Showing posts with label victory games. Show all posts
Showing posts with label victory games. Show all posts

Wednesday, April 16, 2025

Retrospective: Q Manual

After seeing that advertisement for the James Bond 007 RPG, I found myself thinking about it, something I hadn't done in quite some time. I've been a fan of the espionage genre since I was quite young, influenced at least in part by my affection for the early James Bond films. Consequently, when the roleplaying game was released in 1983, I was an early adopter and had a great deal of fun with it.

One of the things that really set James Bond 007 apart from its competition, like Top Secret. was its remarkably elegant and thematically consistent design. Much of that is probably owed to the efforts of its lead designer, Gerard Christopher Klug, who seems to have had a rare talent for mechanical innovation in service to genre emulation. I adored James Bond 007 for its action resolution and chase systems, as well as its emphasis on style as well as substance. It was a really tight, inspiring design.

Since I've already written a Retrospective post about the game itself, I thought a good way to return to discussing James Bond 007 would be through the Q Manual, published the same year as the core rules. Subtitled The Illustrated Guide to the World's Finest Armory (not a misspelling; the 007 RPG used American spellings throughout), the book conjured images of white-coated technicians, deadly attaché cases, and Roger Moore raising an eyebrow as Desmond Llewelyn stammers his way through the latest miracle of British engineering. That’s exactly what the Q Manual delivers: an in-universe catalog of gadgets, vehicles, and weapons straight from the MI6 labs, lovingly detailed and immaculately presented.

The book takes the form of a “field guide” issued to agents of the British Secret Service, complete with an introduction by Q himself and dossiers on the equipment available to operatives in the field. That this fiction is maintained throughout the book is no small achievement. One of the many things that sets James Bond 007 apart from other spy RPG is the importance given to tone and presentation. The Q Manual, written Greg Gorden, leans hard into this, turning what could have been a dry list of gear into a flavorful extension of the world of the game. 

One of the most striking things about the supplement is its production values. Victory Games, being a subsidiary of Avalon Hill, inherited that company's penchant for clean layouts and effective use of art and typography. The illustrations in The Q Manual are clear, reminiscent of technical drawings, which only enhances the feeling that one is paging through a genuine intelligence dossier rather than a gaming supplement. Even the typefaces and formatting choices reinforce the conceit, giving it a restrained, professional look that stands apart from the appearance of most other RPG books of that era.

Mechanically, the Q Manual provides complete game statistics for each item, compatible with the system presented in the basic game rulebook. Everything from the iconic Walther PPK to rocket-firing cigarettes is detailed with both practical and, at times, tongue-in-cheek commentary. In this way, the book acts as both a mechanical expansion and a setting book, grounding its fantastical gadgets in a consistent rules framework while reinforcing the tone and flavor of the Bond universe. It’s a great example of rules and presentation working hand in glove.

Of course, all of this is just another way the Q Manual reinforces what makes the James Bond 007 RPG so special: its commitment to genre fidelity. Like the best RPG supplements, it doesn’t merely tack on new rules or equipment. Instead, it deepens the player’s immersion in the world of the game, reminding him that this is a game about style, daring, and cool-headed efficiency in the face of over-the-top supervillainy. Every gadget and vehicle included serves not just a mechanical purpose, but an esthetic one, enabling players to act (and feel) like true agents of Her Majesty’s Secret Service.

Re-reading it now, more than forty years later, I was struck by the book’s clarity of purpose and sincerity. It does not wink at the audience nor lapse into self-parody, as even the later Bond films would sometimes do. Instead, it treats the world of Bond as one worthy of exploration and emulation, not as camp, but as aspirational fantasy. I think that's a key to why both this supplement and the entire James Bond 007 game line were favorites of mine. 

No supplement is perfect. Like the game itself, the Q Manual assumes a particular flavor of "espionage" – clean, glamorous, and British to its core. There is little room here for the messy realities of the Cold War or the moral ambiguities of Le Carré. But this is James Bond, not Tinker, Tailor, Soldier, Spy. The Q Manual knows what it is and does it exceptionally well. Honestly, that's what I love about it, even now. It captures a particular fantasy of espionage and invites you to step into it, martini in hand and mission dossier at the ready. It's refreshing to revisit something so joyfully committed to the escapism it's offering.

Monday, April 14, 2025

"Experience the Life of a Secret Agent ..."

Though I played a fair bit of Top Secret in my youth, I think my favorite espionage RPG was James Bond 007 from Victory Games. Even ignoring its connection to Ian Fleming's novels and the United Artists film series, James Bond 007 was in my opinion a great bit of game design, with elegant, emulative rules and terrific graphic design. I had a ton of fun with it during the brief time when it was in production (1983–1987). 

Tuesday, November 29, 2022

White Dwarf: Issue #59

Issue #59 of White Dwarf (November 1984), with its cover by Peter Andrew Jones, is another issue I remember well, since it was published during the run of years when I had a subscription to the magazine. In his editorial, Ian Livingstone notes that the "Fiend Factory" feature, which began all the way back in issue #6 and many of whose entries formed the basis for TSR's Fiend Folio, would now be presenting new monsters for more RPGs than just Dungeons & Dragons. Small though this change is, it is nevertheless an important turning point in the history of White Dwarf and reflects, I think, the rise to prominence of other games on the UK scene. 

The issue begins with "The Mad Gods' Omelette," a parodic fantasy short story by Dave Langford. It's actually quite funny in the way it skewers the increasing self-seriousness of the contemporary works in the genre, particularly those that took their cues from Moorcock. One of my favorite bits in the story is a comment by the protagonist Erryj, possessor of "the black, runecarved artificial leg Slugbane," upon hearing that "the Dark Gods walk the earth once more."

"The Dark Gods?" Erryj gave Dylan Worm a searching glance. "Aye, I have heard tell of such. Speak you of the Elder Gods? ... The Younger Gods? The Dead Gods? The Agnostic Gods?" With each utterance, a greater stillness filled the room.
As I said, it's quite funny and much more enjoyable than Langford's "Critical Mass" column this or any other month. Mind you, this month's installment of the book review column holds some interest in that Langford looks at William Gibson's first novel, Neuromancer, which he likes a great deal, though he criticizes its "frenetic" pace. I suppose it wouldn't be a proper "Critical Mass" column if Langford didn't find fault in nearly everything he reviews.

"Open Box" takes a look at three different adventures for Call of Cthulhu: The Curse of the Chthonians (9 out of 10) from Chaosium, Glozel est Authentique! (5 out of 10) from TOME, and The Horrible Secret of Moneghan Island (7 out of 10) from Grenadier. These reviews are all fair, based on my own experience. Also reviewed are the Gamemaster Pack and For Your Information for James Bond 007, which earn 4 out of 10 and 3 out of 10 respectively. This continues the trend of giving rather negative reviews to James Bond 007 RPG products, something I find inexplicable, given my own fondness for the game. On the other hand, neither of the reviewed products are exceptional in any way, so perhaps they are fairer than it might seem on first glance. Finally, there's a review of Chaosium's Ringworld, which receives a mediocre 6 out of 10, even though the reviewer praises both the background information and the rules set – odd!

"The Ninja" by Chris Elliott and Richard Matthews is yet another stab at a ninja character class for AD&D. Though there are a few new wrinkles – such as non-magical "spells" – the class is just another Japanese-flavored assassin variant with too many abilities. The class is intended to be used in conjunction with "Hour of the Tiger," an AD&D scenario also included in this issue. The adventure involves the infiltration of an imperial palace and demands stealth and cunning, not to mention reconnaissance, to succeed. It's well done and probably challenging, particularly to players for whom brute force is standard operating procedure.

Marcus Rowland's "A Matter of Faith" presents four religious cults for use with a variety of modern-day RPGs, such as Mercenaries, Spies, and Private Eyes; Top Secret, James Bond 007, Superworld, Champions, Call of Cthulhu, Golden Heroes, and Villains & Vigilantes. The cults range from The Temple of Excellence, Inc., which teaches that transcendence is possible through the acquisition of skills, to Technodeology, which believes that God does not yet exist and must be created as a computer. Rowland fleshes out each cult briefly and provides notes for customizing it for the RPG in which it's used. Very good stuff!

"Two Decks are Better than One" is a Car Wars article by Steve Jackson about the inclusion of double-decker buses into the game. "Eye of Newt and Tongue of Bat" by Graeme Davis is the first part of a series of articles intended to provide a system for the manufacture of magic items in AD&D. This installment focuses on staves, wands, and scrolls. I've long liked the idea of a system like this in principle, because I think that the process of creating new magic items should be both involved and interesting. However, most such systems offer only tedium without much else and, sadly, this system isn't much different.

"On the Road" by Anna Price is an outline for a RuneQuest scenario in which the characters accompany a caravan across the Plains of Prax. Though skeletonic, it provides enough detail, including several random tables, to make the overall situation compelling. "A Brush with the Lore" by Gary Chalk and Joe Dever tackles the matter of choosing an appropriate brush and paints for miniatures. "Core" introduces the Consular Office of Reconnaissance and Exploration, a Zhodani organization intended to be used as antagonists in an ongoing Traveller campaign. Like many such things, it's fine for what it is, but not especially memorable. 

"Gladiators in RuneQuest" by Matthew Pook briefly discusses the matter of blood sports in the game, while "Pit Fighting" by James Waterfield contextualizes somewhat the practice within the setting of Glorantha. "The Great Hunt" by Simon Iff describes the Reavers, powerful minions of the demon prince Orcus who do his bidding on the Prime Material Plane. This article includes lots of background material about the Reavers and their origins, as well as their activities. Though very high-powered, I immediately saw uses for these creatures in certain campaigns. "Ars Arcana" by Kiel Stephens continues to look at unusual uses for D&D spells and does so quite engagingly. Any article that can teach me a few new tricks for a game I've been playing for decades earns a gold star.

This is a very good issue, filled with lots of variety, in addition to old favorites like "Thrud the Barbarian," "Gobbledigook," and "The Travellers." To my mind, this is peak White Dwarf and is what I think of when I think of the magazine in its heyday. 

Tuesday, July 5, 2011

The Ads of Dragon: James Bond 007

Aside from just being a generally awesome issue, #75 (July 1983) also included this terrific ad for Victory Games's then-upcoming James Bond 007 roleplaying game.
As RPG ads go, this one is definitely up there in my memory. When I saw it, I immediately knew I wanted to get this game and play it, which, of course, I did to great success several months later. Nearly 30 years later, James Bond 007 remains one of my favorite RPGs of all time, in large part because its designers and writers really got the world of James Bond and tailored their game to provide it to players and referees alike.

What an amazing game.

Wednesday, April 21, 2010

Retrospective: James Bond 007

Though TSR's Top Secret was my first love when it came to espionage RPGs, I think Victory Games's James Bond 007 was probably my true love. I exaggerate slightly, of course, because, when it comes down to it, the Bond franchise is no more about espionage than Dungeons & Dragons is about the Middle Ages. That's what I liked about this roleplaying game, released in 1983 by Victory Games, a subsidiary of Avalon Hill formed a year earlier and staffed largely by ex-SPI personnel: it knew what it was and made no bones about it -- and what it was was an action-adventure game inspired by Ian Fleming's sophisticated pulp fiction (and its spin-offs).

That self-awareness might not seem like a big deal nowadays but, in 1983, it was noteworthy. Whereas the aforementioned Top Secret was a conceptual jumble intended to encompass everything from John Le Carré to The Man from U.N.C.L.E., James Bond 007 was a piece of precision game design intended to bring the flamboyant world of Britain's greatest secret agent to life. Written by Gerard Christopher Klug, whose primary design credit prior to this was "co-development" of SPI's SF RPG, Universe, the game employed a percentile-based "quality results table" to adjudicate most actions in the game. Not unlike the color-coded charts in games like later games, such as Marvel Super Heroes, the table determined not only the success of actions but also, as its name suggests, the quality of those successes on a scale of 1 (Excellent) to 4 (Acceptable). This scale elegantly enabled many actions, such as combat, to be handled with a single die roll. The chance of success -- and thus its quality -- can be modified through the use an Ease Factor assigned by the GM.

Character creation is a straightforward point-buy system designed to ensure that even rookie characters are quite competent, as you'd expect for secret agents in the James Bond universe. Points are spent on five characteristics (Strength, Dexterity, Willpower, Perception, and Intelligence), Skills (from a narrow but appropriate list), and Physical Appearance (including Height and Weight). Weaknesses of various sorts give additional generation points with which to purchase any of the above. Optionally, characters may have prior professions, which give them "Fields of Experience," which are non-mechanical "skills." That is, they represent areas of knowledge on which a character may draw without the need for a roll to determine success. They're a surprisingly elegant aspect of the game that nicely models the ability of Bond to come up with useful information in the course of a mission.

What's interesting about James Bond 007 is that it never loses sight of its purpose. Rather than cover a wide variety of topics in limited detail in order to provide breadth, it instead goes into much great detail about a small range of topics you'd expect of any game inspired by James Bond. Thus, there's an entire chapter devoted to chases of all sorts, just as there are chapters devoted gambling/casinos and interaction with NPCs, particularly seduction and torture. The result is a game that, while very focused, nevertheless doesn't feel cramped. In fact, it feels strangely liberating, as the rules quite clearly give the GM a fully-functional mechanical toolbox for emulating Bond films and novels.

Building on this, the Basic Rules of James Bond 007 provides an extensive GM section -- nearly half of the book's 162 pages are given over to the GM. Besides the usual advice, there's a great section on building memorable NPCs, complete with random tables for generating their stats and a random encounter system designed to simultaneously flesh out a mission and provide unexpected turns of events. It's surprisingly old school in its general approach and something I appreciate even more now than I did back when I played the game. Other portions of the GM section detail weaponry and gadgets, MI6, important NPCs from the films/novels, an enemy organization called TAROT to replace SPECTRE (which, for legal reasons, the game could not use), and information on numerous Bond-related world cities. There was even an introductory solitaire adventure to enable players and GMs alike to become familiar with the rules -- and all under one cover.

James Bond 007 was not only a good game, one that perfectly emulated its source material without the imposition of a mechanical straitjacket, but also a very successful one. During its brief time on the stage (1983-1987), it sold tens of thousands of copies, making it likely the most popular espionage-related RPG ever published. Support for the game was primarily in the form of adventures -- another connection to old school principles -- with a handful of sourcebooks, such as the Q Manual and Thrilling Locations, both of which could readily be used as inspiration for other modern day games. The adventures were a mixed bag, using the movies as starting points but in fact deviating from them quite radically in some cases. Even the worst ones, though, felt distinctly "Bondian" rather than generic, much the game itself.

Long out of print, Berin "Uncle Bear" Kinsman, has retro-cloned the rules under the name Double Zero and a full release of the game is coming late this summer. I certainly look forward to it, as James Bond 007 was a terrific example of early 80s game design and a true classic. Despite my fondness for Top Secret, I doubt I'd ever consider playing it again, whereas I'd happily play James Bond 007 in a heartbeat. For its genre, no one's ever done it better.