| Bradford C. Walker ( @ 2009-11-06 19:08:00 |
| Entry tags: | campaign, pitch, rpg, scenario, spycraft |
A Spycraft Series Scenario that You Can't Brute-Force Through: Fighting a Stand-Alone Complex
(Yeah, I posted this at Facebook previously. Livejournal is better for more lengthy conversations, hence the repost.)
I am thinking of a Spycraft campaign scenario that merges Stand-Alone Complex theory with police procedural structure, akin to Ghost in the Shell: Stand-Alone Complex, 2nd GIG, but instead could be done with what we have here and now. It involves the manipulation of serial killers as deniable assets used to target and kill load-bearing (or mission-critical, if you prefer) targets in a national infrastructure, all in pursuit of a False Flag campaign intent on creating a bloodless coup.
If you've run Spycraft before, then you know that the first thing that a Game Control (GM) needs to do is to figure out the villain's plan, and that means figuring out the guy moving it along- the Mastermind. This game is very much a game that relies upon Villain-Driven Plots, so if the Mastermind isn't both believable and interesting as a character then the entire scenario will fall flat.
That's where I'm at with this idea right now. It's one of the things I think about when more pressing matters aren't taking up my attention. Adapting a gameplay structure originating from the James Bond movie series to an entirely different form of organization makes things very interesting for me due to the stimulation involved in thinking through the matter, and I expect that it will make playing through it initially frustrating due to the fact that each case truly is independent from one another. Making this idea work is just delicious fun.