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Author Topic: Handlers  (Read 1069 times)
mathey
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« on: January 21, 2011, 12:39:10 PM »

So, I was replaying Alpha Protocol (got the PC version after playing a lot of the 360 one) and I noticed an aspect to their spy hijinks that I thought might be fun to use in tabletop: handlers. Now, obviously people have had handlers in their tabletop spy RPGs before in some capacity, usually in the form of the authoritative NPC boss dude during briefings. What I think Alpha Protocol does that I hadn't considered, though, is having a variety of handlers for the PC, each of whom come with their own personality and - of more relevance to gameplay - special handler perks. These perks provide the character with bonuses depending on his relationship with the handler in question. This in turn makes for an added incentive to be friends/enemies with your assortment of contacts and overseers, and it pays off in some interesting ways narratively as well.

I believe SpyCraft 2.0 had something akin to this in its well intentioned Organization rules. I never got much mileage out of them even when I used them and tried to remind my players about the assorted bonuses they got from their agency - it was a case of Option Overload I suppose. However, I can see myself ripping off AP in attaching a particular team-wide bonus to a single, unique NPC Handler, as that gives one focused benefit with a face and personality to go with it. That could be linked to the Disposition/attitude/etc. of the Handler NPC, perhaps, with each grade offering more or less intense versions of the bonus.

Also, something that may or may not tie in here is the fact that AP encouraged you to have some NPC relationships that were negative/hateful. I thought this was a nice change from the Bioware route of being every NPC ally's bestest friend ever in order to get a benefit. You could fill an NPC with contempt or scorn, in other words, but doing so didn't necessarily make them irrelevant. In fact, in some cases pissing them off could be preferable.

Is this something that could work in SC 3.0? Is it something that should be attempted in 3.0? And how do you handle Handlers in your own games?
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Crafty_Pat
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« Reply #1 on: January 21, 2011, 06:23:40 PM »

Is this something that could work in SC 3.0? Is it something that should be attempted in 3.0?

In a word, yes.
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mathey
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« Reply #2 on: January 21, 2011, 08:37:12 PM »

Is this something that could work in SC 3.0? Is it something that should be attempted in 3.0?

In a word, yes.

Smiley
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Charlie_X
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« Reply #3 on: February 01, 2011, 05:38:10 AM »

In second edition had an Archer Foundation base under an ASIO building. There were NPC's the group could have as contacts, get good and bad relationships with and then potentially call in or have help on a mission.
If they angered the science division, they'd get a bad cut of the gadgets. In the '24' style arc all around Canberra, the internal security guys were a help AND a hinderence, providing better than normal back up AND also checking up on the shady dealings of the group.

I've had pointmen player characters act as a handler, but some kind of NPC equivalent of Chloe Sullivan, Paul from Dollhouse or even (at the lowest level) Morgan Grimes, could be fun.
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« Reply #4 on: March 19, 2011, 02:26:05 PM »

Another good example of a handler would be Vaughn from Alias, at least in the early seasons, when Sydney was mainly the CIA mole in SD-6.

I've done it to a lesser extent in my games (not just the "boss" NPC handing out missions), but would like to see it more fleshed out in SC 3.0

Ashes to ashes,
Pheonyx
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« Reply #5 on: March 19, 2011, 02:51:45 PM »

I'd love to see something on Handlers done right in SC3
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mathey
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« Reply #6 on: March 22, 2011, 04:27:53 PM »

One thing I did with one or two past SpyCraft campaigns that I now regret: generic handlers. I mean, they had a name and maybe a picture, but they didn't really offer much beyond being a mouthpiece for me as I tried to give the players what they needed to get in the field.

Something the Sandbaggers has taught me is that the guys back at the home office can have as much if not more to deal with as their field operatives.
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Crafty_Pat
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« Reply #7 on: March 22, 2011, 07:25:14 PM »

One thing I did with one or two past SpyCraft campaigns that I now regret: generic handlers. I mean, they had a name and maybe a picture, but they didn't really offer much beyond being a mouthpiece for me as I tried to give the players what they needed to get in the field.

Something the Sandbaggers has taught me is that the guys back at the home office can have as much if not more to deal with as their field operatives.

Amen. Smiley
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