After last week's Retrospective post on the Q Manual for James Bond 007, my thoughts were starting to turn towards espionage RPGs. This inevitably led me back to TSR's Top Secret, which I loved but didn't play as often as I'd have liked. That, in turn, reminded me of the existence of its offspring, Top Secret/S.I., released in 1987, just as I was preparing to go away to college. Consequently, I didn't get a chance to look at the game until a few years later, by which point it was mostly a dead letter, despite receiving a fair bit of support over the course of its five-year run.
It's a shame, because I think TS/S.I. had a fair bit of potential. Designed by Doug Niles and Warren Spector, the game took a somewhat different approach to its subject matter than did its predecessor. Gone was the procedural, often gritty tone of the Merle Rasmussen's 1980 version. In its place was something more colorful, kinetic, and cinematic. TS/S.I. doesn't aspire to be "realistic" so much as an emulation of the larger-than-life globetrotting adventurer-cum-"spies" we saw in the action movies of the time. It was, I think, a good call and probably a better fit for the realities of most roleplaying game campaigns.Like most TSR RPGs, Top Secret/S.I. was released in a boxed set, packed with goodies. Say what you will about TSR, but one of its great strengths was the physical production of its games. I think they may have outdone themselves in the case of TS/S.I. The company clearly had high hopes for the game. The box contained:
- A Player's Guide (64 pages), clearly written and friendly to newcomers.
- An Administrator’s Guide (32 pages), providing the referee with tools and advice.
- Maps, cardstock character sheets, reference charts, and a sheet of cardboard stand-up figures.
- Dice, of course, because no boxed game would be complete without them.
The packaging alone made it clear that this was a game, not merely a rulebook, but one that presented itself as a fun, playable experience intended to evoke a wide range of modern adventures, not just the high-tech gadgets and dangerous glamour of Cold War espionage fiction. I suspect that TSR hoped that Top Secret/S.I. would do for the present day what Dungeons & Dragons had done for fantasy: provide a flexible, accessible rules framework that could serve as the foundation for a whole genre of modern action roleplaying, from spy thrillers and paramilitary missions to pulp conspiracies and even near-future techno-drama.
In this, the TS.I. boxed set feels like a kind of Rosetta Stone for late-‘80s genre media. The core materials obviously nod to James Bond, Mission: Impossible, and the like, but the open-ended system and grab-bag of equipment, skills, and professions suggest a broader ambition. You could just as easily run an adventure inspired by Miami Vice, Rambo, or even Romancing the Stone. The structure was modular and the tone elastic. The overall design of the game hinted at a future where the spy game might grow to encompass all contemporary genre play.
TSR probably wasn’t just trying to publish a game about spies. Instead, they were trying to stake a claim on the modern era. The original boxed set suggested that they hoped to build outwards from it, creating a game that could handle every kind of adventure that could be found on video store shelves or TV Guide listings circa 1987. At least, that's what it looked like to me when I first read the game's materials during its dying days. If I'm correct, it was a pretty ambitious project to have undertaken, even if the end result didn't prove quite as successful as TSR might have hoped.
The rules of TS/S.I. were straightforward, modular, and forgiving. Characters were generated with six attributes (rated 1–100), a profession (which granted skill access), and a suite of percentile-based skills. It was a clean system, a sort of midway point between the crunch of, say, Twilight: 2000 and the elegance of James Bond 007. Combat, though potentially lethal, was far more forgiving than was the original Top Secret. Weapons and gear were detailed, but not exhaustively. The goal seems to have been clarity and momentum rather than obsessive realism. This was a game that wanted you to just dive in and play, not calculate cover modifiers for twenty minutes.
The default setting concerned the struggle between ORION (a kind of freelance intelligence agency) and WEB (a global criminal conspiracy) and was both its strength and its weakness. On one hand, it gave the game immediate stakes, a Bond-like clarity: good versus evil, gadgets versus goons. It let players jump into the world without pages of history or faction briefings. On the other hand, it lacked subtlety. There was little room for ambiguity, betrayal, or the slow-burn paranoia that often defines great espionage fiction. But for players raised on reruns of Mission: Impossible or The A-Team, this clarity was probably a feature, not a bug. There’s also an undeniable charm in how Top Secret/S.I. embraces the genre’s clichés. For example, some of the stand-up cardboard figures are depicted with trench coats and sunglasses and it’s hard not to smile at the earnest theatricality of it all. TS/S.I. doesn’t wink at its inspirations; it celebrates them without irony. Like a well-worn VHS tape of Octopussy or Delta Force, it’s content to revel in genre tropes, trusting that players will fill in the gaps with imagination and energy.
That attitude might partly explain why the game, despite its potential, never quite caught on the way its creators hoped. By 1987, the Cold War was already beginning to lose its pop culture dominance. The Berlin Wall would fall just two years later. Espionage itself was becoming murkier, more bureaucratic, and less suited to clean narratives. Furthermore, TSR was already showing signs of overstretch and its dominance in the RPG market no longer unchallenged. Top Secret/S.I. was well-supported, with modules, expansions, and genre-bending supplements like F.R.E.E.Lancers, but it never seemed to take off. As I said, I never even saw a copy until well into its run and I never owned it myself.
Despite all this, I think there's real merit in what the game tried to do. The original boxed set is well done, a terrific artifact of TSR at its peak as a producer of tactile, inviting RPG products. Likewise, the rules hold up better than one might expect, especially for pick-up play or shorter campaigns. The setting might be broad-stroke and somewhat Saturday morning in tone, but it’s also an ideal launchpad for more creative groups to riff, remix, and reframe. You could run hardboiled noir, techno-thrillers, or even supernatural conspiracy stories with only a few tweaks, just as TSR seems to have hoped to do.
I think I'm in one of your core constituencies: late 70s/early 80s entry to rpgs, played through high school, dropped it for decades but always kept that spark of interest, getting back into it now on the glideslope to retirement and maybe actually having time to play again. My friend had Top Secret and we probably played a couple of times, but Traveller and D&D were our mainstays (until Aftermath came along). Really just commenting to let you know I love your blog, especially since you post almost everyday, which gives me my RDA of RPG! Keep up the great work!
ReplyDeleteThere are quite a few of us on this particular ice floe—a belated return to gaming after long absence. Always nice to see a fellow traveller!
DeleteYou don't hear of very many Aftermath afficianados! How was it playing for you? It has the reputation of being pretty math heavy.
DeleteWe loved it. I've never understood the math heavy complaint against it. We probably didn't play with every rule tho. We liked the hit location detail, and the action phase system. Once you got it figured out it was just initiative point and then how many actions you could complete.
DeleteTS/SI was the first TSR, non-D&D game I played. I picked it up used at a local comic shop, so I didn't even have the complete set but still had a blast playing it. I backed the TS:NWO kickstarter several years back but ended up cancelling my pledge because it was apparent to me that it was going to be a complete sh*tshow. Seems like I was right.
ReplyDeleteChuckles, our games of Top Secret were very late 70's early 80's and embarrasingly none Pc. Character names like Mahat Makoat, Horst Van Rental, and Tara Bumzeedaze
ReplyDeleteI was a bit too juvenile still, too properly play Top Secret (the original Rasmussen version). All I can really remember is that my younger brother played a psychotic Canadian assassin who carried a 10 ga shotgun. Man he killed a lot of people with that shotgun!
ReplyDeleteOh, I thought the hand-to-hand combat rules were cool “Ha! I have countered your karate roundhouse kick with my boxing kidney punch!”
Outside of D&D, my most played RPG back in the day was TS/SI. I loved the hell out of that system. Some of the concepts still inform how I think about game design to this day. Original Top Secret was a little too much for me at the time, and I didn't encounter James Bond 007 until long after I stopped playing.
ReplyDeleteI adored parts of the game mechanics - the d100 roll for attacks using the 10s digit for damage and 1s digit is the hit location was just so smooth - the default setting felt cartoonish for us. Mind you we had years of JB007 under our belt and focusing on Cold War politics rather than SPECTER… i mean TAROT…. Years later I came to appreciate the space that the eccentric character creation really leant itself to classic TV Mission Impossible groups. Maybe do something with that someday.
ReplyDeleteEven as a teenager, Top Secret SI seemed like a heartbreaker. The default setting was a little too over the top for me. Somehow I gravitated more to the original Top Secret, which felt more LeCarre or Forsythe, rather than SI's Saturday morning cartoon setting.
ReplyDeleteOriginal Top Secret had a fuzzy, mutable setting. Operation Spelling-Is-Impossible was a very le Carre locale, with East and West being two sides of the same coin. Operation: Rapidstrike was more a Bond movie set up, though creating a third-party adversary rather than a Russian one.
DeleteThe thing is, gamers often find this sort of even-handed approach awkward. Traveller did this with the Zhodani after years of pushing them as psionic aggressors, and I remember being caught short. I totally get why TS/SI took the GI Joe angle and targeted a younger demo.
My best friend and I were both taking Russian in high school, and reading Pravda…i dont remember treating the Soviets as even-handedly as you suggest, but I think you are exactly right, looking back. Weirdly, we never played a module for TS—i found them difficult to navigate as a silly teen…and honestly, GI Joe would have been far easier for me to run. I will have to look at Rapidstrike again, and see just how much I missed.
DeleteI believe we have spoken of it before, but my group and I had trouble getting Top Secret games going—or keeping them going—perhaps for many reasons that are predictable. Espionage games with any degree of realism, which most players want to a degree, require more grown-up knowledge than teens have. Or at least, than we *had* in the 80s. Kids are probably more aware now. And, of course, most espionage is not super-conducive to party play.
ReplyDeleteI suspect many of you had no trouble, but I did have trouble running it, and I loved Top Secret.
I will also admit that my favorite spy story of the time was Your Code Name is Jonah,, the CYOA classic by Edward Packard, so I am not the most mature spy master.
This book came out as I too was going off to college, and I missed it. I want to read it now though. Thank you, James. :)
I had a short TSSI campaign soon after it came out. I used the Top Secret module TS004 - Operation: Fastpass. If they are still readable and someone has MacDraw2, I have the hotel floors nicely drawn out for printing at 25mm scale. I have some printouts stashed somewhere with my "floor plan" collection. I'm not sure we even completed the mission...
ReplyDeleteAnd who would have know that in 2005 I would actually visit Budapest...
My buddy Mark loves Top Secret/SI, and we've run through his modifications of it a few times. It's an enjoyable system, to be honest.
ReplyDeleteI played this for YEARS with my high school and later college friends. We even hashed out our own rules for Special OPs characters as we played more of the counter terrorism vein. Recently dusted it off again for a new set of players and it didn’t take long to get them up and running missions. Such a great platformZ
ReplyDeleteInterestingly it was *this* version of Top Secret that my friends and I played the most.
ReplyDeleteThe original Top Secret didn't last more than a session or two before we bounced off it and played something else.
But Top Secret/S.I. lasted for almost an entire Summer of gaming as I recall (ran by myself at least once/week & sometimes twice). And then a few month later another friend ran his own campaign that also lasted at least a couple months of weekly games.
Those were some good times
I bought this game as a high school senior as soon as I saw it on a store shelf, full of anticipation, and was instantly disappointed. I thought that adding a default fiction setting to Top Secret was a mistake, and made the game instantly feel less 'real' than the original. And on top of that, the default setting was clearly most inspired by "The Man From UNCLE," a TV show that was, from, like my father's generation, which further made the game seem dated and bland. And then TSR published an article in "Dragon" where the designers explained on hindsight that the TS/SI boxed set had suffered from having been rushed to meet a publishing deadline. Additionally, for reasons I still don't understand, despite TS/SI having been published (as well as supplements), in 1987/88 "Dragon" magazine then began publishing a series of Top Secret articles for the original game, not SI, including several by Merle Rasmussen, who was not the designer of the new game. As a kid, I took this all as an indicator that TSR had no faith in the game and that it wasn't selling well. But then they kept publishing supplements for it. And, to my surprise, I thought several of the supplements were WAYYYY BETTER than the original game, and may showcased how the game could be expanded broadly beyond its default setting. I thought the pulp sourcebook for their "Agent 13" character was particularly excellent.
ReplyDeletewe had a lot of fun with this for a while, and liberally mixed in stuff from the James Bond game with Top Secret/SI. It was fun! It's a shame there's not much out there these days that's dedicated to really putting the spy genre into rpg form. You can do it with things like Modern AGE, or Feng Shui 2 if you want to, but it was awesome having dedicated spy games with robust supplements. Always felt like Top Secret (original and SI) and James Bond pushed each other to be better and the winner was us.
ReplyDeleteWhen I ran this version of TOP SECRET in the early 90's, I was heavily influenced by THE ILLUMINATUS TRILOGY and actually did include some of what I guess you would call "preternatural elements". For example, during an adventure in Haiti early in the campaign, one of the characters was drugged, buried alive, and believed himself to become a zombie. Later the entire team was regressed to their past lives through hypnosis and spent two sessions fighting conspirators in Renaissance Italy. Their nemesis organization was a shadowy conspiracy called "the Sub Rosa", so roses were a prominent theme throughout. It was pretty wild, and showed how flexible the game really was.
ReplyDeleteI was the one who commented on your Life of a Secret Agent post about Top Secret SI often being left out of these conversations. Thank you for this excellent write up. We ditched the default setting quickly and played what nowadays would be best described as a team of Homeland Security agents (years before that agency even existed). This was the first game we ever played in a contemporary time period and since we were all well into our 20’s, we could identify with our characters, situations, and adventures. We all had real life experience doing thjngs such as driving cars, shooting guns, checking into hotels, and dealing with all kinds of other adult activities so we were able to easily get into character and buy into the adventure.
ReplyDeleteI haven’t looked at my copy in some time but I would guess that other than updating the skills for changes in technology, this game has aged well and could be used for a game set in current times.
I’d love to run a game set in the late 80’s/early 90’s using the system as written.
I really liked the Agent 13 pulp sourceboo k at the end of the run
ReplyDelete