Tabletop Gaming: Running Spycraft tonight, but I don't have many ideas.

Discussion in 'Video Games and Technology' started by DaggersRage, Jan 10, 2008.

  1. DaggersRage

    DaggersRage Autistic bastard.

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    Well, I'm the GC (Game Control), GM, DM for tonights game of Spycraft. An action spy style of game and I just need some things go off on to get action going, help is appreciated.

    There's a lot of reading I admit, so that's cool if you dont care. :) 

    Background: Near Future. Players work for a new United States agency called the ISA. The ISA is a fast response group that can operate within the CIA, NSA and FBI's jurisdiction.

    The ISA is deployed to an large island that's under the control of two princes. The prices are at war with each other, one prince is very wealthy and charismatic while the other one is a militant leader. The wealthy prince is funding his own space program and his very first rocket launching soon, nobody knows for sure what's on the rocket though. It's said to be a communications satallite but the US Government isn't buying it and send the ISA to investigate.

    The situation so far: The players survived a gun battle in the street's of the island's capitol city. They caught one of the leading scientists of the rocket program. The ISA liaison for the scientists was killed during the gun battle. Assisting the players in the extraction of the scientist was Capt.Icemen and his team. The players and Capt.Icemen split and escaped the city. Capt.Icemen said that he and his team will catch up later and said they had a different landing zone to go to.

    The players return with the scientist alive. Their commander, Commander Sanders, said that Capt.Icemen was suppose to return with the player. Sanders assumes that Icemen is going rogue. The players pick up a new ISA agent (another player) from the airport, they discover though that a CIA agent was there before them also in an attempt to pick up the new arriving ISA agent. The players interviene, kidnap the CIA, get the other player and arrive back to base safe. It's still a mystery why the CIA is there when there was no offical word on CIA arrival.

    It's unkown if Capt.Icemen is apart of the CIA or is rogue. The players found the landing zone of Capt.Icemen and are about to go where they suspect Capt.Icemen may be hiding at....

    And thats it, I don't know what to really do with Capt.Icemen. I thought about making be the right hand of one of the princes, a mercenary, a rouge agent, a rougue CIA agent, or just a CIA agent. I'm not totally sure if the rocket should really be just a dull communications satallite, or somthing more sinister. Dont really know if both princes are evil or good, or both. Etc...
     
  2. Prowl

    Prowl Well-Known Member

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    Ok trying to gather it all in. Cool story by the way. What about if Ice is more than either of the prince's and is using the one funding the space launch to put a (insert deadly weapon or something sinister) into the rocket. He is actually not the CIA or working for one of the prince's, rather manipulating one of them (though acting as if he is on his side) in order to get this rocket off the ground. Players have to stop the launch and convince the prince, in addition to keeping Ice off the rocket.... Or is that too Dungeons and Dragons?

    (Quote from South Park for my own suggestions...) "That's special effects, that's not a plot"!! heheeh

    edit: he could even have a traditional monologue when the players find out about his scheme, explaining what his plan was all along.
     
  3. TonyzCustomz

    TonyzCustomz Am I doin it rite? TFW2005 Supporter

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    I always sucked at playing these types of games but I am going to say make the rocket have some sort of timed weapon of mass destruction on it. Both the princes are evil but one appears to be willing to help the ISA destroy the rocket of the other so after the rocket is destroyed the evil good prince will be come just evil again. I think Iceman should be a Rouge CIA AGENT that will help out in the end but remain a mystery to the players otherwise. I am just kind of rambling thoughts but so far it sounds pretty cool.
     
  4. Prowl

    Prowl Well-Known Member

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    So my buddy Tony and I have the same notion that the bloody rocket should have a weapon. We're on to something here man.
     
  5. TonyzCustomz

    TonyzCustomz Am I doin it rite? TFW2005 Supporter

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    Yeah rockets that don't have some sort of weapon that has a timer to put pressure on the good guys just blows.
     
  6. DaggersRage

    DaggersRage Autistic bastard.

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    That's fine, I never thought of it! I run these like they're action movies with a wee Tom Clancy flavor. :p 
     
  7. DaggersRage

    DaggersRage Autistic bastard.

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    So here's what I have in mind.

    The rocket will be a multi launch MIRV platform. It fires conventional ballistic missiles, no nukes. Capt.Icemen prefers to have accurate destruction than massive. He's using the well funded prince to create the satallite.

    Capt Icemen then plans to steal the satallite once the production is complete. Icemen can take it with a special access code he has in the satallite. Then he plans to just vanish, selling his services to the highest bidder in areas of conflict.

    Capt Icemen was a CIA agent who stole plans for the MIRV platform from the US Airforce research department. The CIA has arrived to take down Icemen, and to put some blame on the ISA for harboring a traitor. The CIA has plans to take down Icemen quietly, they don't want anyone to know that they had a traitor, makes them look bad.

    So, this'll have to make the ISA move fast. They have to stop the launch and capture, possibly kill, Capt Icemen before the CIA does. If possible players could optain the plans of the MIRV platform, as well as proof of Icemen's treason so the ISA can hold some leverage against the CIA for having a traitor going so far.

    Hows that sound?
     

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