Night's Black
Agents, as a hardcover, is a massive 232 page-book, with 2 pages of editorial,
3 pages of ToC, which leaves us with 227 pages of content - so let's take a
look!
Wait for a
second - before we do: Yes, this means I'm branching out into GUMSHOE, at least
occasionally. Why? Well, I actually got Night's Black Agents as a present from
a friend of mine (thanks, Paco!) and had been playing with it for quite some
time. Before I get into the nit and grit, let's start with a brief discussion
of GUMSHOE, the engine of this RPG.
The system
you're probably most likely to know the engine from would be "Trail of
Cthulhu," Pelgrane Press' investigative horror game - and thus, you can
already deduce the focus of GUMSHOE. Focus? Well, it is my firm belief that no
roleplaying game system's engine is perfect. Pathfinder, for example, excels in
complex builds and combat simulation. If you take a look at the investigative
aspects...well, not so much. I believe that both players and GMs benefit from a
change of pace and system once in a while and so, in a way, GUMSHOE was the
natural step to take for me, since it can be considered to be almost
diametrically opposed to PFRPG in focus. GUMSHOE is a roleplaying game all
about the brains, less about the brawns.
The system
is very much ability-driven (though the GUMSHOE term "ability" here
does not refer to an ability-score, but rather a skill): Investigative
abilities contain e.g. Cop Talk, Data Recovery, Law - you get the idea. Now
here's the clincher though: You have one point in an investigative ability?
You're one of the best in the field - auto-success. I know, w-t-f, right? But
what about degrees of success? Well, the interesting thing is that each ability
in GUMSHOE is treated as a resource - you can e.g. spend points of your
investigative abilities to unearth ADDITIONAL information. The result of this
structure is that the director (or GM) has a different task, as do authors -
the structure must, by virtue of the game's design, provide multiple ways
towards the end. expending points from the investigative abilities can open new
venues of investigation, provide short-cuts
-the system pretty much enforces well-written investigations - you can't
provide a railroad, you need to make the research modular. This is pretty much
genius. (Yes, abilities spent regenerate.)
There also
are general abilities, which follow different rules that allow for failure. You
spend ability points and roll a 6-sided die to see whether you succeed. To keep
a character from investing all in one score, the second highest score must at
least be half the highest. Points to buy abilities from depend, btw., on
group-size. General abilities contain Athletics, Disguise, Driving,
Hand-to-Hand, Shooting...and, obviously Health and Stability. So yes, that's
about it. No, seriously - investigative and general abilities. that's it.
Simple, right? The more dice you spend, the higher is your chance of success.
Cooperation between characters is still an option and groups may piggyback on
the best character's action by spending less points.
So, this
would be the basic set-up. Now, as you can glean from the set-up, combat is not
nearly as complex or diverse as in PFRPG or 13th Age and indeed, the system
lends itself to a higher lethality-level. There is also an evident problem for
anyone familiar with similar set-ups: Essentially, the set-up boils down to
resource-management, which means spreading abilities etc. makes sense. Inexperienced
players may end up sans points in their key competences right in the middle of
an investigation. This is intentional, mind you, and part of the challenge -
each spent should be carefully considered. Agents do not exist in solitude -
hence, in most game-styles, there are sources of stability that help you from
going off the deep end - from causes to persons, these are your anchor in the
world, what keeps the character sane - their sources of stability.
So that's
the vanilla set-up of GUMSHOE. Night's Black Agents, to me, has one of the
best, if not the best version of the GUMSHOE-engine, though - at least for any
game that is at least slightly pulpy. The book sports so-called thriller combat
rules, which allow for the stunts we all know and love from the spy genre's
fiction and it also offers "cherries." 8 points in a given ability
unlock the cherry, which means you get something awesome: You're either less
ridiculously easy to hit with guns, get a wild-card die-result you can
substitute for another roll, automatically bypass most doors sans test...yes,
this would be iconic and interesting specialization options, which
coincidentally also help with the spread-problem.
Design-wise,
it should also be noted that Night's Black Agents is one of the smartest, most
professional games you can get for its focus: What do i mean by that? We *ALL*
have different concepts of what spy thrillers should be like - gritty and
psychological? Far-out and action-packed? Well, this book offers different
game-modes, which handy glyphs denote. These game-modes represent different
approaches to the genre and play in vastly different ways: "Burn"
focuses on the psychological ramifications of spy-work and damage. While the
default of Night's Black Agents is a Bourne Identity-like cinematic set-up,
"Dust" allows for gritty, lethal, lo-fi rules that would also gel
perfectly well with noir-aesthetics. "Mirror" would be the ultimate
game of shifting alliances, betrayal and trust - intended only for mature
groups, here betrayal among players and contacts, constantly shifting
allegiances and the like generate a feeling of paranoia. Finally,
"Stakes" is probably most in line with classic James Bond - it's the
high-risk "In service of a higher cause" type of gameplay. All of
these are supported, and, to a degree, they can be combined by a capable
director. The result being that this is not a simple monolithic rules-set, but
one that has a massive array of support for table-variation built into its very
foundation.
EVERY other
game-system I know (and quite a few designers) should take a careful look at
this design-principle - here, we have support for A LOT of table variations and
playstyles. And yes, this extends throughout the whole game's presentation,
from chases to the primary antagonists.
Which
brings me to the next point: When I got this book from Paco, I wasn't that
thrilled - As I've been rambling on about time and again, I have VERY specific
notions of what vampires should be. Well, the primary antagonists of Night's
Black Agents, the conspiracy of vampires the agents face, is nothing less than
brilliant in the way that it extends this modularity to the very concept of
vampires: Instead of providing a monolithic hostile force that was bound to
limit and disappoint some groups, we get a vast toolkit for your own vampire
customization, with abilities marked with handy glyphs: Whether due to a
mutation of the Marburg V-virus, as descendants of Dracula's lineage,
supernatural creatures or even aliens, a plethora of vampiric themes is supported...yes,
including the classic "servants of hell"-trope. And, once again,
options are provided without making the material presented prescriptive in any
shape, way or form. Sample characters can be found here to highlight the
potential of the adversaries and infection/becoming a vampire also has a
different set of conditions. Perhaps you're one of the weirdo GMs like yours
truly and want something far-out? Well, from Camazotz to the Lamia, quite an
array of kind-of vampiric adversaries are provided for your convenience.
Combat,
btw., is significantly more rewarding here than you'd think - the new cherries
and various options, from expert martial arts to feinting mean that this book's
combat-section can be considered the most refined among GUMSHOE games. Special
tag-team benefits allow btw. fr the combination of abilities for rather
intriguing effects. The book also sports several hazards and how to deal with
them in the context of the rules -from
falling to acid to toxins, there is enough out there to kill your agents..or
drive them mad. A significant collection of stability-loss samples and concise
rules for mental illness, PTSD and the like, are provided - and yes, in mirror
games, multiple personality disorder may turn you into your own adversary.
Directors
also may benefit from the easy means f tracking "heat", i.e. the
level by which your agents are hunted. Tools of the trade, both subtle and of
the flamethrower-variant and tricks of the trade, from covert networks to safe
houses - there is a lot going on here - and even with the relatively broad
strokes I'm painting with here, I have no true means of covering the whole book
sans bloating the review. So, I'll instead comment on some aspects.
The advice
to players-section is gold. Yes, you can win. Yes, something horrible is gonna
happen - this is a horror game. Get an exit strategy...this short section
should be something featured in any investigative roleplaying game - it also
helps players succeed and not be stumped. (Contrary to popular myth, GUMSHOE
does lead to dead-ends once in a while - not via investigative abilities
failing, but due to the human factor...and that is a good thing, as it makes
the final triumph sweeter!)
Directors
of the game can officially start grinning, since at this point, it is time for
me to tell you about another great aspect of this book: Beyond the excessive
modularity of the rules presented, the book acknowledges something:
Investigations are HARD. No, seriously. Any GM of any game who has ever tried
to write one will have come to this conclusion - much less speaking of a whole
friggin' campaign! The solution, obviously, is to give the director the tools
for the trade - and partially, the system's insistence of modularity,
hard-coded into the very rules, already does that pretty well. But the
narrative structuring of the frame-work still is an issue - so we get the
downright genius Conspyramid. You have various levels, where you generate a
flow-chart diagram of your own vampiric conspiracy...but beyond this, it's the
advice that really matters. If, e.g., you follow Stoker's classic means of
identifying vampires (or that from folklore), this will have repercussions on
how your game works: Do they show on smart-phones and cameras? is a bite enough
to doom you? Can vampirism be cured? If so, how? Only before or also after the
transformation? The level of detail is staggering. Want more? What about a
concise list of Europe's backstage intelligence agencies and military OPs as
well as detailed information on criminal syndicates and the like? Quick and
dirty city building, alongside concise and detailed examples provide glorious
backdrops and advice on how to handle the grand game of spy-craft. On a meta-concern
beyond individual design, advice on pacing and structuring of operations,
pyramidal structures of antagonist motivations - the structuring advice
provided here in not only great and valid within the frame-work of Night's
Black Agents and reaches almost the level of a full-blown GM-advice book.
So, what
about EVEN MORE modifications? Perhaps you don't like the vampire angle - no
problem: The book has rules for straight, non-supernatural spygames. Or
perhaps, you want gameplay with agents that also have supernatural abilities
like remote viewing? Supported. The latter especially is interesting, since it
offers plenty of support in conjunction with other GUMSHOE-products...nothing
keeps you from re-designing that cthulhu-material, after all...
A brief and
solid entry-scenario can also be found in this book, though that would be the
one component where Night's Black Agents does not fare as well as other
GUMSHOE-products - the scenario is solid, sure - but, as you'll see next week,
there are better ones out there. A further reading list concludes the main text
of the book.
The addenda
contain exceedingly handy director-tracking sheets, worksheets for vampires and
cities, operation sheets, an easy director-cheat-sheet of crucial rules,
thriller chase summary cheat-sheet and rules, the same for thriller combat
options, conspyramid-sheets to print/copy and use, ability summaries (also for refreshs), an
agent record sheet, indices and a handy main index for navigation.
Conclusion:
Editing and
formatting are apex-level awesome - no significant glitches in a book of this
size. Wow. Layout adheres to an easy-to-read 3-column standard - which I
usually really don't like - in most of the cases, 3-columns render the page's
visuals cluttered. not so here. In fact, due to the excessive modularity of the
system provided, it actually works to the book's benefit as a structuring
element here. The artwork ranges from somewhat comic-y (and less awesome than
I've come to expect from Pelgrane Press) to the glorious style of the cover.
Btw.: Quite a few non-gamer friends have commented on the cover artwork being
absolutely stunning. I concur. The book's dead tree hardcover is a thing of
beauty and if you intend to play this game, I certainly advise you getting it.
Now originally,
I did not have the electronic version of Night's Black Agents - by now I do.
The pdf comes fully bookmarked with nested bookmarks and symbols among the
bookmarks for your convenience, making navigation very simple. The book also
comes with an EPUB-version, a MOBI-version, Agent's Dossier, the first module
from the Zalozhniy Quartet (review forthcoming) and the BETA 2-version of the
Night's Black Agents Android App. There also are free resources to be
downloaded online - scroll to the bottom of the review (at least on my
homepage) for the link.
Kenneth
Hite's Night's Black Agents is one damn impressive tome - the setting provided
is concise and managed, in spite of my VERY STRONG opinion on vampires, to
avoid annoying me. This book is all about options - it is a toolkit par
excellence that does not force any playstyle on a given group, instead opening
up a vast plethora of diverse choices and options for anyone to pursue. The
rules are explained in a concise, easy to grasp manner and are so simple I managed
to convey them to people who had never played RPGs before in less than 10
minutes. Granted, that's a strength of GUMSHOE as an engine.
However,
beyond utilizing the strengths of the engine itself, this book resolves several
crucial points of criticism with the engine underlying the setting - the
diverse rules not only allow for different playstyles with different foci, it
also mitigates some of the less inspired components of the engine by adding
(optional) complexity that renders gameplay more diverse and ultimately,
rewarding.
The single,
biggest crucial strength of this book is that its modularity extends beyond the
reach of its implied setting - in spite of the great presentation and concise
rules, the concept of spies vs. vampires, to me, seemed rather monolithic; the
issue of Cthulhu-games, if you will: You (kind of) know what to expect. Well,
the beauty here lies in the options: You can easily combine this book with
other GUMSHOE settings and systems. Want to go Cthulhu NOW with ToC? Get this.
Want more combat edges and action in Esoterrorists? (Yup, review coming up!)
Get this now.
The
engine-tweaks introduced herein render this book an imho non-optional, massive
toolkit for GUMSHOE that enriches ANY game based on the engine, not only the
intended playstyle-verisimilitude. Which also deserves credit galore - the
level of detail and support for the director should be taken as the level to
which all games should aspire to.
Apart from
the vast diversity of options (none of which are neglected or considered
superior), the sheer attention to detail regarding the finer points of
conspiracy-creation and the like retain their validity even beyond the confines
of this game. Oh, and then there's massive array of supplemental material, the
fact that you literally can derive so much awesomeness from this book. If you
play GUMSHOE, any GUMSHOE game, and always felt like the engine had more to
offer, then you should consider this a must-buy book. If the theme even
remotely interests you, well, then this should be considered a unique and
rewarding game to play. Night's Black Agents is, by any measure I apply, a
superb game. My review may not reflect this 100%, but I tried VERY hard to pick
this book apart - but quite frankly, there is nothing worth complaining about.
Sure, its combat will never attain 13th Age's or PFRPG's level of complexity.
But neither will those systems ever come close to the investigative caliber of
this book.
If you're
looking for a change of pace, for vampires in your GUMSHOE game, for a glorious
investigative game, for a rules-expansion of the highest caliber, for any of
the above virtues- then there's no way past this book.
My final
verdict will be 5 stars + my seal of approval, accompanied by being tagged as
an EZG Essential-book for GUMSHOE. Once I've reviewed enough books of the
system, I will provide the corresponding Essentials-list.
Those free materials I mentioned in my review? Here's the link to them!
There's one more thing: You see, there currently (until Halloween!) a pre-order going - the core book, plus the director's handbook, plus the Dracula Unredacted? What's the latter? Well, perhaps the most ambitious hand-out in gaming history - the original Dracula novel, commented and suffused with lore that pertains to Night's Black Agents! Yes, this is the equivalent of a cthulhu mythos tome-handout. Damn cool and something I'm very excited to see!
The pre-order bundle can be ordered here at 10% off.
Endzeitgeist out.
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