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Omega Girl
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« on: April 10, 2010, 10:52:53 AM »

I'm still new to Spycraft and trying to get my head around the system. I love the book, but it reads like stereo instructions and I'm still having trouble with the mechanics of designing a missions. I don't suppose anyone has made an example or step-by-step tutorial for building missions?
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« Reply #1 on: April 10, 2010, 12:33:14 PM »

You may find this post on scene building useful.

http://www.crafty-games.com/forum/index.php?topic=592.msg9209#msg9209
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« Reply #2 on: April 10, 2010, 12:56:59 PM »

I love the book, but it reads like stereo instructions

This made me lol  Grin

The trick is to set aside sufficient time and follow through the instructions one step at a time. Don't skip ahead. Once you've got a little experience it gets easier. I generally do it like this:

1) Pick a theme and a set of very rough objectives.

2) Select a mission caliber based on global impact.

3) Decide how many scripted scenes I want, and how I want the players to complete each scene. The final scene I usually script as a dramatic scene. I usually between 3 (for missions lasting one game session) and 5 (for missions stretched out over several sessions).

4) Write objectives for each scene, with one in the final scene as a critical objective. They should be relevant to the overall plot, and each one helps move the story along.

5) Populate each scene with relevant NPCs, and calculate stats based on team threat level.

Hope this helps...
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« Reply #3 on: April 10, 2010, 12:59:16 PM »

To me, most of the "mechanics" of mission building are retrospective. i.e., they tell you more "what you get for what you did" than tell you how to build it. (i.e., the "step 5" of the outline on page 426.

But if you haven't yet, I'd recommend you take a look at some of the missions in the free download area as examples:

http://www.crafty-games.com/downloads
(skip down to missions under Spycraft 2.0)

To me (and sorry if this overlaps overmuch with the previously mentioned outline), the steps of building a mission are:

1) Premise: Something bad has happened or will happen and the players must act, out of duty or necessity. Decide what this is.

The premise can be multi-layered. E.G., an informant has information and must be extracted or protected. But the informant's intel might lead to a second thing the agents must do, e.g., stop the weapon from being stolen, the virus from being distributed, the president from being assassinated, etc.

If you have a specific agency that directs the action for the players, that might dictate what sort of things they try to stop. Some actual examples from games I have run:

(click to show/hide)

2) Opposition: Someone will act to stop the players. Decide who.

This can be your typical villainous organization or opposed nation military or intelligence agencies. Or this can be legitimate security forces that aren't "in the know". Again, multi-layer can work here too. An organization might be infiltrated, there might be rival agencies that interfere with your efforts against the main bad guy, or neutral mercenaries, opportunists, and foils might have their own motives.

The Spycraft 1.0 book Mastermind is a nice idea soup for brainstorming this sort of thing.

3) Create 2-4 scenes

This is where I start to step into the structure in the book.

Usually, a different scene means a different location, though a single scene may span multiple smaller locations, or 2 scenes may be in the same location but with a situation change.

The book uses "objectives". Normally, you'll make 2 objectives to a scene. Think about it... if each scene is a different location, an objective is the reason you are going there, and what you hope to do there.

Decide what the players must do, and how the opposition presents itself, and any complications.

If the scene seems too easy, add a complication. For example, you may have a bad guy who has a thumb drive with some important data on it. If you have a team of bruisers, this might seem straightforward: Find the guy, beat him up, and take the thumb drive.

So, why is this hard? This is your chance to add objectives and complications. Look at each task I've set out above and think of why this might be complicated. Look at the objective tables on pages 431-433 if you need ideas.

For example, breaking this up:
Find the guy: is he hard to find? Is he disguised? Perhaps a search is required? Perhaps he's somewhere hard to get, like a secured building or a prison. Or a remote desert base.

Beat Him Up: Is he hard to beat up? Does he have an entourage?

Or better yet, is there are reason NOT to beat him up? For example, will he destroy the thumb drive if attacked? Will the fact someone else is after the data alert him or his allies to a future operation? Will it offend people who are supposed to be your agency's allies?

Take the thumb drive: If you were supposed to take it without him knowing, you may need some sort of ruse of sleight of hand. Or perhaps there are extreme measures to protect it. Does a bomb go off if it leaves his person? Is it surgically implanted in him... do you need to kidnap him? Or manufacture a reason to cart him off in an ambulance.

Once you have selected the objectives for each scene, that tells you the base award for the objectives and any complications.

One final trick to picking objectives:
WRITE THE OBJECTIVES TO THE AGENTS.

Go through the mission and pick out 1 or 2 things each agent is good at and put it in as an objective. You have someone great at computers... then at some point, require a computer to be hacked.

Lots of soldiers and martial artists? Make sure there's a good raid or fight scene.

A sleuth or other master of investigation? Try something that takes canvassing or a manhunt.

An intruder or other character with maxed out security and sneak? There'd better be a building to break in to.

And so on.

Go down the skill list and the class list of your player and match objectives to players.

4) Design your opposition, and derive their XP.

Samples from the adventures and crafty products are good for this. I also recommend Meadicus's NPC builder:

http://www.meadicus.plus.com/craftygames/npc-builder/

5) You're pretty much done. You can split your awards up as the Living Spycraft missions do if you wish. I just eyeball this is the players didn't do everything they are supposed to.

When the mission is run:
Determine the threat level (total levels divided by 5). Remember you can tweak to taste.

Add up xp from objectives, npcs, and complications, and action dice*. Multiply by threat level to get the final xp award.

(* - I personally find tracking action dice XP to be a task. I'd recommend giving players a flat award like assuming everyone got 4 (i.e., 100 xp.))
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« Reply #4 on: April 10, 2010, 03:14:00 PM »

This is great stuff.  I will be saving this.
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« Reply #5 on: April 11, 2010, 07:03:16 AM »

I am running a Spycraft 2.0 game at NC Gameday in two weeks. I have to write the adventure up; would you be interested in seeing me do that here?

Caveat that I have to get my characters finished first (I like having enough agents of each gender so each player can play an agent of their own gender if they so choose, and I had a larger slug of women sign up than I ever have before.)

Caveat 2 that I don't really care about XP in my con games, and might give that short shrift.

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« Reply #6 on: April 12, 2010, 03:40:56 AM »

Quote
Caveat that I have to get my characters finished first (I like having enough agents of each gender so each player can play an agent of their own gender if they so choose, and I had a larger slug of women sign up than I ever have before.)

Just give them names like Pat, Chris, Jamie, Jordan, Riley, Alex, Jessie, etc. Then, in the background you give the players, avoid gender-specific pronouns. Done.

'Cause I kinda want to see how this is "officially" done. I usually just wing it; I liked the Mastermind system because of its flexibility and because it built adventures the way I build adventures. 2.0... eh... not so much.
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« Reply #7 on: April 12, 2010, 05:52:52 AM »

Just give them names like Pat, Chris, Jamie, Jordan, Riley, Alex, Jessie, etc. Then, in the background you give the players, avoid gender-specific pronouns. Done.

Heh, cute. But alas, what I was really saying is "I need to make 2 more characters", and my pregens have a pedegree and personalities. And pictures.

But alas, I finished the two characters, but made the decision to alter the gear baseline to caliber III, which is costing me much more time.

Quote
'Cause I kinda want to see how this is "officially" done. I usually just wing it; I liked the Mastermind system because of its flexibility and because it built adventures the way I build adventures. 2.0... eh... not so much.

I usually wing it myself, but I do use the mission scene structure.
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« Reply #8 on: April 12, 2010, 03:53:43 PM »

There are like 40+ mission at TheAgencyStar.   Wink
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« Reply #9 on: April 12, 2010, 05:37:41 PM »

I have to admit that I use a completely different method - I like webs, so do up flowcharts and events rather than scenes as such - though cells on the chart often are scenes. Means that I don't have to guess what the PCs may do, just what will happen if they don't interfere.

Makes it a bear to do up on a computer though - I seem to have lost my flowchart software a couple of computers ago. These days I mostly use the tray liners from fast food restaurants.

I tend to cheat on NPC voices and personality - I assign actors in my head. You might be surprised how well Jack Nicholson does as a starship captain....  Grin

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« Reply #10 on: April 12, 2010, 11:14:46 PM »

I have to admit that I use a completely different method - I like webs, so do up flowcharts and events rather than scenes as such - though cells on the chart often are scenes. Means that I don't have to guess what the PCs may do, just what will happen if they don't interfere.

A few years ago a player in my game started drawing a web on a piece of page connecting the plot points and who NPC's were connected to.  It worked out even better then my plan [and gave me a few ideas].  Since then I've done the same thing for the masterplot of the campaign.

Quote
I tend to cheat on NPC voices and personality - I assign actors in my head. You might be surprised how well Jack Nicholson does as a starship captain....  Grin

I do the same, but I also tell my players who I've assigned.  Most of the time it helps move the game along, and gives the players a better idea of the characters looks and mannerisms, the rest of the time it ends with someone having a sudden need to use the seduction rules.
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« Reply #11 on: April 13, 2010, 10:54:25 AM »

Makes it a bear to do up on a computer though - I seem to have lost my flowchart software a couple of computers ago. These days I mostly use the tray liners from fast food restaurants.

Check the tools thread. I posted a link for Dia (think Visio) and a mind mapped or two there a while back.
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« Reply #12 on: April 14, 2010, 12:27:34 PM »

I do the same, but I also tell my players who I've assigned.  Most of the time it helps move the game along, and gives the players a better idea of the characters looks and mannerisms, the rest of the time it ends with someone having a sudden need to use the seduction rules.
And that's why you should never have an NPC based on Sean Connery.... Tongue

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« Reply #13 on: April 15, 2010, 03:52:45 AM »

I do the same, but I also tell my players who I've assigned.  Most of the time it helps move the game along, and gives the players a better idea of the characters looks and mannerisms, the rest of the time it ends with someone having a sudden need to use the seduction rules.
And that's why you should never have an NPC based on Sean Connery.... Tongue

The Auld Grump

I described an NPC using something along the lines of "like Monica Bellucci in Tears of the Sun" and one of my players response was literally "What page are those seduction rules on again?".  Can't say I was really surprised at that one.
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Omega Girl
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« Reply #14 on: April 19, 2010, 10:17:40 PM »

Thanks everybody, especially for the step-by-step breakdowns. That really helped a lot. I guess mission-building for Spycraft isn't too different from most other RPGs, it's just framed a little differently.

When I get a bit of free time, I'll try posting up a mission I'm building step-by-step. I'd appreciate any feedback, and hopefully it will help anyone else who has my problem later on.
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