Showing posts with label terrorists. Show all posts
Showing posts with label terrorists. Show all posts
Wednesday, January 18, 2012
Tommy's Take on Average Joes
Bedrock Games has done a nice job with Terror Network in the past, covering multiple facets of terrorism, but their newest supplement takes an interesting approach: Normal folks versus terrorists.
WHAT YOU SHOULD KNOW: Average Joes is a 77 page PDF, available on RPGNow for $4.99. It is a combination sourcebook/module, placing - er - average joes in the War on Terror. The PDF is bookmarked and searchable, and lacks a really flashy layout, though it does pack a lot of information per page.
Compared to Terror Network agents, Average Joes are at a pretty big disadvantage, lacking skill points, resources, contacts...heck, most of them won't even have weapons, at least at first. What they DO get are Civilian Careers and an Attachment, which can be as much of a hindrance as a help. Interesting shift in dynamic.
The scenarios chapter notes that most of the time, an Average Joe will be wrapped up in terrorist situations against their will, and are likely in way over their heads. However, a couple of rules tips are provided to tweak it more cinematically, so you can play "Average Joes Save The Day" and not "Average Joes Get Lucky And Call The Cops". A number of scenarios are presented, with the first being my favorite: A rock band's airbus is mistaken for Air Force One and the band (the PCs) must stop these terrorists before they kill again. Over the top, cheesy fun, yes? There are also a couple of campaign ideas, such as the PCs going all vigilante in their area.
I do so love the Bedrock Games adventures, in large part because of the flexibility they provide. This book does include an adventure, in which a group of eco-terrorists take over a mall while the PCs are there shopping. We get a complete terrorist organization with backstory and bankrolling figure, eco-terrorists known as the Sacred Heart of the Earth. The adventure is a Timeline adventure, with the PCs having the ability to move about the mall and disrupt the actions of the terrorists. The terrorists are on a schedule, too, so the PCs have just over two hours in which to stay alive. The map of the mall shows the likely locations of the terrorists, and a random roll table is provided to set the locations of the PCs at the time of the attack. A good chunk of the map is dedicated to the Areas of Interest and how things might change in a given location (like a terrorist being encountered at Bo's Booze Barn completely plastered). There is also a gun store, in case the PCs hope to even the odds (and you know they do).
The endgame is in the hands of the PCs, even if the Swat Team invades the mall (their success or failure is set up, inadvertantly or not, by the PCs). The wrap-up is open ended as well, being used as a springboard for future adventures, leading to the terrorists seeking revenge, your preference.
The final chapter is a listing of NPCs, from generic stats for the terrorists, to hostages, to the leadership of the organization and local police, as well as specific hostages. Everyone gets a character sheet, bio and relevant notes, like tweaking one of the hostages to either make her a damsel in distress or a brave woman standing up to threats.
WHAT WORKS: A great idea for Terror Network, putting normal schmoes up against the terrorists...and Bedrock Games should be commended again, for showing that terrorism comes in multiple forms. As usual, the adventure is well done, setting up a situation that will play out eepending on the PCs actions.
WHAT DOESN'T WORK: The layout isn't anything splashy (but then, the price is only $5) and playing an Average Joe alongside standard Terror Network characters isn't terribly balanced.
CONCLUSION: Another great expansion of the Terror Network series, hitting on normal folks having to stand up to terror themselves. A slew of campaign and scenario examples are there to help you out, as well as a fine full-fledged adventure. There are even a couple of option to tweak it to a more cineamtic style, for that Die Hard feel. Is it a complete blow-away, MUST HAVE product? No...but it is a swell, well-written spin on Terror Network without only minor gripes on my end.
Friday, May 20, 2011
Tommy's Take on The Patriot Incident
The third module for Terror Network is their most recent release, The Patriot Incident. It is not tied into the previous two modules, instead acting entirely standalone. It also features a radical departure from the Muslim terrorist group found in the first two modules, with the FBI now tackling pseudo-Christian anti-government extremists.
WHAT YOU NEED TO KNOW: Designed for the Terror Network RPG, The Patriot Incident assumes that you own a copy of the core rulebook. It is not currently included in the RPGNow Terror Network Bundle, nor is it presently in print, though the PDF is available for $4.99 at RPGNow.
Despite the differences from the previous modules, this one does follow the same basic format. First, we get the Introduction Chapter, which lays out the relevant backstory on the Sovereign Nation and their leader, as well as their efforts to launch a Racial Holy War that will bring about the Second Coming.
This mission is structured with a timeline, and the agents only have a 12 hour period (on Halloween!) in which to stop the plots (yes, plural) being initiated by the Sovereign Nation. This chapter also provides a good deal of information (including web resources one can use for further research) on Boston (the setting for the mission), a breakdown of the key clues in the investigation as well as a flowchart that can help the GM track where the likely clues unearthed in each location will lead.
Chapter Two is the nitty gritty, diving into the locations themselves, from flavor text to the NPCs at each location to what can be learned and how the Agents can learn it. The module boasts over twenty locations throughout Massachuessets, from Boston to Worcester to Salem and some smaller cities that I admit I haven't heard of. There are optional false leads and events that can be peppered in if things are going too smoothly (my favorite is a carjacking in one of the rougher areas...and yes, I mean the FBI Agents getting carjacked). Honestly, with the sheer amount of ground needing coverage I would be surprised if the Agents need too much extra thrown in their path, but having the extra material on-hand isn't a bad thing.
Chapter Three covers the NPCs (19 of them), with game stats where relevant (the PCs probably aren't getting into a shootout with the Governor, so no statblock there). Each NPC is given a name and description, as well as a list of what they know, how to get it from them, that sort of thing. This even includes a murder victim who is dead when the module begins (his write-up is shorter than most for this reason).
Chapter Four lays out the ending conditions. Like previous Terror Network modules, there is no one set ending. Bedrock Games makes no assumptions that the PCs will or won't succeed at any given task in the mission. Fail to stop the Sovereign Nation in that 12 hour window? Well, hunt them down after the fact. Moreso than the previous modules, this one provides more consequences for failure (or breaches of protocol), which can include causing the press to turn on the FBI or Agents getting fired or both.
Chapter Five provides a number of handouts, including e-mails, receipts and so on.
Finally, the Appendix reprints the Investigation flowchart as well as providing the relevant maps and NPC stats.
WHAT WORKS: The largest Terror Network module to date, it is also noteworthy for featuring a terrorist group that isn't Muslim jihadists. The fact is, dangerous ideological extremists do take more than one form, and Terror Network addresses that here.
WHAT DOESN'T WORK: I caught a few editing issues...some buried in text and a couple in headers (which makes them far more noticeable, unfortunately). My primary concern with the adventure is that the time limit almost seems too harsh, with all of the travel, the due process of getting warrants for various situations, etc., that it has me thinking the deck might be too stacked against the PCs, but it is hard to say for sure without actually running the module.
CONCLUSION: It can be easy for a company to fall into the trap of doing one thing over and over, even if they do that one thing well. Bedrock Games follows a familiar formula with their modules, but still manages to show the variety available in the counterterrorism genre. If anything, I would like to see a little tighter editing and a little more variety in the locations used (Boston showed up both here and in the mission included in the corebook, justified due to the game's creator being based there)...but The Patriot Incident is another great addition to the Terror Network line.
Thursday, May 19, 2011
Tommy's Take on Operation Hydra Den
As part two of our week of Bedrock Games Terror Network modules, here is Operation Hydra Den. Spinning out of events of the Operation Hydra module, Operation Hydra Den follows Al Mahara back home to the Middle East, to at least take out key players, if not take the whole operation down.
WHAT YOU NEED TO KNOW: First, this is a module for Terror Network, so you should have that in order to get the full use out of the module. Second, this is designed as a sequel to Operation Hydra, though it is worth mentioning that you can use either "Hydra" module independent of the other with minimal effort. Don't want to play through Operation Hydra and maybe blow up chunks of Dallas? That's fine...handwave some other atrocity by Al Mahara and use that as the rationale for sending the PCs to the Middle East. Finally, the module is for sale in PDF format for $4.99 (of in the Terror Network bundle) and in print at Studio 2 Publishing. It is fully bookmarked and such, with the interiors being black and white.
Chapter One lays out all of the essential information: Basically, two Al Mahara cells operating out of different towns in Saudi Arabia are mining uranium in hopes of acquiring WMDs (which would be Bad). So the CIA have launched this mission (you do have the option of using the same FBI characters from the Operation Hydra module, although this is discouraged due to them possibly lacking the necessary skillsets), under the noses of the Saudis in order to stop this operation. That means that the PCs have to infiltrate and stop Al Mahara as well as avoid the Saudi authorities, so as to not cause a diplomatic nightmare.
In addition, this chapter also provides background on Saudi Arabia, as well as additional background on Al Mahara and the details of their current plot. Finally, an in-character briefing for the Agents as they arrive for the mission, as well as what they specifically have available to them in the beginning (both in regards to material possessions as well as contacts).
Given that there are two towns they need to infiltrate, two of the chapters are spent focusing on each town, what the PCs may find there and so on. In a nice touch, the chapter for the mining operation lies directly between the chapters on the two villages...just as the mine itself lies between the two villages. Given that they have to choose between going to one town first or the other, each location also has a section detailing what the PCs find at a given place if they went to the other town first. For instance, the safehouse in Khuddah is abandoned by the time the PCs get there if they went to Al Arif first. As with the previous module, each location details the NPCs found there, the information that can be attained and so in, and there should be something guiding the PCs from place to place as long as they are doing their jobs.
Chapter five explains how the module wraps up, and defines success or failure based on just how the PCs performed in each town, as well as the encounter at the mines in between. All of the PCs dying, for instance, is a Very Bad Thing. It is also possible for the PCs to get their primary target but lose their secondary target, which can come back to haunt them later.
Chapter six details the relevant NPCs, including how they are likely to respond to interactions with the PCs (such as what they may give up under interrogation), but also provides both a Players and GMs map of each relevant location.
WHAT WORKS: As always, a painstaking amount of research has gone into the module, and again, success or failure is left up to the PCs (ranging from total success to partial successes to utter failure). One of the most common problems with modules (indeed, most written adventures, store bought or homemade) is that they tend to fall apart once the players make contact with them. Hydra Den does its best to avoid that by combining the "Government Agents" approach with the sandbox format and site descriptions that cover what happens when either town is approached first (by necessity, the Mine event should always happen in the middle, regardless).
WHAT DOESN'T WORK: The editing didn't appear to be quite as tight on this one as it did Operation Hydra. One of the player's maps was mislabeled as a GM's map, and I caught the odd typo in the text.
CONCLUSION: I couldn't tell you why, exactly, but I didn't like this adventure quite as much as Operation Hydra. Not saying it's a bad product, far from it, I just think something in Hydra worked better. Maybe I'm more partial to the FBI than I am the CIA. Maybe it was the whole "on American soil" thing. I don't think it was the minor editing issues, but who knows? That said, I do think Bedrock Games nailed another great product with this, showing how you can release modules that are ostensibly connected, but can easily be ran separately. I also like the realistic "sense of scale" for this mission: You don't swoop in and wipe out a major terrorist cell in one mission, and that's not what they were trying to accomplish here. In the final analysis, I would say a half a step down from Operation Hydra, but still a great investment for anyone with interest in the modern espionage genre.
Tuesday, March 1, 2011
Tommy's Take on Agency Resource Guide (Terror Network)
The Agency Resource Guide is an all-purpose supplement for Terror Network, designed to provide more options and advice for players and GMs. The book is $5.99 in PDF format, and is also part of the Terror Network Bundle. Bedrock Games also has their games available in print through Studio 2.
The PDF, like Terror Network, has all of the bells and whistles present, from bookmarks to clickable Table of Contents and searchability.
AGENCIES AND CAMPAIGNS
First off, each of the common agencies are covered, with a focus on the types of operations they are likely to perform, as well as the hierarchy of the organization. For instance, the agents in the FBI are generally going to report to the Supervisory Special Agent, who answers to the Assistant Special Agent in Charge who reports to the Special Agent in Charge of the field office. That guy has to answer to the Division Chief, who reports to the Section Chief, who reports to the Director. The FBI, CIA, Homeland Security, Local Law Enforcement and US Special Operations Command are all discussed in this manner.
A good overview is given of the latitude afforded to agents, as well as the resources that they can call on.
We also get five sample campaigns designed to show the flexibility of a Terror Network game while staying within the Counter Terrorism "genre". For instance, an FBI campaign starting off as what appears to be a hunt for an elaborate serial killer turns out to have completely different motivations. A Secret Service campaign in which the PCs are having to deal with someone within their organization out to assassinate the President. One campaign is off duty cops versus a states rights militia that takes over a small town. Another involves a tricky prisoner transfer from overseas...in part because the country that has him is reluctant to admit that they do. Finally, a CIA campaign that kicks off with some very targeted plane bombings that, for some reason, no one has taken credit for.
INVESTIGATIONS AND INTELLIGENCE
As it says...a look into counter terrorism investigations and intelligence gathering. While there is a lot of information here, most of it is in pretty broad strokes. For instance, this isn't an in depth guide on "How to take fingerprints from a crime scene". I don't think that's a bad thing...honestly, it's the kinda thing I'm perfectly fine with my players going "I wanna take fingerprints from the crime scene." "Okey dokey" and then adding a roll of it is relevant.
The section on interrogation techniques is pretty great, identifying skills that might come into play, but also encouraging the GM to provide bonuses for good techniques...and offering a discussion of many of those techniques.
Resolving hostage situations is broken down into four basic methods (Rescue/Dynamic Entry, Sharp Shooters, Chemical Agents and Negotiation).
In the Intelligence Gathering section, the various sources for information gathering is laid out, alongside the types of Covert Operations that the CIA and Special Ops are likely to perform. In fact, the entire Intelligence Gathering section is pretty extensive, laying out the CIA's approach to information gathering, from an agent forming his alias to picking his targets and so on.
NEW RESOURCES AND RULES
First off, we get more coverage of mandates, expanding and clarifying them. We get mandates for local law enforcement agencies (APBs and Police Back-up).
We get rules for Specialists, who are essentially "one skill" NPCs that can be assigned to teams from the major organizations (CIA, FBI, Homeland Security and Special Ops) with the skill level that a specialist from that organization would provide...(for instance, an FBI Negotiator is more skilled than a CIA Negotiator...but when it comes to lawyers, Homeland Security has it down cold).
There are also Combat Specialist teams, such as FBI Swat Raids and Special Ops Strike Teams that basically get abstracted down to a Combat Rating.
The Resources section covers getting warrants as well as the various levels of security clearance, including transferring security clearance in multi-agency operations. There is a reference to a sidebar with a more realistic approach to clearance, but I couldn't find it in the immediate vicinity of this section, so I'm not sure what happened.
Finally, rules are provided for aiming shots, Targeted Shots (Called shots, including more lethal called shots) and attacking multiple opponents.
EQUIPMENT
Here we expand the weapons and equipment from the core rules, starting with melee weapons. In addition to nightsticks, telescoping batons, tear gas grenades and some new firearms, we also get rules for improvised weapons as well.
Vehicles get expanded, not only with new vehicles but add-ons such as armor and even snow tires.
This chapter really earns its keep with pages of new, general equipment (like "under the door" cameras", makeup kits, swiss army knives, grapppling equipment and much, much more). Computers are covered in notable detail, with bonuses for access to certain databases, as well as rules for firewalls and various types of software that a counter terrorism agent might like to have.
The chapter ends with dogs...bomb dogs, rescue dogs, drug dogs and attack dogs.
GLOBAL AGENCIES AND HOTSPOTS
Agencies for France, Israel, Pakistan and the United Kingdom are covered, with mandates appropriate for each. This section isn't INCREDIBLY useful if you want to run a game based outside of a US organization, as their is no hierarchy (or even a suggested "Use the CIA Hierarchy for Mossad", etc), but there is plenty enough information for international operations in which your PCs' agency has to work with another country.
The Hotspots section includes a brief overview of each country, followed by a breakdown of the major terrorist groups in each, with name, leadership, their size and ideology, followed by a paragraph or two of detail. This covers Afghanistan, Chechnya, Colombia, Greece, Iran, Iraq, Ireland, Israel, Kashmire, Pakistan, The Phillipines, Somalia, Spain, Sri Lanka, Thailand and Yemen. If you wanna clash with FARC instead of the Taliban, here you go.
DEPARTMENTS AND AGENCIES
No, this is not a rehash of the CIA, FBI and so on...this chapter is about important departments and agencies inside the US and how they interact with, or otherwise affect, the agencies likely to be used by the PCs.
There is even a paragraph given for every single department in the President's Cabinet, talking about the Departments of Agriculture and Education alongside the more "obvious" choices for a Terror Network game like the Department of Justice.
The Departments of Defense, Homeland Security and Justice get dramatically expanded as well, as they have far more relevance to the counter terrorism issue, given that Special Ops, Homeland Security and the FBI fall under their purview respectively.
The final section in this chapter delves into independent agencies, which has a particular bearing on the CIA.
RUNNING TERROR NETWORK
I like the touch up front, where the authors helpfully point out that they are not telling you how to run the game the "right way"...pointing out that once you buy it, feel free to do as you like (even if it means turning it into GI Joe vs Cobra)...but they do offer up some advice to help you out here.
They stress that the intent is to make Terror Network flexible within the framework of "Counter Terrorism RPG"...providing tools for door-busting action missions or intense investigations. In fact, building investigations from the ground up is covered here, starting with bad guys and their plots then evidence and locations and even laying out a timeline (which can go a long ways towards making the game feel "alive" in any situation).
They also recommend mixing it up...that is, not having every game be Jihadist of the Week. As I noted in the Terror Network review, they certainly provide ample material to allow you to do just that.
This chapter also talks about politics and how the authors have (impressively) managed to keep their personal politics non existent in their writing, as well as how to have a successful Terror Network game with a group of people who may have wildly differing views about the War on Terror.
The chapter ends with an expanded selection of optional rules for High Octane play, in case your PCs just aren't feeling bad ass enough.
The book ends with an extensive glosssary of important names and terms related to counter terrorism, a list of web resources you can use for your own research, and a character sheet (which seems to be identical to the one in the main rulebook).
THOUGHTS
Just buy the bundle and you don't have to worry about it. Seriously, while the Terror Network book hardly felt incomplete, the Agency Resource Guide just has enough information to make it feel indispensable for someone looking to run Terror Network. The dramatically expanded equipment section stands out, as does the Global Hotspots section.
I also really like the NPC Specialist rules, and the Investigations and Intelligence chapter ranges from "pretty good" to "great" on the information.
Just a lot of great information packed into a well written, well researched book. A must for Terror Network players and GMs.
The PDF, like Terror Network, has all of the bells and whistles present, from bookmarks to clickable Table of Contents and searchability.
AGENCIES AND CAMPAIGNS
First off, each of the common agencies are covered, with a focus on the types of operations they are likely to perform, as well as the hierarchy of the organization. For instance, the agents in the FBI are generally going to report to the Supervisory Special Agent, who answers to the Assistant Special Agent in Charge who reports to the Special Agent in Charge of the field office. That guy has to answer to the Division Chief, who reports to the Section Chief, who reports to the Director. The FBI, CIA, Homeland Security, Local Law Enforcement and US Special Operations Command are all discussed in this manner.
A good overview is given of the latitude afforded to agents, as well as the resources that they can call on.
We also get five sample campaigns designed to show the flexibility of a Terror Network game while staying within the Counter Terrorism "genre". For instance, an FBI campaign starting off as what appears to be a hunt for an elaborate serial killer turns out to have completely different motivations. A Secret Service campaign in which the PCs are having to deal with someone within their organization out to assassinate the President. One campaign is off duty cops versus a states rights militia that takes over a small town. Another involves a tricky prisoner transfer from overseas...in part because the country that has him is reluctant to admit that they do. Finally, a CIA campaign that kicks off with some very targeted plane bombings that, for some reason, no one has taken credit for.
INVESTIGATIONS AND INTELLIGENCE
As it says...a look into counter terrorism investigations and intelligence gathering. While there is a lot of information here, most of it is in pretty broad strokes. For instance, this isn't an in depth guide on "How to take fingerprints from a crime scene". I don't think that's a bad thing...honestly, it's the kinda thing I'm perfectly fine with my players going "I wanna take fingerprints from the crime scene." "Okey dokey" and then adding a roll of it is relevant.
The section on interrogation techniques is pretty great, identifying skills that might come into play, but also encouraging the GM to provide bonuses for good techniques...and offering a discussion of many of those techniques.
Resolving hostage situations is broken down into four basic methods (Rescue/Dynamic Entry, Sharp Shooters, Chemical Agents and Negotiation).
In the Intelligence Gathering section, the various sources for information gathering is laid out, alongside the types of Covert Operations that the CIA and Special Ops are likely to perform. In fact, the entire Intelligence Gathering section is pretty extensive, laying out the CIA's approach to information gathering, from an agent forming his alias to picking his targets and so on.
NEW RESOURCES AND RULES
First off, we get more coverage of mandates, expanding and clarifying them. We get mandates for local law enforcement agencies (APBs and Police Back-up).
We get rules for Specialists, who are essentially "one skill" NPCs that can be assigned to teams from the major organizations (CIA, FBI, Homeland Security and Special Ops) with the skill level that a specialist from that organization would provide...(for instance, an FBI Negotiator is more skilled than a CIA Negotiator...but when it comes to lawyers, Homeland Security has it down cold).
There are also Combat Specialist teams, such as FBI Swat Raids and Special Ops Strike Teams that basically get abstracted down to a Combat Rating.
The Resources section covers getting warrants as well as the various levels of security clearance, including transferring security clearance in multi-agency operations. There is a reference to a sidebar with a more realistic approach to clearance, but I couldn't find it in the immediate vicinity of this section, so I'm not sure what happened.
Finally, rules are provided for aiming shots, Targeted Shots (Called shots, including more lethal called shots) and attacking multiple opponents.
EQUIPMENT
Here we expand the weapons and equipment from the core rules, starting with melee weapons. In addition to nightsticks, telescoping batons, tear gas grenades and some new firearms, we also get rules for improvised weapons as well.
Vehicles get expanded, not only with new vehicles but add-ons such as armor and even snow tires.
This chapter really earns its keep with pages of new, general equipment (like "under the door" cameras", makeup kits, swiss army knives, grapppling equipment and much, much more). Computers are covered in notable detail, with bonuses for access to certain databases, as well as rules for firewalls and various types of software that a counter terrorism agent might like to have.
The chapter ends with dogs...bomb dogs, rescue dogs, drug dogs and attack dogs.
GLOBAL AGENCIES AND HOTSPOTS
Agencies for France, Israel, Pakistan and the United Kingdom are covered, with mandates appropriate for each. This section isn't INCREDIBLY useful if you want to run a game based outside of a US organization, as their is no hierarchy (or even a suggested "Use the CIA Hierarchy for Mossad", etc), but there is plenty enough information for international operations in which your PCs' agency has to work with another country.
The Hotspots section includes a brief overview of each country, followed by a breakdown of the major terrorist groups in each, with name, leadership, their size and ideology, followed by a paragraph or two of detail. This covers Afghanistan, Chechnya, Colombia, Greece, Iran, Iraq, Ireland, Israel, Kashmire, Pakistan, The Phillipines, Somalia, Spain, Sri Lanka, Thailand and Yemen. If you wanna clash with FARC instead of the Taliban, here you go.
DEPARTMENTS AND AGENCIES
No, this is not a rehash of the CIA, FBI and so on...this chapter is about important departments and agencies inside the US and how they interact with, or otherwise affect, the agencies likely to be used by the PCs.
There is even a paragraph given for every single department in the President's Cabinet, talking about the Departments of Agriculture and Education alongside the more "obvious" choices for a Terror Network game like the Department of Justice.
The Departments of Defense, Homeland Security and Justice get dramatically expanded as well, as they have far more relevance to the counter terrorism issue, given that Special Ops, Homeland Security and the FBI fall under their purview respectively.
The final section in this chapter delves into independent agencies, which has a particular bearing on the CIA.
RUNNING TERROR NETWORK
I like the touch up front, where the authors helpfully point out that they are not telling you how to run the game the "right way"...pointing out that once you buy it, feel free to do as you like (even if it means turning it into GI Joe vs Cobra)...but they do offer up some advice to help you out here.
They stress that the intent is to make Terror Network flexible within the framework of "Counter Terrorism RPG"...providing tools for door-busting action missions or intense investigations. In fact, building investigations from the ground up is covered here, starting with bad guys and their plots then evidence and locations and even laying out a timeline (which can go a long ways towards making the game feel "alive" in any situation).
They also recommend mixing it up...that is, not having every game be Jihadist of the Week. As I noted in the Terror Network review, they certainly provide ample material to allow you to do just that.
This chapter also talks about politics and how the authors have (impressively) managed to keep their personal politics non existent in their writing, as well as how to have a successful Terror Network game with a group of people who may have wildly differing views about the War on Terror.
The chapter ends with an expanded selection of optional rules for High Octane play, in case your PCs just aren't feeling bad ass enough.
The book ends with an extensive glosssary of important names and terms related to counter terrorism, a list of web resources you can use for your own research, and a character sheet (which seems to be identical to the one in the main rulebook).
THOUGHTS
Just buy the bundle and you don't have to worry about it. Seriously, while the Terror Network book hardly felt incomplete, the Agency Resource Guide just has enough information to make it feel indispensable for someone looking to run Terror Network. The dramatically expanded equipment section stands out, as does the Global Hotspots section.
I also really like the NPC Specialist rules, and the Investigations and Intelligence chapter ranges from "pretty good" to "great" on the information.
Just a lot of great information packed into a well written, well researched book. A must for Terror Network players and GMs.
Monday, February 28, 2011
Tommy's Take on Terror Network
Terror Network is a counter terrorism roleplaying game, and the first RPG released by Bedrock Games (distributed by Avalon Games). I have previously reviewed their Crime Network RPG, which you can read about here.
Terror Network is available in PDF format for $9.99, and you can get it, the Agency Resource Guide and two adventures in a bundle for $21.96. Terror Network is 114 pages, bookmarked annd searchable, with copy and paste enabled.
The table of contents is fully clickable, which should make navigation quite simple.
INTRODUCTION and ACKNOWLEDGEMENTS
This is a counterterrorism roleplaying game, and that doesn't just mean fighting Muslims. We get a broad overview here, noting that it is very likely that characters will die, as well as pointing out that you can run a traditional campaign or follow a plot/story arc through multiple characters and even law enforcement organizations.
Acknowledgements are also given to the experts that helped the authors research this game.
CHAPTER ONE
The introduction lets us know what we're in for: namely, it is a dice pool system, in which you roll a number of d10s equal to your skill compare the highest result to a target number. If you meet or beat it, you succeed. If you roll a natural 10, that's a total success.
We learn from a sidebar that there is a "High Octane" variant in which the PCs are more durable, if you wanna go the action movie route instead of a grittier route.
CHARACTER CREATION
First up, you pick one of three backgrounds: Military, Academic or Civilian. This sets the number of points you have to spend in given skill groups. You get three Primary Skill Groups, two of which are user defined, and one of which is specified by your background (Combat, Knowledge and Specialist).
Next, you pick Agency and Rank. It is assumed that everyone belongs to the same agency, and ranks are listed for the FBI, CIA, Homeland Security, Local Law Enforcement and Military.
Purchase skills next, with 12 points for each of your Primary Skill Groups and 9 points for the remainder. Defense skills provide opposition against other skills, and most skills are
"grouped", but there are still a ton of them. For instance, firearms are grouped into Small, Medium and Heavy Arms, with Sniper Rifles getting their own skill. As I noted in Crime Network, it's more skills than I normally like, but since your characters are defined entirely by skills, I have less of a problem with it in this system.
Every skill is given at least a paragraph of explanation, more if needed. You can take Expertise in skills, which grant you an additional die if you are using that skill for the noted purpose. For instance, using the Small Arms example, you can take Small Arms at 3d10 and an expertise for Single Shot. When using a Single Shot pistol, you now roll 4d10.
Contacts are also an important part of the game, and come two varieties: Support and Information. Information Contacts are good pipelines of info, while Support Contacts will actually try to physically assist you. You can have Military, Criminal, Police, Political, Civilian, Academic, Media and Agency Contacts. Each type of Contact is given a write-up on the types of Information and Support they will grant you if you make your Clout roll. Unlike Crime Network, you don't run the risk of having a hit put out on you if you fail, or go back to the well one too many times.
Unfortunately, we don't have Shortcomings in this game like we do in Crime Network...a shame, I rather liked them.
GEAR AND WEAPONS
The stat tables are very easy to read, and are divided up in Firearms, Melee Weapons (of which there are really only three, including your bare fists), Explosives (including IEDs), Contaminants (from Anthrax to Ebola to Alpha, Beta and Gamma radiation), armor and vehicles.
Every entry gets an explanation...they don't expect you to just KNOW what ricin is, for instance.
The chapter ends with grid maps for blast radius effects.
A very good chapter that provides a lot of equipment options and knows that a game about counter terrorism probably needs rules for poisons and radiation as much as it does for guns and cars.
COMBAT AND NON COMBAT RULES
We've covered the basic mechanics already, but this chapter provides further clarification and rules, such as damage. After a successful attack, you roll Damage against their Hardiness. Success equals a Wound. Every 10 you roll on the Damage roll equals an additional Wound. Three Wounds equals incapacitation, and dying sets in. If you get a Total Success (natural 10) on your Attack roll, you get an extra Damage die, to increase your chances of rolling that extra 10 and inflicting more Wounds.
Combat, by default, is grid based (and explosives have a chart for applying to the map grid), with the Speed skill being used for initiative. You can make a Move Action and a Skill Action each round, two Move actions, or you can take one Move and drop the skil Action, adding 1 to your Defenses, drop both for +2 to your Defenses, or just drop movement and add 1d10 to your attack roll. So, a decent level of options right there, without getting too complicated.
A handful of further tactical options are provided, including shooting someone from behind, targeting multiple opponents with automatic weapons and making called shots.
The chapter ends with basic vehicle rules, as well as "When Grenades Miss" (you've probably seen charts like this several times). Facing rules are also relevant here, and given a chart to cover that. This can impact their defensive skills from certain attacks.
I can see, in some situations, how lifting the Assassination Rules from Crime Network might also come in handy.
COUNTER TERRORISM AGENCIES
Now we get into the agencies and what they DO. Department of Homeland Security, among other things, are meant to raise and lower the threat level...unfortunately, this is one area where the book is slowly becoming outdated, as DHS recently announced they were doing away with the color coded threat system.
The FBI would probably be my pick for a game, simply because their mandates and purview are just so damned flexible.
The History of Counter Terrorism section goes into the backgrounds of the FBI, CIA, Department of Homeland Security as well as the US Special Ops, with a sidebar on just what kind of legal authority the military have on US soil. It's a nice touch for those who don't feel inclined to bone up on their own. However, the chapter continues on a great roll with the Approaches to Terrorism section for each of the above...breaking down their tactics and their organization.
I admit, I don't follow the operations of any of the above organizations that closely, but it sure READS like these guys did their homework, so I would imagine that this is all more than good enough for your campaign. I certainly found it to be terribly interesting and useful, especially when they delved into things I really didn't know much about, such as the Special Operations tactics and organization.
TERRORISM OVERVIEW
This could easily have gotten hairy, so - straight from the book: "In Terror Network, terrorism is defined as: the use of violence against symbolic targets and innocent victims to 1) intimidate groups or governments to pursue a desired course of action or 2) disrupt the status quo. This is a simple definition, and it also has limitations, but for the purposes of a counter-terrorism role playing game, it should provide GMs and Players with a helpful framework."
That explanation works well enough for me for RPG purposes, especially with the immediate caveat that terrorists are all different, but tend towards some common traits. A history of terrorism begins in Revolutionary France and carries through to the modern day, where a number of terrorist groups from a range of ideological extremes are provided, with jihadists sharing space with ecoterrorists and white supremacists. This section ends with a handful of fictional terrorists groups as well, for inspiration or just tossing your players for a loop.
A dozen common types of terrorist attacks are covered, including four varieties of WMDs, hijackings and cyber attacks, with a paragraph or so of explanation for each.
The chapter ends with some recent famous attacks, such as 9/11 and 7/7 (the World Trade center attack and London bombing, respectively).
In the dirty bombs section, I did notice a reference to Chapter Six here...which is fairly erroneous since this is Chapter Six.
OPERATIONS AND STORYLINES
This is, essentially, "How To Run A Counterterrorism RPG". Five sample operations are provided, with a paragraph or so on how they might would turn out, as well as a section on how to weave subplots into the Agency life (should you and your players decide to go that route)...like your kid getting busted for smoking pot while you're in the middle of stopping white supremacists from firebombing African American churches.
This chapter also encourages you to use real world organizations while also advising you to take care when using real people...for instance, using Al Qaeda isn't a bad idea, but having the PCs throw down directly with Osama bin Laden may get a bit campy for some groups.
Guidelines are included for making your own terrorist organizations, including helpful tips on (literally) mapping out their command structure.
Really, if I had one complaint about this chapter, I would have liked more sample operations (and made them just a bit less specific), but that's a minor quibble. As I noted in Crime Network, the game warns that it is terribly gritty and lethal, but I just don't see it with the rules as written. That said, the Rules as Written with the High Octane Health Variant and you probably do get pretty close to Jack Baur territory.
OPERATION DIRTY WATER
I'm going to ditch all pretense of objectivity for a moment, I hope you don't mind: Good God I love Bedrock Games and their approaches to adventures. Essentially, you are given a plot and timeline, and the PCs (assumed to be FBI or Joint Task Force agents) do whatever they can with the information given at the beginning to stop the plot.
Essentially, the agents have six days to save Boston from a terrorist plot that involves a bomb, a kidnapping and an assassination.
Important locations that are likely to turn up over the course of the investigation are detailed, as are the likely results of the PCs showing up there. Like with their Crime Networks adventures, the railroading begins and ends with "Here is what we know and these are your orders." I love that approach and they do it very well.
TERRORIST THREATS
We get nine terrorist threats across a broad spectrums: Muslim jihadists, white supremacicists and even disgruntled auto workers.
I was thrown a bit here by the inclusion of an FBI Agent and a CIA Agent, looking for the terrorist links, but now I'm pretty sure they were just meant to be sample characters...apparently not.
We get a fully clickable index, which is also a very nice touch.
APPENDIX
About a full page of books and articles are provided, followed by a probability success chart and an NPC sheet. Personally, I would like to see the Description bar removed and NPC sheets set up two to a page, but that's me.
A Stock Characters chart immediately follows, with a blank character sheet, a filled out sample character sheet and a High Octane sheet.
We get a few ads in the back of the book, promising the Agency Sourcebook (review coming very soon), Operation Hydra (an adventure that'll probably wind up in the queue sooner, rather than later), Crime Network (which is pretty great itself) and Horror Network (which really intrigues me).
THOUGHTS
Personally, I thought they did a fine job of taking the source material very seriously. I can't imagine how hard it is taking such an objective approach to things, ensuring that there is no real "Slant" in there. I didn't see any real discussion of torture, other than noting that it is presently illegal. That's fine, and well worth noting...but the thing is, it is probably going to come up at some point. I don't know of they felt like it would glamorize torture or what, but when the whole game is covering one very touchy subject, it feels like a strange omission.
I just did a quick scan of the Agency Sourcebook and came up empty there as well. Just saying, I'm not sure how you play a rules bending Jack Baur without torture...(and if standard interrogation methods are just as successful as torture, then why would you ever NEED torture?).
Personally, I think I might would house rule it so that torture has a "Say Anything" possibility...that is, you break a guy to the point that he will feed false information just to make you stop...maybe a roll made by the GM, so the PCs don't know if the information is legitimate.
Anyway, my quibbles are certainly minor. There is an unfortunate reality that the pieces of the RPG pie are often taken up by the loudest and flashiest publishers...and a lot of great work gets overlooked, unfortunately. From a style standpoint, Terror Network is completely functional, but nothing to get all excited about. It's when you actually pay attention to what's inside that you realize that level of work being done here. I cannot imagine how hard it is putting out a roleplaying game over Counter Terrorism and resisting the urge to G.I. Joe it and adding in a COBRA knock-off or something...the only real flight of fancy being the "High Octane" rules modification...and produce a great, interesting read (that also doesn't try to preach at you, from any direction).
Great, great stuff.
Terror Network is available in PDF format for $9.99, and you can get it, the Agency Resource Guide and two adventures in a bundle for $21.96. Terror Network is 114 pages, bookmarked annd searchable, with copy and paste enabled.
The table of contents is fully clickable, which should make navigation quite simple.
INTRODUCTION and ACKNOWLEDGEMENTS
This is a counterterrorism roleplaying game, and that doesn't just mean fighting Muslims. We get a broad overview here, noting that it is very likely that characters will die, as well as pointing out that you can run a traditional campaign or follow a plot/story arc through multiple characters and even law enforcement organizations.
Acknowledgements are also given to the experts that helped the authors research this game.
CHAPTER ONE
The introduction lets us know what we're in for: namely, it is a dice pool system, in which you roll a number of d10s equal to your skill compare the highest result to a target number. If you meet or beat it, you succeed. If you roll a natural 10, that's a total success.
We learn from a sidebar that there is a "High Octane" variant in which the PCs are more durable, if you wanna go the action movie route instead of a grittier route.
CHARACTER CREATION
First up, you pick one of three backgrounds: Military, Academic or Civilian. This sets the number of points you have to spend in given skill groups. You get three Primary Skill Groups, two of which are user defined, and one of which is specified by your background (Combat, Knowledge and Specialist).
Next, you pick Agency and Rank. It is assumed that everyone belongs to the same agency, and ranks are listed for the FBI, CIA, Homeland Security, Local Law Enforcement and Military.
Purchase skills next, with 12 points for each of your Primary Skill Groups and 9 points for the remainder. Defense skills provide opposition against other skills, and most skills are
"grouped", but there are still a ton of them. For instance, firearms are grouped into Small, Medium and Heavy Arms, with Sniper Rifles getting their own skill. As I noted in Crime Network, it's more skills than I normally like, but since your characters are defined entirely by skills, I have less of a problem with it in this system.
Every skill is given at least a paragraph of explanation, more if needed. You can take Expertise in skills, which grant you an additional die if you are using that skill for the noted purpose. For instance, using the Small Arms example, you can take Small Arms at 3d10 and an expertise for Single Shot. When using a Single Shot pistol, you now roll 4d10.
Contacts are also an important part of the game, and come two varieties: Support and Information. Information Contacts are good pipelines of info, while Support Contacts will actually try to physically assist you. You can have Military, Criminal, Police, Political, Civilian, Academic, Media and Agency Contacts. Each type of Contact is given a write-up on the types of Information and Support they will grant you if you make your Clout roll. Unlike Crime Network, you don't run the risk of having a hit put out on you if you fail, or go back to the well one too many times.
Unfortunately, we don't have Shortcomings in this game like we do in Crime Network...a shame, I rather liked them.
GEAR AND WEAPONS
The stat tables are very easy to read, and are divided up in Firearms, Melee Weapons (of which there are really only three, including your bare fists), Explosives (including IEDs), Contaminants (from Anthrax to Ebola to Alpha, Beta and Gamma radiation), armor and vehicles.
Every entry gets an explanation...they don't expect you to just KNOW what ricin is, for instance.
The chapter ends with grid maps for blast radius effects.
A very good chapter that provides a lot of equipment options and knows that a game about counter terrorism probably needs rules for poisons and radiation as much as it does for guns and cars.
COMBAT AND NON COMBAT RULES
We've covered the basic mechanics already, but this chapter provides further clarification and rules, such as damage. After a successful attack, you roll Damage against their Hardiness. Success equals a Wound. Every 10 you roll on the Damage roll equals an additional Wound. Three Wounds equals incapacitation, and dying sets in. If you get a Total Success (natural 10) on your Attack roll, you get an extra Damage die, to increase your chances of rolling that extra 10 and inflicting more Wounds.
Combat, by default, is grid based (and explosives have a chart for applying to the map grid), with the Speed skill being used for initiative. You can make a Move Action and a Skill Action each round, two Move actions, or you can take one Move and drop the skil Action, adding 1 to your Defenses, drop both for +2 to your Defenses, or just drop movement and add 1d10 to your attack roll. So, a decent level of options right there, without getting too complicated.
A handful of further tactical options are provided, including shooting someone from behind, targeting multiple opponents with automatic weapons and making called shots.
The chapter ends with basic vehicle rules, as well as "When Grenades Miss" (you've probably seen charts like this several times). Facing rules are also relevant here, and given a chart to cover that. This can impact their defensive skills from certain attacks.
I can see, in some situations, how lifting the Assassination Rules from Crime Network might also come in handy.
COUNTER TERRORISM AGENCIES
Now we get into the agencies and what they DO. Department of Homeland Security, among other things, are meant to raise and lower the threat level...unfortunately, this is one area where the book is slowly becoming outdated, as DHS recently announced they were doing away with the color coded threat system.
The FBI would probably be my pick for a game, simply because their mandates and purview are just so damned flexible.
The History of Counter Terrorism section goes into the backgrounds of the FBI, CIA, Department of Homeland Security as well as the US Special Ops, with a sidebar on just what kind of legal authority the military have on US soil. It's a nice touch for those who don't feel inclined to bone up on their own. However, the chapter continues on a great roll with the Approaches to Terrorism section for each of the above...breaking down their tactics and their organization.
I admit, I don't follow the operations of any of the above organizations that closely, but it sure READS like these guys did their homework, so I would imagine that this is all more than good enough for your campaign. I certainly found it to be terribly interesting and useful, especially when they delved into things I really didn't know much about, such as the Special Operations tactics and organization.
TERRORISM OVERVIEW
This could easily have gotten hairy, so - straight from the book: "In Terror Network, terrorism is defined as: the use of violence against symbolic targets and innocent victims to 1) intimidate groups or governments to pursue a desired course of action or 2) disrupt the status quo. This is a simple definition, and it also has limitations, but for the purposes of a counter-terrorism role playing game, it should provide GMs and Players with a helpful framework."
That explanation works well enough for me for RPG purposes, especially with the immediate caveat that terrorists are all different, but tend towards some common traits. A history of terrorism begins in Revolutionary France and carries through to the modern day, where a number of terrorist groups from a range of ideological extremes are provided, with jihadists sharing space with ecoterrorists and white supremacists. This section ends with a handful of fictional terrorists groups as well, for inspiration or just tossing your players for a loop.
A dozen common types of terrorist attacks are covered, including four varieties of WMDs, hijackings and cyber attacks, with a paragraph or so of explanation for each.
The chapter ends with some recent famous attacks, such as 9/11 and 7/7 (the World Trade center attack and London bombing, respectively).
In the dirty bombs section, I did notice a reference to Chapter Six here...which is fairly erroneous since this is Chapter Six.
OPERATIONS AND STORYLINES
This is, essentially, "How To Run A Counterterrorism RPG". Five sample operations are provided, with a paragraph or so on how they might would turn out, as well as a section on how to weave subplots into the Agency life (should you and your players decide to go that route)...like your kid getting busted for smoking pot while you're in the middle of stopping white supremacists from firebombing African American churches.
This chapter also encourages you to use real world organizations while also advising you to take care when using real people...for instance, using Al Qaeda isn't a bad idea, but having the PCs throw down directly with Osama bin Laden may get a bit campy for some groups.
Guidelines are included for making your own terrorist organizations, including helpful tips on (literally) mapping out their command structure.
Really, if I had one complaint about this chapter, I would have liked more sample operations (and made them just a bit less specific), but that's a minor quibble. As I noted in Crime Network, the game warns that it is terribly gritty and lethal, but I just don't see it with the rules as written. That said, the Rules as Written with the High Octane Health Variant and you probably do get pretty close to Jack Baur territory.
OPERATION DIRTY WATER
I'm going to ditch all pretense of objectivity for a moment, I hope you don't mind: Good God I love Bedrock Games and their approaches to adventures. Essentially, you are given a plot and timeline, and the PCs (assumed to be FBI or Joint Task Force agents) do whatever they can with the information given at the beginning to stop the plot.
Essentially, the agents have six days to save Boston from a terrorist plot that involves a bomb, a kidnapping and an assassination.
Important locations that are likely to turn up over the course of the investigation are detailed, as are the likely results of the PCs showing up there. Like with their Crime Networks adventures, the railroading begins and ends with "Here is what we know and these are your orders." I love that approach and they do it very well.
TERRORIST THREATS
We get nine terrorist threats across a broad spectrums: Muslim jihadists, white supremacicists and even disgruntled auto workers.
I was thrown a bit here by the inclusion of an FBI Agent and a CIA Agent, looking for the terrorist links, but now I'm pretty sure they were just meant to be sample characters...apparently not.
We get a fully clickable index, which is also a very nice touch.
APPENDIX
About a full page of books and articles are provided, followed by a probability success chart and an NPC sheet. Personally, I would like to see the Description bar removed and NPC sheets set up two to a page, but that's me.
A Stock Characters chart immediately follows, with a blank character sheet, a filled out sample character sheet and a High Octane sheet.
We get a few ads in the back of the book, promising the Agency Sourcebook (review coming very soon), Operation Hydra (an adventure that'll probably wind up in the queue sooner, rather than later), Crime Network (which is pretty great itself) and Horror Network (which really intrigues me).
THOUGHTS
Personally, I thought they did a fine job of taking the source material very seriously. I can't imagine how hard it is taking such an objective approach to things, ensuring that there is no real "Slant" in there. I didn't see any real discussion of torture, other than noting that it is presently illegal. That's fine, and well worth noting...but the thing is, it is probably going to come up at some point. I don't know of they felt like it would glamorize torture or what, but when the whole game is covering one very touchy subject, it feels like a strange omission.
I just did a quick scan of the Agency Sourcebook and came up empty there as well. Just saying, I'm not sure how you play a rules bending Jack Baur without torture...(and if standard interrogation methods are just as successful as torture, then why would you ever NEED torture?).
Personally, I think I might would house rule it so that torture has a "Say Anything" possibility...that is, you break a guy to the point that he will feed false information just to make you stop...maybe a roll made by the GM, so the PCs don't know if the information is legitimate.
Anyway, my quibbles are certainly minor. There is an unfortunate reality that the pieces of the RPG pie are often taken up by the loudest and flashiest publishers...and a lot of great work gets overlooked, unfortunately. From a style standpoint, Terror Network is completely functional, but nothing to get all excited about. It's when you actually pay attention to what's inside that you realize that level of work being done here. I cannot imagine how hard it is putting out a roleplaying game over Counter Terrorism and resisting the urge to G.I. Joe it and adding in a COBRA knock-off or something...the only real flight of fancy being the "High Octane" rules modification...and produce a great, interesting read (that also doesn't try to preach at you, from any direction).
Great, great stuff.
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