularity, hard-coded into the very rules, already does that pretty well. But the narrative structuring of the frame-work still is an issue - so we get the downright genius Conspyramid. You have various levels, where you generate a flow-chart diagram of your own vampiric conspiracy...but beyond this, it's the advice that really matters. If, e.g., you follow Stoker's classic means of identifying vampires (or that from folklore), this will have repercussions on how your game works: Do they show on smart-phones and cameras? is a bite enough to doom you? Can vampirism be cured? If so, how? Only before or also after the transformation? The level of detail is staggering. Want more? What about a concise list of Europe's backstage intelligence agencies and military OPs as well as detailed information on criminal syndicates and the like? Quick and dirty city building, alongside concise and detailed examples provide glorious backdrops and advice on how to handle the grand game of spy-craft. On a meta-concern beyond individual design, advice on pacing and structuring of operations, pyramidal structures of antagonist motivations - the structuring advice provided here in not only great and valid within the frame-work of Night's Black Agents and reaches almost the level of a full-blown GM-advice book.
So, what about EVEN MORE modifications? Perhaps you don't like the vampire angle - no problem: The book has rules for straight, non-supernatural spygames. Or perhaps, you want gameplay with agents that also have supernatural abilities like remote viewing? Supported. The latter especially is interesting, since it offers plenty of support in conjunction with other GUMSHOE-products...nothing keeps you from re-designing that cthulhu-material, after all...
A brief and solid entry-scenario can also be found in this book, though that would be the one component where Night's Black Agents does not fare as well as other GUMSHOE-products - the scenario is solid, sure - but, as you'll see next week, there are better ones out there. A further reading list concludes the main text of the book.
The addenda contain exceedingly handy director-tracking sheets, worksheets for vampires and cities, operation sheets, an easy director-cheat-sheet of crucial rules, thriller chase summary cheat-sheet and rules, the same for thriller combat options, conspyramid-sheets to print/copy and use, ability summaries (also for refreshs), an agent record sheet, indices and a handy main index for navigation.
Conclusion:
Editing and formatting are apex-level awesome - no significant glitches in a book of this size. Wow. Layout adheres to an easy-to-read 3-column standard - which I usually really don't like - in most of the cases, 3-columns render the page's visuals cluttered. not so here. In fact, due to the excessive modularity of the system provided, it actually works to the book's benefit as a structuring element here. The artwork ranges from somewhat comic-y (and less awesome than I've come to expect from Pelgrane Press) to the glorious style of the cover. Btw.: Quite a few non-gamer friends have commented on the cover artwork being absolutely stunning. I concur. The book's dead tree hardcover is a thing of beauty and if you intend to play this game, I certainly advise you getting it.
Now originally, I did not have the electronic version of Night's Black Agents - by now I do. The pdf comes fully bookmarked with nested bookmarks and symbols among the bookmarks for your convenience, making navigation very simple. The book also comes with an EPUB-version, a MOBI-version, Agent's Dossier, the first module from the Zalozhniy Quartet (review forthcoming) and the BETA 2-version of the Night's Black Agents Android App. There also are free resources to be downloaded online - scroll to the bottom of the review (at least on my homepage) for the link.
Kenneth Hite's Night's Black Agents is one damn impressive tome - the setting provided is concise and managed, in spite of my VERY STRONG opinion on vampires, to avoid annoying me. This book is all about options - it is a toolkit par excellence that does not force any playstyle on a given group, instead opening up a vast plethora of diverse choices and options for anyone to pursue. The rules are explained in a concise, easy to grasp manner and are so simple I managed to convey them to people who had never played RPGs before in less than 10 minutes. Granted, that's a strength of GUMSHOE as an engine.
However, beyond utilizing the strengths of the engine itself, this book resolves several crucial points of criticism with the engine underlying the setting - the diverse rules not only allow for different playstyles with different foci, it also mitigates some of the less inspired components of the engine by adding (optional) complexity that renders gameplay more diverse and ultimately, rewarding.
The single, biggest crucial strength of this book is that its modularity extends beyond the reach of its implied setting - in spite of the great presentation and concise rules, the concept of spies vs. vampires, to me, seemed rather monolithic; the issue of Cthulhu-games, if you will: You (kind of) know what to expect. Well, the beauty here lies in the options: You can easily combine this book with other GUMSHOE settings and systems. Want to go Cthulhu NOW with ToC? Get this. Want more combat edges and action in Esoterrorists? (Yup, review coming up!) Get this now.
The engine-tweaks introduced herein render this book an imho non-optional, massive toolkit for GUMSHOE that enriches ANY game based on the engine, not only the intended playstyle-verisimilitude. Which also deserves credit galore - the level of detail and support for the director should be taken as the level to which all games should aspire to.
Apart from the vast diversity of options (none of which are neglected or considered superior), the sheer attention to detail regarding the finer points of conspiracy-creation and the like retain their validity even beyond the confines of this game. Oh, and then there's massive array of supplemental material, the fact that you literally can derive so much awesomeness from this book. If you play GUMSHOE, any GUMSHOE game, and always felt like the engine had more to offer, then you should consider this a must-buy book. If the theme even remotely interests you, well, then this should be considered a unique and rewarding game to play. Night's Black Agents is, by any measure I apply, a superb game. My review may not reflect this 100%, but I tried VERY hard to pick this book apart - but quite frankly, there is nothing worth complaining about. Sure, its combat will never attain 13th Age's or PFRPG's level of complexity. But neither will those systems ever come close to the investigative caliber of this book.
If you're looking for a change of pace, for vampires in your GUMSHOE game, for a glorious investigative game, for a rules-expansion of the highest caliber, for any of the above virtues- then there's no way past this book.
My final verdict will be 5 stars + my seal of approval, accompanied by being tagged as an EZG Essential-book for GUMSHOE. Once I've reviewed enough books of the system, I will provide the corresponding Essentials-list.
Endzeitgeist out.
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Protagonists cut off from the real world. Men and women forced into violence to survive. Agents of powers that skulk in shadow. Are they spies or vampires? Both types of characters share a startling amount of similarities. The two genres seem tailor made for each other. Ken Hite brings them together in his newest RPG, Night’s Black Agents. But be aware, it’s not vampire spies. It’s spies vs. vampires.While playing vampires in RPGs has been extremely popular over the past 20 years or so, this one is about putting stakes in hearts and walking away while the bloodsucker burns in the sun.
The PDF is full color and laid out in a very modern style. The game includes several sidebar callouts explaining why certain rules work certain ways as well as giving examples of what happened during playtesting. The tone is intelligent yet conversational. The game is not afraid to cite influences in the text. The books ends with a discussion of sources that range from the literary to the cinematic to other games that inspired the design beyond the GUMSHOE rules. Popping in some of the DVDs recommended is a great way for players to be inspired for their characters.
The game casts the PCs as Jason Bourne style spies who stumble upon a vampire conspiracy. The PCs are expected to punch their way up the latter to the dread undead lords who rule and bring them down. It uses the investigative GUMSHOE rules set but mixes in much more options for action scenes. It also offers several rules tweaks to get the espionage feel the group wants. The spy genre is a broad definition but the game offers rules for groups that want a James Bond, Jack Bauer or Jason Bourne feel.
The game also offers a wide toolbox on how to build the campaign’s vampires. Vampires are also a very broad category. Part of the investigative element of GUMSHOE works well in figuring out which bits of folklore are true and which bits are false. Vampire games require a set of rules for the bad guys to work under and the campaign does a great job examining the pros and cons of powers and limits. The game also offers help in building up a vampire conspiracy that goes from street level thugs, through multinational corporations all the way up to the vampire lord’s crypt. There are example conspiracies in the book that act as excellent jump offs or quick adversaries in addition to fully playable bad guys on their own.
By comparison, the spy side of things comes off less useful. It’s a daunting thing to wade into the mass of agencies, private contractors and shady individuals and pare it down to something that fits in the core book. Most of the information can be had in a few minutes on Wikipedia. The book’s default setting of the european intelligence underground makes things exotic. It also means the GM should look to do a bit of legwork if they want plots grounded in the real world. Some games won’t care about the difference between the Russian Mafia and the Italian Mafia, but those that do will want to prep with some outside sources. This side of the book is merely good, not great.
The art also is an area of relative weakness. Pelgrane has a history of putting out gorgeous books and Night’s Black Agents has a fantastic layout and several art pieces that fit the mood perfectly. But the art is inconsistent, especially when it comes to depictions of the monsters the agents find themselves battling. Pelgrane’s no slouch in the monster department. There are several pieces in the Trail of Cthulhu line that are perfect, brooding and unsettling. The monster pieces here are too often brightly lit when they should be swallowed by shadow. The art featuring agents and their methods fares much better.
Every version of the GUMSHOE rules improves on the last and Night’s Black Agents is no exception. The thriller rules turn one of the weaknesses of the system into a strength. Short combats and quick, brutal outcomes are a staple of spy thrillers. But now the agents have many more options ranging from spends that allow them to go whenever they want to stunts that refresh pools if the player takes the time to talk up how awesome a gadget is. The skill list is flavorful and adds bonuses for each general skill hitting a certain level instead of a select few. GUMSHOE is proving to be a surprisingly robust platform for different versions of the game. Each version is similar enough for people to grasp the basics but the genre modifications work splendidly. There’s even a section that talks about using other games for modifications, like running spies vs. Cthulhu or adapting the powers from Mutant City Blues for actual super spies.
Bottom Line: Night’s Black Agents could easily be played as a straight up spy game. The vampires are delicious, blood red frosting on the cake.
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http://www.teilzeithelden.de/2014/02/14/rezension-nights-black-agents/
Im September 2013 überraschte mich Pelgrane Press damit, dass sie Night’s Black Agents (NBA) in das damals aktuelle Bundle of Holding packten. Die anderen Gumshoe–Titel Ashen Stars (2011), Fear Itself (2007) und Mutant City Blues (2009) hatten ja bereits ein wenig Staub angesetzt, aber NBA (2012) ist wesentlich neuer und gerade wurde mit Double Tap ein Erweiterungsband herausgebracht.
Nach einer Online-Hangout-Runde Esoterrorists als Spieler, war bei mir die Lust auf Gumshoe wieder geweckt und ich habe mir NBA mal genauer angesehen.
Die Spielwelt
NBA siedelt seine Abenteuer im modernen Europa an, das häufig als Kulisse rasanter Spionage-Thriller taugt. Der Twist der Spielwelt ist dabei, dass Vampire existieren. Als Verschwörung wirken sie im Hintergrund, und agieren z.B. durch das organisierte Verbrechen oder auch die Geheimdienste.
Um das Spiel interessant zu halten, wird nicht genau vorgegeben, was Vampire sind oder welche Fähigkeiten und Schwächen sie haben. Das müssen die Spieler in ihrer Kampagne selbst herausfinden. Es gibt einen umfangreichen Bausatz für Ursprünge des Vampirismus sowie ein variables System verschiedener besonderer Fähigkeiten. Vampire können magisch, außerirdisch oder auch Mutanten sein, mehr der Folklore Osteuropas oder den Geschichten aus Horrorromanen entsprechen. Genauso wenig ist zum Beginn einer Kampagne klar, ob Vampirismus übertragen werden kann.
Da die Spieler vormalige Geheimdienstler sind, braucht es auch etwas Hintergrund. Hite gibt einen Überblick über die wichtigsten Polizei– und Geheimdienstorganisation sowie Fakten über Verbrechersyndikate. Es wird dargelegt, wie man selbst eine Stadt zum Spielen vorbereitet und ihr Leben einhaucht. Zusammen mit einer Sammlung vorbereiteter Gegner hat man einen Bausatz, aus dem man verschiedene Kampagnen schustern kann.
Die Regeln
Hier sei auch auf meine Rezension zu Trail of Cthulhu verwiesen, denn die Regelbasis von Gumshoe besteht auch in NBA fort. Auf Ermittlerfähigkeiten werden keine Proben abgelegt. Proben auf andere Skills werden mit dem W6 abgelegt und man darf Poolpunkte ausgeben, um sich diese zu erleichtern.
NBA erweitert diese Mechanik gezielt in zwei Bereichen, die für das Genre bedeutsam sind: Kämpfe und Verfolgungsjagden.
Bei Kämpfen bleibt die Basismechanik erhalten: Es wird rundenweise agiert, es werden Angriffswürfe gemacht, Schaden ermittelt. Zu diesem Prozedere kommt aber noch etwas hinzu:
Man kann gezielt durch das Ausgeben weiterer Poolpunkte und das Verwenden von Spezialfähigkeiten (Cherries genannt, s.u.) bestimmte Manöver wie z.B. Extra-Attacken freischalten. Charaktere mit hohen Poolwerten im zweistelligen Bereich können so im Kampf deutlich mehr Feuerwerk veranstalten als andere, insbesondere auch als Charaktere in anderen Gumshoe–Titeln. Einige Spezialfähigkeiten erlauben die Wiederauffrischung von Pools.
War in anderen Gumshoe–Titeln Kampf eher eine Würflerei ohne viele Optionen, so hat man in NBA mehr Möglichkeiten, die durch die Spezialfähigkeiten befeuert werden. Finten, kritische Treffer, gezielte Schüsse, Autofeuer und Flächenbeschuss erweitern das Arsenal. Man kann auch gezielt einen schwachen Gegner an sich reißen und als Deckung auf engem Raum benutzen (Mook Shield). Verschiedene Spezialfähigkeiten wie Kampfsport, Scharfschütze oder Zusatztraining an einer Waffe frischen z.B. die Poolpunkte auf, erhöhen die Reichweite oder den Schaden.
Diese Thriller Combat Rules sind als Paket optional, aber Weglassen ist meiner Meinung nach keine ernstzunehmende Option. Es ist möglich, einen hochgezüchteten Spezialagenten drei Attacken am Anfang der ersten Kampfrunde ausführen zu lassen. Dies bildet das beinahe Übermenschliche des Agentengenres gut ab. Den Spielern wird noch viel mehr Entscheidungsraum geboten, wie viel von ihrer Befähigung sie wann im Spiel einbringen wollen. NBA dürfte daher wohl bei Weitem die spannendsten Kämpfe aller Gumshoe–Rollenspiele haben.
Eine große Schwäche des Gumshoe–Rollenspiels bleibt aber auch erhalten: Eigentlich sollen die Pools garantieren, dass kein Spieler das Spotlight an sich reißt. Aber in der Praxis kann es sein, dass die Aktionen trotz ausgegebener Poolpunkte nicht zünden. Ein Charakter ohne Poolpunkte kann je nach Schwierigkeitsgrad der Begegnung eventuell schon gar nicht mehr treffen, selbst wenn er noch unverletzt ist. Er hat dann sein „Story-Pulver“ schon verschossen, ohne dass es eine Erklärung dafür gibt, die sich nahtlos in die Spielwelt fügt. Warum hat der geübte Pistolenschütze plötzlich keine Chance mehr, dasselbe Ziel zu treffen? Früher oder später rasselt man mit Gumshoe in einen solchen Logikbruch hinein.
Nix wie hinterher
Ein anderes Element, das in Actionfilmen eine besondere Rolle spielt, ist die Verfolgungsjagd – zu Fuß, per Auto, vielleicht sogar mit einem Schnellboot. Auch hier wurden die Standardregeln für Verfolgung aufgebohrt. Normalerweise wird bei Gumshoe solange gegeneinander gewürfelt, bis einer seinen Wurf versemmelt, was bedeutet: die erste Sache, die schiefgeht, entscheidet die wilde Jagd.
Bei NBA hingegen verringert oder erhöht das nur einen numerischen Abstand, Lead genannt. Wird dieser zu hoch, kann sich der Verfolgte absetzen. Sinkt er tief genug, kann der Verfolger aufschließen. Hierbei wird berücksichtigt, wie hoch Erfolge oder Misserfolge waren, und wie weit das Ergebnis auseinanderliegt.
Auch hier kommen die Cherries wieder ins Spiel, und können z.B. helfen, die der Verfolgung zugrunde liegende Fähigkeit wiederaufzufrischen. Oder einen schnellen Schuss durch den Verfolger zu erlauben. Aber am besten gefällt mir, dass man auch investigative Fähigkeiten einbringen kann:
Agent A verfolgt einen Ghoul zu Fuß durch die Katakomben von Paris. Agent B ist mit ihm per Funk verbunden und gibt einen Punkt Architektur aus. Er benutzt sein besonderes Wissen über den Pariser Untergrund, um den Agent A zu ermöglichen, dem Ghoul den Weg abzuschneiden.
Agent C wird in einem Auto von einer Gruppe Gangster verfolgt. Agent D hatte sich bereits zuvor in den Polizeifunk eingehackt und gibt jetzt einen Punkt Polizeijargon aus, um Streifenwagen auf den Verfolger zu hetzen.
Ich finde, dadurch wird der narrative Aspekt wunderbar in die Mechaniken des Systems eingebunden. Charaktere können auf verschiedenste Weise in das Geschehen eingreifen, wie halt auch im Film. Funkverbindung wird vom System vorausgesetzt und ermöglicht das Koordinieren von Aktivitäten an verschiedenen Orten sowie die erwähnten Eingriffe. Mich erinnern die Möglichkeiten am ehesten an Filme wie Sneakers, Ocean’s 13 oder Ronin, weil das Team der Star ist.
Netzwerken und Tarnidentitäten
Zwei Fähigkeiten nehmen eine Sonderstellung ein: Cover und Network. Es wird angenommen, dass sich die Agenten Tarnidentitäten angeeignet haben, um ihrer Tätigkeit nachzugehen. Gibt man aus einem Cover–Pool Punkte aus, kann man diese einer Identität zuweisen. Diese werden bei allen Würfen eingesetzt, bei denen diese Identität ins Spiel kommt. Ist der Pool einer Identität leer, so ist diese aufgeflogen und nutzlos.
Genauso erschafft man Kontakte aus dem eigenen Netzwerk. Man gibt Punkte aus und investiert diese in einen Informanten oder jemand, dem noch an einer alten Wirkungsstätte kennt. Auch hier kann der Pool eingesetzt werden, um individuelle Würfe zu erleichtern, z.B. wenn man Infos von einem Kollegen vom MI5 braucht. Oder wenn einem ein Mafioso noch einen Gefallen schuldet. Sind die Punkte in einem solchen Pool aufgebraucht, kann man den Kontakt nicht mehr aktivieren.
Um das Spiel nicht zu kompliziert zu gestalten, bedient sich der Autor bei Leverage und arbeitet mit Rückblenden. Rückblenden ermöglichen es, Fakten durch Ausgeben von Punkten in die Story hinein zu erzählen. Man muss nicht vorher angeben, welche Kumpels man beim KGB hat. Man zieht dieses Karnickel inmitten des Story-Verlaufs aus dem Ärmel und gibt dann die Punkte aus. Das ermöglicht es auch, mitten in der Handlung so zu tun, als hätte man umfangreich geplant und fast alles bedacht, ohne vorher langwierige Planungen ausspielen zu müssen.
Im Bezug aufs Kampagnenspiel gilt, dass Cover und Network sich nicht wieder auffrischen. Gibt man Punkte dort aus, kann man sie nur durch den Einsatz von Erfahrungspunkten zurückgewinnen.
Charaktererschaffung
Es ist einem auch bei NBA unbenommen, die Kaufpunkte auszugeben, wie man will. Man kann aber auch Hintergründe wählen. Ein Hintergrund ist ein Paket von investigativen und allgemeinen Skills. Diese Pakete sind aber nicht billiger. Sie beschleunigen nur den Prozess. Während diese Charakterhintergründe nicht bindend sind, vermitteln sie ganz gut Archetypen aus solchen Thrillergeschichten wie Geldkuriere, Fluchtwagenfahrer oder Hacker.
Erreicht man in einer allgemeinen Fertigkeit einen Wert von 8 oder höher, werden Bonuseffekte freigeschaltet, Cherries genannt. Hat man 8 Punkte in Digital Intrusion, erhält man einen Gratispunkt in Kryptographie. 8 Punkte in Athletik ermöglichen z.B. die Spezialfähigkeit Parkour, die bei Verfolgungsjagden zu Fuß sehr nützlich sein kann. Durch die Cherries wird auch ausgedrückt, worin sich besonders intensives Training von normalem Können unterscheidet. Cherries unterstützen die filmreifen Aktionen, die wir von den Protagonisten von Action-Thrillern erwarten. Man wählt auch einen MOS, eine Fähigkeit, die einmalig garantiert gelingen wird.
Jede Figur hat auch einen Drive, also eine ihr Handeln bestimmende Motivation, und drei Dinge, die dem Charakter etwas bedeuten: Symbol, Solace und Safety. Symbol ist etwas Abstraktes, ein Gegenstand, irgendetwas, das der Figur viel bedeutet, ob es nun Ausdruck von Religion, des persönlichen Werdegangs oder der eigenen Werte ist. Solace ist eine Person, der man bedingungslos vertraut. Safety ist der persönliche Zufluchtsort. Werden einem diese Dinge genommen, oder sind sie bedroht, kann das unangenehme Auswirkungen auf die innere Stabilität im Spiel haben.
Spielbarkeit aus Spielleitersicht
Auf den SL kommt zuerst die Entscheidung zu, ob er eine der vorgeschlagenen Varianten für seine Kampagne hernimmt: Burn, Dust, Mirror oder Stakes. Burn führt zu schnellerem psychologischem Verfall, auch Töten ist hier keine Sache, die man mal so im Vorbeigehen macht. Dust kürzt fast alle neuen Thriller-Elemente aus dem Spiel, die Agenten werden auf eine Art Normalmaß heruntergestutzt und müssen vorsichtiger agieren. Mirror bedeutet, dass Kontakte unzuverlässig sind und Verrat fast erwartbar ist. Stakes legt Wert auf eine Motivation und ein höheres Ziel der Charaktere. Vom postmodernen „Jeder für sich selbst“ bis zum „Für mein Vaterland, egal was es kostet“ ist hier alles dabei, und verschiedene Modi verlangen verschiedene Spielweisen.
Generell fällt an NBA positiv auf, wie wenig es versucht, nur eine bestimmte Geschichte zu erzählen. Vielmehr ist es ein Baukasten, um ganz verschiedene Elemente, Motivationen, Hintergründe und Stories auszuprobieren. Ob es nun um die Schwächen der Vampire oder die Motive der Spieler geht, alles lässt sich variieren und damit lohnt es sich auch, mehr als eine NBA–Kampagne zu spielen. Man merkt dem Buch auch die Recherche-Leistung seines Autors an.
Das bedeutet auch, dass jede Kampagne etwas Vorarbeit erfordert. Wie funktioniert Vampirismus? Was steckt dahinter? Hier werden die Hintergründe Supernatural, Damned, Alien und Mutant angeboten. Wie weit reicht die Verschwörung im Hintergrund? Wie lange besteht sie schon? Stehen übernatürliche Mittel zur Verfügung? Wer arbeitet mit wem? Und natürlich: Was ist das Endziel der Vampire?
Die Übersicht im Kampagnenspiel behält man durch das Anfertigen einer Conspyramid – ein Diagramm, an dessen Spitze die Obervampire stehen und unten das Fussvolk. Die Spieler werden sich im Laufe der Kampagne durch diese Pyramide hindurcharbeiten und sie erleichtert es dem SL, kurzfristig Hinweise zu generieren und zu streuen, wenn die Spieler die Ermittlungsrichtung wechseln.
Durch die Hinweise zum Gestalten eines Thrillers lernt man, Action– und Ermittlungsszenen sich abwechseln zu lassen, wodurch die Ermittlung auch nicht das Spiel dominiert. Wen man nicht genug Infos hat, müssen die Agenten wieder ins Feld. Dadurch hat es man in NBA viel leichter, eine Kampagne selbst zu gestalten, anstatt mühsam ein Gesamtkunstwerk wie bei Trail of Cthulhu stricken zu müssen. Es geht auch Spielern leichter von der Hand, die nicht so detektivisch vorgehen, wie das andere Gumshoe–Spiele wollen.
Spielbarkeit aus Spielersicht
Für den Spieler gestaltet es sich NBA relativ einfach. In den verschiedenen Szenentypen kann der Umgang mit den zwei Arten von Skills eingeübt werden. In einer Thriller Chase kann man gezielt zusätzliche Regeln einführen. Die Thriller Combat Rules lassen sich eine nach der anderen in den weniger wichtigen Kämpfen mit kleinen Schergen einführen, um es dann später im Kampf mit den Vampiren richtig krachen zu lassen. Durch die ansteigende Spannungskurve lässt sich dieses graduelle Einführen von Regelelementen gut rechtfertigen.
Auch die Rückblenden ermöglichen den schnellen Einstieg ins Spiel. Weil man nicht alle erlernten Sprachen, Kontakte und Tarnidentitäten zu Beginn festlegen muss, kann man seinen Charakter gezielt im Spiel weiter ausgestalten.
Preis-/Leistungsverhältnis
Man erhält ein richtig gutes Spiel, aber es ist nicht billig. Mein persönlicher Erwartungswert liegt bei weniger als 10 USD pro 100 Seiten, und ab 20 USD für ein PDF überlege ich mir in der Regel schon sehr genau, ob ich zuschlage.
Verglichen mit dem Bundle of Holding, bei dem es das PDF als Bonus inklusive einem Abenteuerband dazu gab, schneidet das Preisleistungsverhältnis sogar sehr schlecht ab. Als Einzelkauf ist es für meinen Geschmack zu teuer, aber die Kombination von PDF + Hardcover beim Sphärenmeister kann sich preislich wieder sehen lassen.
Spielbericht
Bei einem Oneshot mit vorbereiteten Charakteren und einem selbstgestalteten Abenteuer bewährte sich das System gut. Die Spieler, alle bis auf einen ohne Gumshoe–Erfahrung, haben das System schnell erfasst und konnten sich auf ihre Rollen konzentrieren. Anscheinend kommen Spieler auch ohne übermäßig viel Spionagethriller gesehen zu haben ganz gut damit zurecht, wie man in NBA Informationen durch Hacken und Kontakte beschafft. Regelelemente wie Cover und Network lassen sich durch die Mechanik ganz gut mitten im Spiel einführen. Das Feedback der Spieler war durchweg positiv.
Erscheinungsbild
Nights black agents coverDie glänzenden Seiten im Hardcover treffen meinen Geschmack nicht, genauso scheint die Bindung etwas ungleichmässig. Das sehr helle Seitendesign wirkt hochmodern und passt auch zum Thema Spionage-Thriller. Für Vampir-Horror wirkt es hingegen etwas klinisch.
Gumshoe–Produkte leiden generell an einer übertriebenen Menge Text pro Seite. Das fällt besonders bei Seiten ohne Illustration oder Sidebar auf. Dort wirken der dreispaltige Text und die geringe Schriftgröße besonders problematisch.
Die Illustrationen sind manchmal sehr gut und manchmal eher etwas dürftig. Es kann vor allem sein, dass nur alle paar Seiten eine kommt. Sidebars und Tabellen sind hingegen sehr übersichtlich gestaltet.
Bonus/Downloadcontent
Es gibt Einiges an Downloads, insbesondere die verschiedenen Bögen für das Spiel, eine Kurzdemo und Material zu dem Abenteuerband The Zalozhniy Quartet.
Fazit
Mein Eindruck ist, dass NBA ganz hervorragend funktioniert. Man kann es gewissermaßen als ein Gumshoe 2.0 betrachten, das dem System weder zu viel noch zu wenig hinzufügt. Zwar wird Gumshoe nie wirklich ein System taktischer Tiefe werden, aber im Rahmen der Story sind interessante Konflikte möglich.
NBA scheint auch viel einsteigerfreundlicher durch seine Erzählstruktur. Die Ermittlungen blieben kurz und knackig, um in die nächste Action-Szene überzuleiten. Eine solche Erzählstruktur würde sich auch für Esoterrorists eignen. Überhaupt zieht NBA Gumshoe aus der reinen Ermittlungsecke und kann dadurch als Inspiration für alle Gumshoe–Spiele dienen. Das Gleiche gilt für die Thriller Combat Rules und die Thriller Chase Rules. Was Hite hier dem Kanon der Gumshoe–Ideen hinzufügt, das zündet.
Obwohl NBA das System weiterführt, bleiben die alten Probleme bestehen: Was tun, wenn die Pools erschöpft sind? Dann kann sinnvolles Handeln sogar unmöglich sein. Insbesondere dann, wenn man Athletik erschöpft hat: Dann kann man je nach Gegnerzahl nicht mal mehr abhauen, denn das erfordert auch einen Wurf oder sogar einen Wettbewerb mit vergleichenden Würfen! Das Problem der unmöglichen Schwierigkeiten von 7 oder höher auf dem W6 kann bei ein paar unglücklichen Würfen sehr schnell drängend werden und in einen Total Party Kill führen. Das hat mit Spotlight–Verteilung nichts mehr zu tun, sondern ist unter Umständen in der Spielwelt nicht sinnig zu erklären.
Zusammen mit ein paar Schwächen bei der Präsentation ergibt sich als Wertung eine sehr positiv gemeinte 4 von 5.
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There is much to love about this RPG. First, it extends the already interesting Gumshoe game system used for such games as Ashen Stars, Trail of Cthulhu, Esoterrorists and Mutant City Blues. I've been itching to try out the investigation mechanics for Gumshoe, and this recent incarnation and extension of the ruleset affords me such additional rules the combat and cinematic chase rules to support the espionage/thriller genre.
Next, it also provides rule options to help emulate and support various subgenres of the spy thriller. There are rules for the interestingly-named subgenres: Burn ("psychological damage and the cost of heroism"), Dust ("gritty, lo-fi espionage"), Mirror ("hidden agendas and shifting alliances"), and Stakes ("higher purposes than mere survival or 'getting the job done'"). In addition to the Drives and Sources of Stability that we've seen in other flavors of Gumshoe, the Trust / Betrayal mechanics are particularly interesting and volatile in a espionage game (reminds me of Cold City / Hot War)!
Gunplay and cinematic chase rules look good from the emulation space, though I'd be remiss if I didn't say that proper playtesting should be done on my part before I can say if it's to my taste.
As for the vampire aspect -- great latitude is given to the GM and the players is choosing the type of vampires they're fighting (which is good to keep the surprises coming in a thriller), and the organization creation rules married with the classic genre pattern of starting at the bottom of the conspiracy pyramid and moving up through the ranks until dealing with the Big Bad (to borrow some Buffy terminology here) has really ratcheted up my desire to play this game as soon as possible! That's made easier by the sample vampires and their various minions also included in the book.
Well done, Pelgrane Press -- I look forward to future releases in this line!
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Ever since I first encountered the GUMSHOE system, I have been thinking that it would be perfect for the sort of spy games I like to run and play... and this book fulfills that desire! In it, Ken Hite has distilled the essence of the cinematic yet gritty spy thriller and woven it through the core GUMSHOE mechanic - and added the twist of vampires into the bargain!
The Introduction lays out the basic premise. This is not just any spy game. It has a very specific slant, taking the view that in the aftermath of the Cold War a lot of people who'd been earning their keep on the back of the efforts of East and West to monitor (and interfere with) each other now found themselves at a loose end, and had to put their somewhat dubious skills to profitable use in a freelance market - mercenary spies for hire, if you will. Frequent reference is made to movies and TV shows that present the appropriate feel, and if you enjoy them, it's likely that this game will work for you, at least at the 'spy' level. As has been done with other GUMSHOE games, there are various 'modes' in which you can run your game and each is denoted by a small symbol - these are used to denote optional rules appropriate to your chosen mode, and other snippets of information useful to that style of game. This allows you to fine-tune the mood of your game so that it becomes precisely what you are after.
The first section looks at creating and running characters: the rules you need to generate your agent then equip and play him in the swirling underworld of post-Cold War Europe. It is recommended that players work together to create a rounded team of agents who between them cover all the areas of expertise that they need: particularly important given the investigative nature of this game as well as to ensure that the technical abilities of various spy specialities are represented - the classic gunner-and-runner, the computer specialist, the driver, the bang-and-burner (a destructive role specialising in explosives, arson attacks, etc.) and so on. The assumption is made that everyone is a competent all-round agent: they have, after all, been operating at the highest level for a while before the game begins. This is not a game about raw recruits, or 'ordinary people' suddently thrust into the cloak and dagger world. There's a lot of detail both about skills and backgrounds, to aid you in creating realistic agents who will be fun to play and who are embedded thoroughly into the setting.
The next section is Rules. Here are the core mechanics that make the whole game work, beyond the actions of the characters themselves. The key GUMSHOE concept, that clues essential to the plotline WILL be found in play, is emphasised, but the way in which characters are designed is intended to facilitate this without it appearing forced. A core assumption is that, as competent and experienced operators, a lot of the time the characters will succeed at whatever they decide to do... the art is in deciding what to do and describing how they go about it in appropriate style. It is all flavourful in the extreme, and whilst there are game mechanics involved, these can be internalised so that play is not interrupted by die rolls that carry the possibility of derailing everything - there are still plenty of opportunities to get it wrong, for the characters to find everything falling around their ears: but a single botched die roll is unlikely to be the cause.
This is followed by Tools. Not just the 'tools of the trade' but how to acquire and use them to best effect, keeping in mind always the cinematic thriller style that the game aims to achieve. This also includes developing strategies and team-work - and tradecraft - as well as the physical items the well-equipped (or 'joke-shop') spy always seems to have to hand. There's even a rule mechanic for that - Preparedness - where a character is enabled to just happen to have the appropriate item when he needs it, although he does need to come up with a plausible reason. That is one of the joys of the system as a whole, any action can be enhanced by giving an outstanding in-character description of what you are doing - consider those little monologues on tradecraft scattered through the TV series Burn Notice for example. This section ends with some excellent advice for players on how to approach the game.
This is where we leave material for everyone and move more into GM (here, Director) territory, starting with a chapter Vampires. However, so much is left to individual Director whim that curious players will not spoil things by reading on... While it is a given that the core enemy is a vampire conspiracy, the nature of the conspiracy and indeed of the 'vampires' themselves is open, although a whole raft of suggestions are presented here, from Bram Stoker-style ancient horrors to aliens, creatures from folklore (have you ever stopped to wonder just why nearly every culture has vampire legends?), black magic or even a disease; and as to what these vampires might actually be up to... well, that's for the Director to decide and the characters to find out. There is a lot here for the Director to ponder. Bear in mind that this is not a game you buy one afternoon and run that night: to make it work you will need to put in a fair deal of planning, even though once the core plot is determined it is a game that runs well in improvisational style, using ideas that come out of your collective storytelling to determine what happens next.
Here is introduced a core mechanic to keep tract of what is going on: the Conspyramid. This tracks the layers of your conspiracy - people, groups, and their specific aims, as well as how each is linked to the others - and provides a structure through which investigating agents can move as they discover what is going on, peeling back the layers as their investigation proceeds. Leaving the structure relatively open allows for future developments: ideas may strike long after the game has begun, but this process facilitates incorporating them - and even theories that the players come up with that are just to good to ignore - during play. It can also provide a loose 'road-map' for your campaign, if you imagine it proceeding from lower levels right up to the kingpin at the top. It's a brilliant concept, and worth considering for any conspiracy-based game, vampires and spies or not.
Next, Cities. Spies are urban animals, and Europe in particular provides a rich array of cities in which they can ply their art and have their being. This chapter provides a wealth of advice as to how to develop your spin on real-world cities to make them a part of your adventures and the shared world of the alternate reality of this game. Although the focus is on Europe, the concepts apply just as well to wherever you decide to set your game, perhaps your conspiracy is a global one and the characters likewise will have to span the world as they investigate and ultimately destroy it. This section also includes organisations, criminal and spy agency alike, which may feature as opposition or allies. Local law enforcement, after all, are unlikely to take kindly to runners-and-gunners who seek to excuse that heavily-armed chase through the crowded city centre by explaining that they were chasing a vampire...
Several 'quick-and-dirty' city descriptions, and one (Marseilles) detailed extensively, are followed by a section on Stories, explaining the general nature of what might well go on in the game - the various approaches that the characters can take in their investigations, and the strategies that the conspiracy will employ to thwart them. It won't be long, after all, before the conspiracy becomes aware of the agents and decides that it might be best to deal with them before they become too much of a problem! There is a wealth of advice here not just on the stories to tell, but how to go about ensuring that the shared story is told to best effect given the style and flavour you have chosen for your game.
Finally, an introductory adventure is presented in all its glory. (S)entries will sweep agents into the heart of affairs from the outset, whilst introducing itself as a simple task that any freelance 'mercenary spy' might expect to be hired to perform. Be warned, though, whilst quite detailed as to what is going on and what the characters should be able to discover, this - like the whole game - requires preparation, it cannot just be picked up, read once, and played. The work put in will repay the effort, however, the potential to start your campaign in high epic thriller style is there from the outset.
This product makes the most of the GUMSHOE mechanic, incorporating it well into spy thriller mode and giving you all the tools you need to set up conspiracies for agents to investigate and destroy. Although the idea of vampires being behind it all is presented as an integral part of the game, if you prefer a different form of conspiracy (fans of Jason Bourne, or those who are convinced that all manner of plots are hatched in Davos, may step forwards here) it will work perfectly without fangs and a thirst for blood. If you do like vampires, this game is a delightful twist on other games involving them, a whole new set of stories to tell.
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