Showing posts with label nights-black-agents. Show all posts
Showing posts with label nights-black-agents. Show all posts

Wednesday, 13 May 2020

Spy Thriller Engagement Roll

Right now our group is playing a game modelled on Night's Black Agents: burned spies fighting a conspiracy of vampires.

I say modelled, because we're using the Ironsworn RPG as the rule set. It's been making the rounds, so we thought we'd give it a try. Ironsworn has great support for solo play, so why not try it as a five-player GMless game?

Well.. I think we're way out of its sweet spot. GMless games need some sort of scene framing rules, or some way to divide up roles at the table. (See The Quiet Year or Microscope for good examples of that.) On the plus side, Ironsworn has tons of handy random tables that help provide answers on the fly for when things go wrong, unexpected plot twists, and so on.

One table that I'm hankering for, however, is a genre-appropriate "engagement roll". Once we've identified a target, this gives us some way of figuring out how the scene starts instead of playing out the whole approach. ("Rolling for surprise" in D&D is the archetypal engagement roll.)

Having an engagement roll lets us repeatedly start in medias res, and helps keep the pace brisk.

For example, when you learn about the warehouse where the deal went bad and the party decides it's their next target as part of this session, just press fast forward, roll 2d6 and find out where the action resumes.

2d6
When you've engaged your target, as play begins..
2
They're compromised. You're on your way in; one of you is already in deep cover
3-4
You've made your approach and you're on the way inside
5-6
You've been able to assess for some time
7
You have a short time to assess the situation before it gets dynamic
8-9
They've been spooked and/or tipped off
10-11
You've been made, and they've prepared for you specifically.
12
Compromised! Someone on your team, or your whole mission serves them.

Modify to taste - roll with advantage if you have useful intel and/or mission support, and with disadvantage if you've failed to maintain a low profile in some way, or if the target is especially sophisticated or hardened.

Thursday, 30 July 2015

Night's Black Agents - House Rules

Tonight we concluded our Night's Black Agents campaign.  We finally figured out to consistently do damage in the combat system.  MP5 with a tight burst to the head, a fat 12- or 13-point spend will do nicely. On a lucky roll you can even one-shot a vampire!

It's a good strategy, because vampires can cause so much chaos and damage you really don't want them surviving into round 3. Killing them in round 1 is ideal!



Tonight's climactic fight finale was two vampires and half a dozen Renfields, which looked like it could slide into a TPK at any minute, despite us coming extremely well prepared - thermobaric grenade to start things off, MP5 headshot, then supporting fire from an army surplus flamethrower.

(Flamethrowers are cheaty awesomeness in this game. Never leave your car without one.)

On the other hand, "Shock and Awe" tends to leave you with very few points to mop up the mooks, which turns the fight into unintentional comedy.  The mooks, too, start to run out of points, so the fight system almost does the opposite of what you want, steadily decreasing tension as everyone's attacks get less and less effective, like exhausted boxers circling one another but unable to land solid hits.

"I can't pick it up for 24 hours."
That and melee weapons (so far as we can tell) just suck compared to firearms.  You risk facing lethal damage from stand your ground when you close if your target still has a gun, and once you get there you need to have vast amount of points and pray for a critical - there's no special ammunition to boost damage, no laser sights to boost accuracy, no auto-fire for cheap extra hits.

Spending Preparedness to whip out a concussion grenade and throw it with Athletics is way more effective.

Upping the Ante

I propose three house rules to up the ante, and keep fights nail-biting until the final mook falls.

1. Unforgiven: By exposing yourself to enemy fire to take careful aim, disregarding the danger, you can spend Stability as Shooting.  You can sweat out your suicidal tendencies when you get back to your motel room.

2. Pulling a Muscle: By digging deep and straining your body to make a heroic effort, you can spend Health as Weapons, Hand-to-Hand or Athletics.

3. Multiple Stab Wounds: If you land a hit with a knife or dagger or other nasty, close-quarters weapon, you can treat it like a fully automatic weapon, but you spend Stability instead of Weapons on the extra damage dice. Stabbity stab stab, you psycho.

Thursday, 22 January 2015

Night's Black Agents

We're playing Night's Black Agents, GMed by the ever-capable +Stephen Shapiro. We're loving the campaign, but have very mixed feelings about the system.

If you're not familiar with it, Night's Black Agents is a GUMSHOE based game where you play burned spies on the run, who gradually realize that the powers they're up against have a distinctly supernatural flavor - the Illuminati is vampires.

You Must Be Taller Than Rocky To Solve This Case

GUMSHOE was originally created to power investigative scenarios, and there's a somewhat hippie mechanic at its core: rather than your skills being modifiers, they're exhaustible pools. When you have a '3' in Forensics skill, that means you can spend 3 points out of it until you refresh it.

On the other hand, spending a point is pretty powerful - instead of rolling to find the clue, if you spend the point, you've found it. As someone clever pointed out, shows like Sherlock and CSI aren't about people trying to find clues (and sometimes failing), they're about people finding clues. There's no flailing around, only furrowed brows.


Investigative pools refresh infrequently - only once per 'operation' for the most part, so they're a precious resource. We often find we've run out of something critical. This makes no in-game sense, but it has a few useful effects:

It shares the spotlight around - when you're out of the right kind of points, someone else probably has one.

It makes for 'good TV'. It may not make tactical sense to fire a bunch of gunshots then close to melee range with your combat knife, but it's kinda badass.

I can imagine if you're devoted to a strongly character-identified style of play, this would be really frustrating: there's no in-game/fictional reason you can't use your forensic scene. I thought this would feel annoying, but it seems to line up with good play habits well enough that it doesn't feel intrusive.

For me, that was the system's big surprise - given the 'out there' core mechanic, gameplay felt remarkably similar to other, more traditional games.

If you need one (and I usually don't), a rationalization that works for me is that we're just seeing the highlight reel. Forensics 3 doesn't mean you're Sherlock homes exactly three times and Watson the rest of the time, it just means that with a bunch of faffing around not shown on screen it turns out that your Forensics skill is what gives you the big break three times, and that's all we see.

The Conspyramid

On the GM's side is a piece of brilliance, the "Conspyramid".  The GM is encouraged to structure the vampire-controlled organization as a series of hierarchical nodes - at the top you might have a cabal of ancient vampires nestled in an NSA hard room; at the bottom you might have crooked local piece, 'turned' intelligence stations, or the Serbian mob dealing drugs out of a laundry.

At first, the players are tangling with the lowest levels; clues (inevitably found, one way or another) lead them to other nodes - but also, as the PCs cause damage, the conspyramid reacts like a wounded organism, at first curious, then angry and vengeful.

Villains higher-ups start asking questions as the low-level nodes go dark, using other low-level nodes to investigate. As the party makes its way up, the reprisals escalate, until finally they're being hounded in the night by carrion-fed ghouls that hunt by scent, targeted by SWAT teams acting on mysterious orders, or facing unmasked vampires themselves.

I Shoot Him For Zero Damage

Given such a fast-moving engine for tangling with the clues left by vampiric minions, the big disappointment was the combat system.

The skills that get used in combat are treated differently than investigative skills - here, rather than 'spend a point to find a clue', you dip into (much larger) pools for one-time modifiers to d6 rolls. Want a chance to shoot the bad guy? Spend a point of Shooting.

Definitely want to hit him? Spend three, or more if it's an especially hard shot.

That would be fine if combat weren't so freaking whiffy. It's like the worst of mid-level retro-clone combat. It's so unsatisfying to spend five points of Shooting to pull off that make-it-or-break-it shot, and then roll 2 points of damage.

It achieves spotlight-sharing, but in an awful way - individual actions are often either ineffective or inconsequential, so everyone gets a turn and scrape a couple of hit points off the villain.

It's irritating enough that there's a special combat system for fighting groups of low-powered villains if you get the jump on them, which mercifully allows you to kill them without rolling damage.

Full-Auto Point Spend, Please Hold

All the little tactical action and gun porn frills are handled, but holy snot, the special cases! Everything has its own little rule, and no two things are handled the same way. Like:

Point blank range modifies damage (but not the odds of hitting, unless the enemy is charging you); long range doesn't modify the odds of hitting, but you need to spend 2 extra points of Shooting to make the shot at all. Scopes reduce this cost (but not the odds of hitting), while laser dot sights reduce the long-range point cost and modify the to-hit roll, and allow your partner two free points of Intimidation.

Depleted uranium ammo (yay!) is resolved in three different ways (boo!), depending on the target. Against armor of grade 3 or less, it acts like incendiary ammo (flip flip), meaning it can ignite fuel/explosives but has a two-round penalty to both your and the target's to-hit threshold; against hard targets (regardless of their armor value) it bypasses armor completely and does +1 damage; otherwise it acts as armor-piercing rounds (flip flip) which reduces armor by half, rounded down.

I've taken to writing down the page numbers next to each skill, piece of equipment and accessory. It badly needs a reference sheet (booklet?), then a second edition edited by a scalpel.

A 9mm pistol causes d6 damage. An MP5 with a silencer, laser sight and hollow-point ammo, on the other hand, causes a d6-minute delay.

Why?!

Try Shooting Him In The Eye With A Wooden Bullet!

It's taken us a few sessions to figure out what the combat system wants us to do. It's demoralizing to spend 5 points on a brilliant display of martial arts but do no damage, because combat knives do d6-1; you really need a gun.

But choose wisely, fully automatic weapons just allow you spend more Shooting points (literally, spend 3 more points to roll more damage). On the other hand, flash-bang grenades seem to bypass the GUMSHOE ideology completely, doing massive amount of stun damage to everyone in range.

This led to a hilarious scene in our third session, with +Tim Groth's character having crippled two flak-armored ghoul-handlers in their BMW with a well-aimed flash-bang toss, only to follow up with hilariously useless rounds of SMG fire, failing to hurt them at all.

Then it came to me. The combat system is the framework for a second type of investigation.

Seriously, why would there be this mad little table with separate to-hit and damage penalties for each body part.  (Chest, -2 to hit if the target is facing you, -4 if they're facing away, +3 damage in either case; limbs, -2 to hit, +0 damage; heart, -3 to hit, +4 damage, etc.)?

The game wants you to try it all out!

NBA encourages the GM to customize their vampires for their campaign, giving them different basis (supernatural, viral, etc.), powers and weaknesses. You can explore this space, but instead of Forensics or Streetwise skill, you use different combinations of weapons, ammunition, and called shots.  Wooden bullets to the heart not doing it? Try incendiary ammunition to the eyes!

All that grindy combat certainly gives you plenty of opportunities.

Combat As Investigation

I feel like it would be an improvement to ditch all the modifiers and whiffing, and treat combat skill usage much more like investigative skills: every time you use a point of Shooting (or Weapons, or Hand-to-Hand) you succeed, with an effect appropriate to the in-game situation:

If you're trapped in elevator with two thugs and only a pen as your weapon, a point of Weapons will let you kill one of them and take a bit of a beating from the other, getting horribly bloody in the process.

If you've got an SMG, one point of Shooting will let you cause lethal damage to whoever you have in your sights, unless you're shooting at something SMGs don't hurt, like armored cars or vampires.

Scopes, laser sights, depleted uranium rounds, are all just tweaks to the fictional positioning that let you spend your Shooting points on tougher targets, in just the same way that a 10' ladder lets you climb better.

Why not let the GUMSHOE engine do its work?

The Burning of Intermodal X LLC

Last night's session was great fun, and I think it's worthy aside to my ranting about mechanics.

We're in Serbia, following leads we've gleaned from a stolen laptop. Belgrade is seeming decidedly unfriendly these days, and we've caught the attention of the very pissed off Bonchev mob, who we've managed to figure out are working for the suspiciously pale Sergei Dragonov.

A lot of our options have been cut off or burned, including our former handlers. Licking our wounds in a safe house, we're ambushed by a pack of ghouls - incredibly strong undead things wearing GoPro cameras, which was our first scary brush with the supernatural, back in session 3.

Reeling from that fight, we decided to take the fight to the enemy. Intercepting the ghouls' broadcast signal, our hacker managed to track them back to a warehouse controlled by shipping distributor Intermodal X, where they're 'stored' in a steel vault.

In session 4, we successfully infiltrated the apartment of Intermodal Belgrade's general manager. Stephen rendered this in heartbreaking detail, down to the bottle of antidepressants in his bathroom cabinet. Dressed as HVAC repair crew, we replaced his smartphone's USB charger with one that'll inject our hacker's custom apps.

Session 5, licking our wounds from another ambush while trying to extract a burned contact, we decide to take down Intermodal and the ghouls.  We show up as exterminators (Intermodal is mostly a legit business) in a hastily repainted van, and try to talk our way in.

Fortunately, our hacker has cloned the general manager's phone by now, so when they call to get authorization for something not on the schedule, he takes the call.

Simultaneously, a surprise delivery shows up - a truck full of packing peanuts, courtesy of our hacker +Tim Groth.  While Moisha (our tweed front man played by +Sean Winslow) kills time with Intermodal's irritated security team, +Michael Atlin and I (playing the wet work heavies) head down to the basement where the ghouls are stored.

We've come prepared! You know what sorta looks like industrial pesticide-applying gear? A thermal lance.  Fsshhhhhhhhh

We jump our security escort and make short work of the pair of them, then set to burning our way into the vault. We don't need a big hole, because you know what also sorta looks like industrial pesticide-applying gear? A scratch-built flamethrower.

Rebreathers (also standard industrial exterminator gear) keep us cosy while our smoke bomb goes off; the hacker trips the alarms to cause more chaos upstairs. Intermodal starts evacuating. Thing is, there's a detail of Bonchevs upstairs, led by surprisingly pale and strong Dragonov, and it doesn't take them long to realize something is seriously wrong.

But Moisha, on the lookout, spots them coming down the external staircase - he ambushes them with a flashbang tossed through the security door, and move in with my flamethrower. Turns out that flamethrowers at the right range are like flashbangs, awfully cheaty and point-efficient. The mooks don't stand a chance, and even Dragonov goes down under the intense one-two combo. It's hideous, but then that's the job some days. 

In Conclusion

Night's Black Agents combines excellent GM advice for campaign-structuring with a hippie approach to investigation, resulting in fast-moving conspiracy-hunting gameplay; we're having tremendous fun.  For no good reason this beautifully humming engine groans under a fatty layer of mediocre combat rules in dire need of simplification.

Would play again.