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Showing posts with label spies. Show all posts
Showing posts with label spies. Show all posts

Friday, 7 August 2026

Who ate all the spies?

My roleplaying group used to cut loose up to four times a year with seasonal one-shots. It's a tradition that died out in the pandemic never to fully resume, though we still try to fit in a special around Christmas -- almost the only roleplaying I get to do these days.

Fifteen years ago I ran a scenario called “A Long Time Dying”. The idea was based on another Christmas tradition, at least of my childhood Christmases, when there would always be a James Bond movie on TV between Christmas Eve and Boxing Day. I don’t think it’s essential for Christmas movies or Christmas one-shot games to be set at Christmas, although for this scenario I buckled. Cold War stories always benefit from a touch of frost.

The game is set in 1962 and the player-character cast list will give you the general idea:

I thought that would tell my players what to expect, but I’d forgotten that most of them weren’t born until the 1970s, so probably only Smiley meant anything at all. That may explain why the game veered off into a rather Roger Mooreish arched-eyebrow take on Cold War espionage, but – well, these one-shots were never fully serious. I know a lot of people prefer silly games, but for me there's no point in roleplaying unless you're going to take it seriously. Specials like this, though, are just for fun.

I've changed the scenario title to justify a Shirley Bassey theme song. So here's

THE RHYTHM DIVINE

Monday, Dec 17, 1962                    

(Music track: Nunc Dimittis by Arvo Pärt.)

(This is a “pre-title” sequence that is presented to the players without them being present in character. Normally I’d have no truck with such metafictional malarkey, but it’s a one-shot. Come to that, I don’t normally include music tracks in my scenarios either.)

A railway station near Haskovo, southern Bulgaria. It’s the early morning, just before daybreak. Troops from the nearby 4th Fighter-Bomber Air Base wait in the cold. Gritty snow falls, skittering like dust over the icy cold platform.

Then: the sound of a train horn. Lights appear out of the blue pre-dawn dusk. The train pulls into the station. Red Army soldiers jump down and the two commanders salute each other.

A tarpaulin is removed from one of the carriages to reveal a large bomb, about 8m long by 2m wide, with the single word царь painted on the side.

Sergeants shout orders, their voices sounding short-tempered and nervous. A crane is lowered and begins to unload the bomb, which swings wildly to one side, the support frame just missing a row of soldiers who have to throw themselves to the ground.

The crane sweeps across the platform, smacking the bomb into the station wall. The frame buckles and the bomb falls. Absurdly, given the size and nature of the bomb, everyone dives for cover. The bomb strikes the iron-hard ground –

And cracks, with the sound of splintering wood. The Soviet colonel picks himself up, sweeps the snow off his coat, and strides over. In gloved hands he lifts part of the wreckage: painted wood, filled with sand for ballast.

He looks into the east, where the dull glimmer of dawn barely penetrates the heavy shelf of snow clouds, and perhaps imagines the gulag where he will be sent for this.

Music as we fade to black: On Her Majesty’s Secret Service


THE SETTING: 1962

This is the year of the Cuban Missile Crisis. Both the USA and the USSR are aware of the need to safeguard against such incidents in the future, so when a new threat emerges only a couple of months later, the best operatives from both sides of the Iron Curtain are assigned to an international team to track down the diabolical mastermind behind it.

NATO

  • USA                President: John F Kennedy
  • GB                   Prime Minister: Harold Macmillan
  • France:            President: Charles de Gaulle
  • W Germany:   Chancellor: Konrad Adenauer

EASTERN BLOC

  • USSR               First Secretary: Nikita Khrushchev; Chairman of the Presidium: Leonid Brezhnev
  • Rumania:        General Secretary: Gheorghe Gheorghiu-Dej
  • Bulgaria:         General Secretary: Todor Zhivkov

NON-ALIGNED

  • Yugoslavia      Marshal Josip Tito
  • Albania           First Secretary: Enver Hoxha
  • Tunisia            President: Habib Bourguiba

Thursday, Dec 20      

(Music track: The Avengers theme.)                                                      

Whitehall on a grey morning with snow falling outside. Control waits with George Smiley and Colonel Ross. John Steed arrives and the introductions are made. A few minutes later, Harry Palmer looks around the door – “Late as usual, Palmer,” says Ross irritably, waving him to a chair.

Control relates what Smiley has found out from his Bulgarian contacts about the stolen bomb. Control and Smiley have made an approach to the KGB to assist them in looking for the bomb. The Soviets have agreed, but on the condition that their man will head up the joint operation. Steed, Palmer and Smiley are to fly to Berlin, where they will meet up with two more international operatives codenamed “Tailor” and “Thief”.

  • London to Berlin: flight 2 hrs.
  • Paris to Moscow: flight 4hrs; train 36 hours; car 72 hours averaging 60 mph.
  • Berlin to Moscow: flight 3 hrs; train 27 hrs; car 49 hrs averaging 60 mph.

Thursday, Dec 20

(Music: The Man from UNCLE theme.)

It’s mid-afternoon when they reach Berlin. It’s icy cold but not snowing. Their liaison in Berlin is Dr Franz Six, a former Nazi who now works for British Intelligence.

Smiley, Steed and Palmer are to make contact with their colleagues at the Adlon Kempinski Hotel. At reception they are told that “Herr Solo” is in the coffee bar. Smiley goes through and nods to Napoleon Solo just as a man coming in off the street recognizes Smiley, sees that he knows Solo (whom he was coming to meet) and rushes out.

The man is Otto Vessler, an East German spy whom Solo has been reeling in for weeks. In the west he poses as an industrialist, but with his cover blown he’s going to make a dash for the Wall. He grabs a motorcycle and the chase is on…

(Music: The Saint.)

Halfway through the chase, Simon Templar turns up. He’s been tracking Vessler as part of his own private investigation, so may take some convincing to team up with the others.


Their flight leaves Berlin at 5:30, arriving in Moscow at 11:30 pm (ie 3 hours ahead of Berlin time).


Thursday, Dec 20

(Music: Diamonds Are Forever.)

Midnight in Red Square. Snow on the ground, but a crystal clear sky full of stars above the Kremlin – and among those stars the small but growing collection of satellites launched by the superpowers, including Telstar which was put up in the summer.

They are taken to meet Illya Kuryakin, along with an academician called Andrei Sakharov, who explains:

“The bomb is based on the Teller-Ulam design and has a yield of 100 megatons. That’s three thousand times the combined yield of the Hiroshima and Nagasaki bombs – or, to put it in terms of conventional explosive, twenty times the total of all explosives used in WW2. The explosion would cause third degree burns at a distance of 100 km, stone buildings would be destroyed up to 55 km. Two such weapons would equal the detonation of Krakatoa.”

Brezhnev comes in. He’s wrapped up in a thick fur coat and there’s a waft of vodka on his breath. “We have a captive spy at the Black Sea facility. He could be useful and it’s on your way, a bit. You’ll have to spring him, though, as SMERSH will never give the nod to releasing him.”

  • Moscow to Odessa: flight 2 hrs; train (HSR) 8 hrs
  • Odessa to The Village: 2 hrs by car
  • Berlin to Moscow: flight 3 hrs; train 27 hrs; car 49 hrs averaging 60 mph.

Incidentally this is the first time Solo and Kuryakin have met each other. U.N.C.L.E. is still a few years in the future, and in fact this adventure paves the way for its formation.

THE VILLAGE                              midday, Dec 21?

(Music: The Prisoner.)

To get Number Six away from the village, they need to get past Rover (the Water Balloon Monster):


Whether Number Six’s real identity is John Drake is up to the player to decide.


THE TRAIN ROUTE

10 hours across Romania

(Music: From Russia With Love)

They set out from Kharkiv in the south-west USSR, via Kirovohrad and Chisinau, into Romania at Iasi and then via Bacau and Brasov.

Just beyond Zarnesti in Romania, the train carrying the bomb entered a mile-long tunnel through the Carpathians. Thereafter it went via Bucharest without stopping, crossed the Bulgarian border at Ruse, and from there via Veliko Tarnovo and Stara Zamora to its destination.

Investigation inside the tunnel at Zarnesti discovers an apparatus built into the tunnel roof. The mechanism has been removed but it was obviously recently excavated and a large piece of machinery was housed here. Caves lead off from the excavated area.

Investigation: Some discarded screws. Engineer roll to conclude they are West German.

Investigation: Part of the apparatus is found – part of a plate scraped off against the rough walls of the cave, stamped with “CHIRO-” (from Chiroptics GmbH).

Investigation by questioning the driver (Engineer Boris Utkin) or officer in charge (Col Yuri Lagunov) reveals that the line was blocked by a fallen tree just after the tunnel, forcing them to stop for about fifteen minutes while it was cleared.

Investigation further along the track after the tunnel reveals a disused branch line that has been recently uncovered – the line towards Yugoslavia, sealed off when the two countries fell out in the 1950s. It leads to Dubrovnik.

Investigation before the tunnel reveals a siding where a train was recently (engine oil on ground). Somebody waited a while (cheroot stubs; Connoiseur roll to identify as 25-cent Marsh Wheeling stogies).

WHAT ACTUALLY HAPPENED:
Boswell Brontë’s mercenaries (all ex-US special forces, led by a stogie-smoking WW2 commando called Major Dugan) swapped the bomb for their fake, then when the train had gone they brought up their own carriage, loaded the bomb, went on and used to branch line into Yugoslavia, hooked up with a train carrying the circus troupe, and smuggled the bomb out as fireworks bound for Venice.

Investigation of ships out of Dubrovnik into western ports on Dec 18-19: the Suske, carrying the Carobnaci od Vatromet circus troupe, arrived in Venice on Dec 19.

Monday, Dec 24

Venice. A cold wind blows across the lagoon. The local CIA agent is Candy Sweetmeat, a young “swinger” type. She’s eager to please and very nice, so no doubt the bad guys must kill her at some point. (Or try to kill her, if she’s a player-character.)

Boswell Brontë is giving a fireworks display on the Grand Canal on Christmas Eve, which also happens to be the night of the new moon. If the characters attend, they will see Brontë give a rambling speech about how he met his wife “here in Europe” seven years ago tonight. That’s followed by Mrs Brontë lighting a champagne-bottle-styled firework that begins the show.

One part is particularly impressive: the Yugoslav acrobat troupe do a trapeze juggling act over the canal, throwing lit fireworks to each other that are timed to go off in mid-air at the exactly right moment and orientation to create the highlights of the display.

If the characters have been at all indiscreet about their investigations, Miss Hazzard sneaks in while they’re watching the fireworks and plants a bomb in their hotel suite (Observation roll at -5 to spot, character involved only.)

OR

They might sneak into the Brontës’ suite (though in fact they’re going back to the yacht after the show) in which case they may have to deal with Miss Hazzard and an appropriate number of mooks.

EITHER WAY

They get to discover some finely ground glass that seems to have been trodden into the carpet on somebody’s shoes.

Investigation of the glass factory on Murano owned by Chiroptics GmbH discovers glass with microcracks (Observation roll) caused by sonic effects (Physics roll). The sonic equipment itself has been moved out. (This was where Brontë’s scientists worked out the correct array of parabolic reflectors.)

If Brontë needs a rapid departure from the city, either as an outright escape or simply if the referee wants to create a dramatic moment if the characters are closing in with a view to confronting him, he leaves by hydroplane on the Grand Canal.


CRUISE TO TUNIS                      takes 48 hours -> arrive midday Friday 28th

Investigation: if they talk to Boswell, they discover that he is fascinated by Rome’s struggle for supremacy with Carthage, and how he admires Hannibal – who nearly dealt with “those upstarts”.

The Jericho leaves Venice at 9am on Dec 26 and arrives in Tunis midday Dec 28.

Investigation: Brontë International has a facility 50 miles south of Tunis where they are building arches of various sizes using synthetic rock (similar to sandstone).

  • Observation and Physics/Engineer: the arches are curved and would fit together to create a large parabolic surface with a radius of over 50m.

Investigation: the company books show that enough arches were made here to build hundreds of similar parabolas.

  • Physics/Engineer roll at -5: An array of such reflectors would have an effect similar to one enormous reflector hundreds of miles long.
  • Physics roll at -5: The size of the parabolas suggests they are designed to focus or reflect sound of low wavelength.

Investigation: an Accountant looking into Brontë’s business discovers he has a network of shell companies in the finance sector. On a roll at -5 they can see that many of these companies have been shorting US stocks and bonds.

The opening night of the opera is 8pm on Dec 29. The stage is spectacular, being a floating platform hundreds of feet across set in the bay, complete with replica backdrop of ancient Rome.

The opera is attended by Tunisian President Habib Bourguiba, Foreign Minister Mongi Slim, and King Mohammed Idris of Libya. (There is talk of the two countries merging into one, which would signal a rise in the price of oil, but that’s actually a red herring.)

The opera stage is self-propelled and submersible, docking with Boswell’s undersea base (see below) in which the bomb is located. Of course, at the time the bomb detonates (6am on Dec 31) he plans to be safely inland at his villa in Corsica.

THE MASTER PLAN

Boswell plans to detonate the bomb on the sea bed, where an array of parabolic reflectors will direct the resulting pressure wave through the Straits of Gibraltar, and across the Atlantic, where it will create a tsunami that will wreak devastation along the eastern seaboard of the United States. Boswell has heavily shorted US stocks and the dollar, and stands to make billions when Wall Street crashes.

THE UNDERWATER BASE

The “stage” docks with the underwater base where the bomb is located. Brontë plans to detach from the bomb housing, return to the surface, escape by helicopter, scuppering the stage so that it sinks to the sea bed with the characters trapped on board.

The characters will need to break out of the stage, survive the pressure (luckily they’re on the saddle of seabed connecting Tunisia and Sicily, not on the deep bed), get to the bomb base, gain entry, disarm the bomb, and return to the surface.


THE CORSICAN VILLA

Visitors arrive by helicopter. It’s a replica of Nero’s palace in the Bay of Naples.

Monday, 11pm, New Year’s Eve: FINAL JEOPARDY IN MONACO                       

Three of the circus acrobats come to kill whichever of the characters is “man of the match” – so out-of-game it’s kind of a reward. Think of the final jeopardy scenes traditional in 007 movies.

That character is taking a shower while the others are waiting in the casino. He notices a slight ruffling of the shower curtain as the balcony door is opened and closed.


Game notes:

The players were all characters in our long-running Immortal Spartans campaign, although this tongue-in-cheek one-shot was not canonically part of the "real" campaign. That explains the title, "A Long Time Dying", which felicitously both sounds like a Bond title and describes a 2500 year lifespan.

Being Spartans from Thermopylae, all the characters were male even though the players were not. But that fits with the assumptions of high adventure in 1962. If you have players who prefer female characters there are some from the period who you could use, eg Dr Cathy Gale from The Avengers. 

The scenario originally appeared on my Patreon page; you can join as a free member if strapped for roubles.

The stats are given in GURPS 4e terms because that's what I used originally, but it should be simple enough to adapt the scenario to any system. (Other options: Classified, Cold Shadows, and Mercenaries, Spies & Private Eyes.) I usually don't care for what are now called narrative games (it's good that they encourage improvisation, but I prefer character-playing to storyteller-playing) and the only capers I enjoy are the sort that go on pizzas, but I recently played in a Blades '68 one-shot that was a real hoot and a thorough pleasure, a kind of gaming crossbreed of Spy and Hudson Hawk, and I can't deny that those Forged in the Dark based rules deliver a lot tighter and brisker gaming experience for one-shots. Given that you're only going to be playing these characters the once and they're all daft caricatures of the classic fictional originals, it's barely roleplaying anyway. So why not?

Regarding the music, if you're not a purist then there are some funked-up versions of some of the tracks here.

Finally, if your players attempt to defuse to bomb at the bottom of the Mediterranean, as mine did, here's the track for that.

Saturday, 2 October 2021

Thoughts beyond the reaches of our souls



Paul Gresty is perhaps best known around these parts as the writer of The Serpent King's Domain (Fabled Lands #7), but in the wider world he's the top-selling author of a couple of acclaimed Choice of Games gamebooks, The ORPHEUS Ruse and MetaHuman Inc.

Making it the hat trick, here's Wraiths of SENTINEL, an interactive adventure in which you play a Deadman-like spy:
"Dying made you the perfect spy. You are now a disembodied spirit working as a covert intelligence operative for SENTINEL, a secretive Federal agency. As a ghost, your unrivaled powers of surveillance can safeguard the freedom of the country -- or bring it to its knees. Will you use your phantom powers to defend the United States government, or to overthrow it?"
As instantly gripping and dramatic a concept as Paul's other gamebooks, then. I don't know why he isn't pitching these things to Amazon to be honest, but TV's loss is interactive literature's gain.


Dave: 'The ORPHEUS Ruse and MetaHuman Inc both have high concepts that immediately grab the reader. If they were movies you’d know just from the pitch if you wanted to see them. Wraiths of SENTINEL is like that too. What’s your process for coming up with those strong concepts? Do you start there, or do you begin at a more detailed character level and the world-building comes later?'

Paul: 'In the case of Wraiths of SENTINEL, the player is essentially a ghost, who's working as an intelligence agent for the US government. Certainly the ghostly, spectral side of that was something that had been bouncing around in my head for a long time, probably a few years. And, for interactive fiction, or for any kind of gamebook, that's how it works for me – the concept comes first. I pick at ideas, sometimes for years at a time, and then at some point things click into place. Or sometimes you have to force a few of those long-held ideas to click together, when you're pitching ideas to a publisher.
 
'I'll specify that concept and setting come first for interactive fiction – but then, the player is by definition the main character; everybody else is the supporting cast. For more conventional fiction, characters can be more prominent at the planning stage. I once listened to a Babylon 5 DVD commentary where JM Straczynski said something to the effect of, 'To write a good story, you just have to create a character that people will like, and then put him up a tree and throw rocks at him.' It's good advice.'

Dave: 'I must admit I had to look up the title each time. Was Wraiths of SENTINEL your first choice?'

Paul: 'It was not. The game went through a few different working titles during development; the game I originally pitched was The Darkling Watchers and then I later decided that I liked Wraiths of AEGIS. But that title was similar to another game that Choice of Games had already published, 180 Files: The Aegis Project. So I had to change mine. And that was entirely my own fault, of course, for being so wishy-washy about the title from the start.
 
'I had a fun time trying to think of names for a sinister government agency, that I could condense into a cool-sounding acronym. I see why so many Marvel writers do that, now. SENTINEL – that is, the Surveillance and Espionage Network, for Tactics and Initiatives in the Negation of Extra-normal Lifeforms – was the one that came out of the editing process.'

Dave: 'It’s 250,000 words, which is incredible value for money – it’s almost as long as A Game of Thrones, and those books take GRRM a decade each to write. How long did you spend on Wraiths of SENTINEL?'

Paul: 'Start to finish, it took me a crazy-long amount of time. Well over four years. In terms of fiction writing work, I've been working almost wholly on this since I finished The Serpent King's Domain. And that's not completely due to the length of the game – I had some fairly seismic life changes, good and bad, during the time I spent writing Wraiths, and that had an impact on the amount of time I could devote to it. At some point, our agreed deadlines became a bit of a distant memory, and I massively appreciate the patience the Choice of Games team showed me. (Note that I'm not encouraging other CoG writers to be so laissez-faire with their deadlines; I may have exhausted the team's patience for this kind of behaviour...)

'I'll add that 250,000 words is by no means the longest Choice of Games title. They've published a few titles over 500,000 words, and one or two that are over a million words. Those are some dedicated writers, right there.'

Dave: 'I’m curious about your process. Do you sketch out the entire storyline, do you write the scenes in order, or do you write the big set-pieces and then connect them with other scenes later?'

Paul: 'My information on how Choice of Games approaches its games might be a little out of date – I haven't pitched an idea to them for a few years, at this point – but they like to see a structured plan from their writers. They maintain an open call for writers on their website, even for writers with no prior experience with interactive fiction, so I feel that this is essentially their way of providing support at the planning stage, and ensuring that their writers aren't leaping out into the void unassisted.

'So, when it comes to creating that structure, yes, I tend to have an idea of the main points that the story needs to hit, but then offer as much flexibility as possible when navigating between those points. I find that it helps as well, in terms of both the story and the worldbuilding, to really drill down to the details of the main character's existence. What's a typical day for a government-employed wraith? Where does he live? Can he listen to music, or browse the internet? What websites might he like? When you reach that level of familiarity with your character – when you see not only the extraordinary obstacles they have to overcome, but the mundane challenges as well – the story kind of starts to write itself.

'A case in point: with Wraiths of SENTINEL, the obvious and most primordial question was why a ghost would be interested in working for anybody at all. Not for money, certainly. This consideration led to some of my favourite sections in the story, quite early on, when the player is exploring the practicalities of being a wraith – but he or she is also learning about how it feels to be truly invisible, and utterly disconnected from the world. Ultimately, and certainly in the earlier parts of the story, the player's work with SENTINEL simply offers a chance to be perceived, and to interact with others.

'For games or interactive fiction, there are also sometimes mechanical elements to consider, which can have an impact on the overall structure of the story. In MetaHuman Inc, the character can lean towards specializing in either magic or super-science – and so, in that case, I specifically wanted to include a scene about halfway through where the player can reverse those choices so far, and develop the opposing discipline without losing progress. It provides a bit more flexibility like that; the player isn't constrained by choices he made early on.'

Dave: 'Presumably there are trade-offs between making a compelling story and providing the player with freedom of choice. Do you feel those different requirements have to involve compromise, or is there a way to deliver both? In the cases when it’s either/or, which takes precedence?'

Paul: 'For the really big moments in the story, you need that element of choice. And that’s the raison d’être of the interactive fiction format; if you don’t want to offer choice, you should go write a novel instead. Moreover, you have to deal with the consequences of that choice, which might mean adding a big chunk of content to the story. You can’t short-change the player by offering a seemingly big choice that has no real impact on the overall story.

'An example in Wraiths of SENTINEL: at one point, about two-thirds of the way in, the player has a life-or-death choice over one of the major characters in the story. Most players are, I think, essentially "good", so I wrote this with the expectation that most people would allow that character to live. Even the story’s main antagonist is expecting the player to let that character live. But, for whatever reason, the player might choose differently, and I had to allow for and respect that. If the player chooses death for this character, then they’re no longer around – but it isn’t sufficient to simply send the player along a truncated version of the story. The player’s choice here isn’t inherently "wrong", and cutting their story in this way wouldn’t be fair. Rather, in writing for this possibility, I had to consider the new paths generated by this death. What actions occur because of this death? What does it set in motion? How does this unexpected move screw up the antagonist’s plans, and what are the consequences of that?

'But, yes, the medium of interactive fiction does impose some constraints. Purely in terms of the word count required, and the work that would be involved, you can’t realistically include such far-reaching consequences for every single choice. You have to hold them back for the really significant moments in the story. And you can fudge things to some degree; the example above, for instance, is a binary choice, life or death, so in this case you only have to accommodate two main outcomes – but even then you can add in extra considerations to broaden that choice somewhat. I personally like to add motivations in to big decisions like this: "This character should die for the greater good," say, or, "This character should die because I just don’t like them." That kind of thing can have an impact on your overall character build, in addition to the outcomes for the story as a whole.

'When it comes to tradeoffs between absolute freedom of choice and an interesting story… I think I’m going to prioritize the story. All art is subjective, of course, but my own feeling is that the only bad story is one that’s dull. That said, every single choice in the game should have an impact. That might only be a small impact – it might only be an adjustment to your character’s stats, which only affects the story in the aggregate – but it needs to be there. Inconsequential choices are pretty dull too.'

Dave: 'When Choice of Games realize that you’ve created the bases for three hugely successful TV shows or movies, do they get a cut of that or are the subsidiary rights in your hands? (Asking for a Hollywood producer friend.)'

Paul: 'Heh. I’ve retained intellectual property for the content of these games; that is, I think, standard for Choice of Games writers. I’ll make sure my phone is on the hook, just in case.'