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Top Secret Traveller - fast and furious play

I too am a big fan of Top Secret/SI. I know some game masters and players dig referencing rules and multiple charts, but I never did. I trip over them and look incompetent and get slowed down in moving the story... and getting a cool story with great npcs to interact with has always been my strength, so I like to play to that with a minimum of interference.

Traveller was the first system I saw with skills, which blew me away. FASA's Star Trek was the first percentile system I used, and THAT impressed the heck out of me. Everything on one mechanic -- what's not to like? Top Secret/SI is basically a refinement of that, with the added bonus that skills are modified by that attribute that would logically modify them.

I've tried Savage Worlds and enjoyed it, but I still trip over the multiple dice and various rules -- give me the stripped down Top Secret SI any day. To this day my group is using a modified version of Top Secret, even for Classic Traveller, except when we run Talislanta.

Oh, and I have to concur with the assessment of the James Bond system. It's been too long since I tried it to remember the specifics, but I thought it perfectly duplicated the feel of the movies. I enjoyed running it, although I did feel that it was more conducive to play with a single player rather than with a team.

best,
Howard
 
I too am a big fan of Top Secret/SI. I know some game masters and players dig referencing rules and multiple charts, but I never did. I trip over them and look incompetent and get slowed down in moving the story... and getting a cool story with great npcs to interact with has always been my strength, so I like to play to that with a minimum of interference.

Traveller was the first system I saw with skills, which blew me away. FASA's Star Trek was the first percentile system I used, and THAT impressed the heck out of me. Everything on one mechanic -- what's not to like? Top Secret/SI is basically a refinement of that, with the added bonus that skills are modified by that attribute that would logically modify them.

I've tried Savage Worlds and enjoyed it, but I still trip over the multiple dice and various rules -- give me the stripped down Top Secret SI any day. To this day my group is using a modified version of Top Secret, even for Classic Traveller, except when we run Talislanta.

Oh, and I have to concur with the assessment of the James Bond system. It's been too long since I tried it to remember the specifics, but I thought it perfectly duplicated the feel of the movies. I enjoyed running it, although I did feel that it was more conducive to play with a single player rather than with a team.

best,
Howard
 
Originally posted by kafka47:
<snip>

But, I speculate they do not even know what their inventory is and what past products are within their rights. For Wizards is just a property not really even a line or even a product, as it represents such a small share of the whole toy market.

<snip>
The modus-operandi site has sent a request to distribute the TS/SI as a PDF once a year for the last couple years. I think that WotC is worried that it might compete with the Modern D20 line too much. This would have a negative impact on the 3rd parties putting out modern spy type games for the D20. Spycraft being a big one.

I have been hoping for the TS/SI PDFs for a couple years and I am still waiting for the Spycraft 1st edition to be released in PDF. I am thinking about running personal combat in the Spycraft rules and space and the rest in T20.

Thank You,
Space Hamster
 
Originally posted by kafka47:
<snip>

But, I speculate they do not even know what their inventory is and what past products are within their rights. For Wizards is just a property not really even a line or even a product, as it represents such a small share of the whole toy market.

<snip>
The modus-operandi site has sent a request to distribute the TS/SI as a PDF once a year for the last couple years. I think that WotC is worried that it might compete with the Modern D20 line too much. This would have a negative impact on the 3rd parties putting out modern spy type games for the D20. Spycraft being a big one.

I have been hoping for the TS/SI PDFs for a couple years and I am still waiting for the Spycraft 1st edition to be released in PDF. I am thinking about running personal combat in the Spycraft rules and space and the rest in T20.

Thank You,
Space Hamster
 
Originally posted by kafka47:
My big problem always with Top Secret is that it is level based. Like good Science Fiction (ie Traveller), Spy Fiction is not conducive to level based game - for me that will always be in the realms of heroic fantasy.
Just FYI, Spycraft is level based, but Top Secret/SI isn't.

TSSI is skills and attributes, just like Traveller, as I explain above.
 
Originally posted by kafka47:
My big problem always with Top Secret is that it is level based. Like good Science Fiction (ie Traveller), Spy Fiction is not conducive to level based game - for me that will always be in the realms of heroic fantasy.
Just FYI, Spycraft is level based, but Top Secret/SI isn't.

TSSI is skills and attributes, just like Traveller, as I explain above.
 
We had an amazing campaign in the 80's using Top Secret (Original, not TS/SI):

We had two Administrators running two tables, one for each team - the good guys were 'ICECE' (the International Council for Espionage and Counter Espionage) and the bad guys were KAOS, SMERSH, SPECTRE (or some other Bondian baddies).

Each admin had a computer (my Apple II+ and my friend's Atari 800) and we used BBS software to compare player locations and status, along with a phone as well. When we had combat, we would literally have the two teams battle each other remotely.

We had the game rules so tight that the cinematics were on high - and that game remains the 'greatest weekend of gaming' ever in our collection of gamers. That weekend (Friday-Tuesday) the players got through TS001 (Sprechenhaltestelle), TS002 (Lady in Distress) and TS003 (Rapidstrike).

God bless Top Secret! The play rules were straightforward, creating characters was a delight (skills and %), the adventures (others like Ace of Clubs, Orient Express, Fastpass etc.) were all incredible gaming - scenarios at the height of the Cold War.
 
We had an amazing campaign in the 80's using Top Secret (Original, not TS/SI):

We had two Administrators running two tables, one for each team - the good guys were 'ICECE' (the International Council for Espionage and Counter Espionage) and the bad guys were KAOS, SMERSH, SPECTRE (or some other Bondian baddies).

Each admin had a computer (my Apple II+ and my friend's Atari 800) and we used BBS software to compare player locations and status, along with a phone as well. When we had combat, we would literally have the two teams battle each other remotely.

We had the game rules so tight that the cinematics were on high - and that game remains the 'greatest weekend of gaming' ever in our collection of gamers. That weekend (Friday-Tuesday) the players got through TS001 (Sprechenhaltestelle), TS002 (Lady in Distress) and TS003 (Rapidstrike).

God bless Top Secret! The play rules were straightforward, creating characters was a delight (skills and %), the adventures (others like Ace of Clubs, Orient Express, Fastpass etc.) were all incredible gaming - scenarios at the height of the Cold War.
 
In all fairness though, the combat rules could use some streamlining... rolling bursts from weapons of varying accuracy ratings against targets in varying amounts of cover or with movement and then factoring in wounds, etc... you could end up rolling a lot of d100% vs. differing target numbers. It was not the fastest resolving combat system.

I liked the original game (disliked the second cut at it muchly, mind you). The modules were fun and the game had some good mechanics in it. The various hand to hand combat tables made for brilliant brawls. This sort of idea could make for awesome and detailed brawls in just about any system with just about any melee weapon, if you had a chart for it.

In a Dragon Magazine, someone wrote some neat rules for car chases, something not well covered in the basic rules. So they had some gaps, but it was a fun game to run and GM.
 
In all fairness though, the combat rules could use some streamlining... rolling bursts from weapons of varying accuracy ratings against targets in varying amounts of cover or with movement and then factoring in wounds, etc... you could end up rolling a lot of d100% vs. differing target numbers. It was not the fastest resolving combat system.

I liked the original game (disliked the second cut at it muchly, mind you). The modules were fun and the game had some good mechanics in it. The various hand to hand combat tables made for brilliant brawls. This sort of idea could make for awesome and detailed brawls in just about any system with just about any melee weapon, if you had a chart for it.

In a Dragon Magazine, someone wrote some neat rules for car chases, something not well covered in the basic rules. So they had some gaps, but it was a fun game to run and GM.
 
Originally posted by mickazoid:
God bless Top Secret!
Reminds me of a cool TSSI game I ran about 7 years ago, Mick.

What I did was call up all my players--not on the pretense of playing a game, but as a REAL phone call.

I told them I was in trouble. I needed them. I needed them to take off from work and meet me in downtown Houston.

The players thought this was a real call and a real plea for help, so they agreed, to a man.

Then, I told them they really didn't have to take off work. What they had participated in was the opening scene from a game I was going to run. I didn't tell them it was Top Secret. I just told them it was set in modern day (this was in 2000, before d20 modern came out), and they they would be playing THEMSELVES in the game.

On the first game session, I had each player create a character as close to their own abilities in real life as was possible. They were going to really play themselves. Each of the characters used the players real names.

Then, I had a map of downtown Houston printed out. After CharGen, the game was in motion. Their characters had recieved a phone call from me, their friend, needed help. We started the game in downtown Houston during that meeting.

Well, long story short, they got to the meeting point, met me, and that's when the bullets started flying. Gunmen broke into the office building with M16's, shooting up the place.

The players were to play everything as if it were real. That was really them there getting shot at. Those were real bullets. And, the plot (complicated) put them in a pickle to where it would be very dangerous to go to the authorities (they could, but the authorities might be in on it).

They all decided to run...to follow the leads. It lead them to San Fancisco, when they were contacted by the NSA.

Everything that the players knew in real life was fair game in the game. One of the PC's had a wife (as the player did in real life), and she had been capture by some bad people. If the PC's didn't do as they asked, she would be killed.

I remember this player going home after the game session, telling his wife what had happened in the game. She would always ask, "What happened to me today?' after a session.

This was one of the coolest Top Secret games I ever ran. We still talk about it today.
 
Originally posted by mickazoid:
God bless Top Secret!
Reminds me of a cool TSSI game I ran about 7 years ago, Mick.

What I did was call up all my players--not on the pretense of playing a game, but as a REAL phone call.

I told them I was in trouble. I needed them. I needed them to take off from work and meet me in downtown Houston.

The players thought this was a real call and a real plea for help, so they agreed, to a man.

Then, I told them they really didn't have to take off work. What they had participated in was the opening scene from a game I was going to run. I didn't tell them it was Top Secret. I just told them it was set in modern day (this was in 2000, before d20 modern came out), and they they would be playing THEMSELVES in the game.

On the first game session, I had each player create a character as close to their own abilities in real life as was possible. They were going to really play themselves. Each of the characters used the players real names.

Then, I had a map of downtown Houston printed out. After CharGen, the game was in motion. Their characters had recieved a phone call from me, their friend, needed help. We started the game in downtown Houston during that meeting.

Well, long story short, they got to the meeting point, met me, and that's when the bullets started flying. Gunmen broke into the office building with M16's, shooting up the place.

The players were to play everything as if it were real. That was really them there getting shot at. Those were real bullets. And, the plot (complicated) put them in a pickle to where it would be very dangerous to go to the authorities (they could, but the authorities might be in on it).

They all decided to run...to follow the leads. It lead them to San Fancisco, when they were contacted by the NSA.

Everything that the players knew in real life was fair game in the game. One of the PC's had a wife (as the player did in real life), and she had been capture by some bad people. If the PC's didn't do as they asked, she would be killed.

I remember this player going home after the game session, telling his wife what had happened in the game. She would always ask, "What happened to me today?' after a session.

This was one of the coolest Top Secret games I ever ran. We still talk about it today.
 
Originally posted by kaladorn:
In all fairness though, the combat rules could use some streamlining... rolling bursts from weapons of varying accuracy ratings against targets in varying amounts of cover or with movement and then factoring in wounds, etc... you could end up rolling a lot of d100% vs. differing target numbers. It was not the fastest resolving combat system.

I liked the original game (disliked the second cut at it muchly, mind you).
It sounds like you're speaking of the first edition Top Secret game. I think TSSI was a great improvement over the thick game mechanics evident in the 1st game.

Gun combat scenarios are fast and easy.

Take, for instance, Mike Danvers, the NPC I use in the first post of this thread.

Mike Danvers
DEX 50
Pistol (2)

Because of his skill level, Mike throws 55 or less on d100 when he fires his pistol.

Simple.

In a game session, you simply modify the roll froom that point, based on the conditions.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+10 Braced Shot
+5 Short Burst
+10 Extended Burst
1/2 Easy Called Shot
1/4 Hard Called Shot
1/2 Target using cover
1/4 Target using cover and almost completely covered
-20 1-Hand firing
-30 Off Hand use
-10 Slow Movement
-25 Medium Movement
-40 Fast Movement
+5 Prepared (aimed) shot
+30 Point Blank Range
+10 Short Range
+0 Medium Range
-40 Long Range
-30 Rapid Fire
+25 Telescopic Sight</pre>[/QUOTE]Mike simply starts with a score of 55 (his base to-hit number), and adjusts that number based on the factors of the shot.

Also remember that in TSSI, the single to-hit roll gives you success/failure of the hit PLUS the hit location (the hit location is the "ones" digit of the d100).

Your example above "rolling bursts from weapons of varying accuracy ratings against targets in varying amounts of cover or with movement and then factoring in wounds" is actually quite simple (and quick) to achieve in TSSI.

So that we can have some burst fire for your example, let's change Mike's Pistol skill to a Submachine Gun skill. Everything else stays the same (So Mike is DEX 50 with SMG (2)).




A couple of notes--

--doubles thrown on an attack roll that hits is a Critical Hit. Critical Hits will immediately destroy whatever bodypart they hit.

--a Short Burst fires 8 bullets from the weapon, allowing for a +5 mod to hit. If a hit is achieved, damage is rolled a +1.

--an Extended Burst fires 16 bullets from the weapon, allwing for a +10 mod to hit. If the hit is scored, damage is rolled at +2.

--when a hit is achieved, a character can Bump the hit location, up or down, a number of places equal to that character's skill level.




Let's give Mike an H&K MP-5 for his weapon.

H&K MP-5: Range 45/150/450, Damage 1d6




Let's say Mike is firing at a walking target, at 102 feet, in a parking lot behind a car (the car providing cover for the target for 1/2 the target's body).

Here's how to roll this shot:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's Base Target
28 1/2 for Target's half cover
18 -10 for Slow Movement
28 +10 for Extended Burst
28 +0 for Medium Range</pre>[/QUOTE]See, it's simple. Start with your base, modify it for the circumstances, then roll d100. Boom, you're done.

Like any game, you'll learn the modifiers once you play it a couple of times (for example, it will be easy to remember that short bursts provide a +5 to-hit, while extended bursts provide a +10).

In this example, Mike is squeezing the trigger and letting the bullets fly. Bullets are shattering glass and punching holes all over the car and around the target.

In order to hit the target, Mike has to roll a 28 or less on d100.

If a 22, 11, or 00 is thrown, then Mike will score a Critical Hit, destoying the body part it hits. Mike can even bump the hit location up or down 2 points because of his skill (having some control over where he hits).

If Mike rolls 00, it's a Lucky Break. A perfect hit. If Mike rolls 04, 03, 02, or 01, then he hits with a lesser Lucky Break.

Let's say the actual roll is a total of 26. Mike hits, barely.

He'll do 1d6 +2 damage (weapon damage of 1d6 plus 2 points for the extended burst).

The ones digit of the to-hit roll is "6", indicating hit location "6" was hit (the target's right hand). Since Mike has Submachine Gun (2), Mike can "bump" that hit location one or two points, up or down, at his option. So, he can decide to hit location 5 or 4 (Left Arm or Right Arm), or he can decide to bump it to location 7 or 8 (Left Hand or Right Leg).

I think it's a very simple system to use.

You see the character's base number, modify it based on circumstance, then roll d100.

That d100 roll tells you if you hit and where you hit. If you do, you roll damage and move on.

See, TSSI is a much streamlined game over the original Top Secret.
 
Originally posted by kaladorn:
In all fairness though, the combat rules could use some streamlining... rolling bursts from weapons of varying accuracy ratings against targets in varying amounts of cover or with movement and then factoring in wounds, etc... you could end up rolling a lot of d100% vs. differing target numbers. It was not the fastest resolving combat system.

I liked the original game (disliked the second cut at it muchly, mind you).
It sounds like you're speaking of the first edition Top Secret game. I think TSSI was a great improvement over the thick game mechanics evident in the 1st game.

Gun combat scenarios are fast and easy.

Take, for instance, Mike Danvers, the NPC I use in the first post of this thread.

Mike Danvers
DEX 50
Pistol (2)

Because of his skill level, Mike throws 55 or less on d100 when he fires his pistol.

Simple.

In a game session, you simply modify the roll froom that point, based on the conditions.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">+10 Braced Shot
+5 Short Burst
+10 Extended Burst
1/2 Easy Called Shot
1/4 Hard Called Shot
1/2 Target using cover
1/4 Target using cover and almost completely covered
-20 1-Hand firing
-30 Off Hand use
-10 Slow Movement
-25 Medium Movement
-40 Fast Movement
+5 Prepared (aimed) shot
+30 Point Blank Range
+10 Short Range
+0 Medium Range
-40 Long Range
-30 Rapid Fire
+25 Telescopic Sight</pre>[/QUOTE]Mike simply starts with a score of 55 (his base to-hit number), and adjusts that number based on the factors of the shot.

Also remember that in TSSI, the single to-hit roll gives you success/failure of the hit PLUS the hit location (the hit location is the "ones" digit of the d100).

Your example above "rolling bursts from weapons of varying accuracy ratings against targets in varying amounts of cover or with movement and then factoring in wounds" is actually quite simple (and quick) to achieve in TSSI.

So that we can have some burst fire for your example, let's change Mike's Pistol skill to a Submachine Gun skill. Everything else stays the same (So Mike is DEX 50 with SMG (2)).




A couple of notes--

--doubles thrown on an attack roll that hits is a Critical Hit. Critical Hits will immediately destroy whatever bodypart they hit.

--a Short Burst fires 8 bullets from the weapon, allowing for a +5 mod to hit. If a hit is achieved, damage is rolled a +1.

--an Extended Burst fires 16 bullets from the weapon, allwing for a +10 mod to hit. If the hit is scored, damage is rolled at +2.

--when a hit is achieved, a character can Bump the hit location, up or down, a number of places equal to that character's skill level.




Let's give Mike an H&K MP-5 for his weapon.

H&K MP-5: Range 45/150/450, Damage 1d6




Let's say Mike is firing at a walking target, at 102 feet, in a parking lot behind a car (the car providing cover for the target for 1/2 the target's body).

Here's how to roll this shot:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's Base Target
28 1/2 for Target's half cover
18 -10 for Slow Movement
28 +10 for Extended Burst
28 +0 for Medium Range</pre>[/QUOTE]See, it's simple. Start with your base, modify it for the circumstances, then roll d100. Boom, you're done.

Like any game, you'll learn the modifiers once you play it a couple of times (for example, it will be easy to remember that short bursts provide a +5 to-hit, while extended bursts provide a +10).

In this example, Mike is squeezing the trigger and letting the bullets fly. Bullets are shattering glass and punching holes all over the car and around the target.

In order to hit the target, Mike has to roll a 28 or less on d100.

If a 22, 11, or 00 is thrown, then Mike will score a Critical Hit, destoying the body part it hits. Mike can even bump the hit location up or down 2 points because of his skill (having some control over where he hits).

If Mike rolls 00, it's a Lucky Break. A perfect hit. If Mike rolls 04, 03, 02, or 01, then he hits with a lesser Lucky Break.

Let's say the actual roll is a total of 26. Mike hits, barely.

He'll do 1d6 +2 damage (weapon damage of 1d6 plus 2 points for the extended burst).

The ones digit of the to-hit roll is "6", indicating hit location "6" was hit (the target's right hand). Since Mike has Submachine Gun (2), Mike can "bump" that hit location one or two points, up or down, at his option. So, he can decide to hit location 5 or 4 (Left Arm or Right Arm), or he can decide to bump it to location 7 or 8 (Left Hand or Right Leg).

I think it's a very simple system to use.

You see the character's base number, modify it based on circumstance, then roll d100.

That d100 roll tells you if you hit and where you hit. If you do, you roll damage and move on.

See, TSSI is a much streamlined game over the original Top Secret.
 
TSSI has got some great adventures, too. They're of the typical TSR type (unlike the "bare bones" you get in a Traveller adventure--I wish Traveller was more like this) where everything you need is at your finger tips: NPC stats, weapons, equipment, vehicles, etc.

I've been looking at a great TSSI starter adventure called The Final Weapon.

It starts off with the PCs in Bern, Switzerland, doing their annual check up (or, this can be the "final stage" of training for new recurits). As they PCs sit there in their hospital smocks in this converted ski lodge, getting their blood taken and tests run, they hear movement and feet outside in the corridor.

Looking out of the rehab room, they see men, dressed in black, with ski masks and quarterstaves.

This turns into a James Bond vs. the Ninjas kind of brawl as the baddies try to plant a bomb at this instellation...

...Seems a little too "comic booky" for you? Me too. Until I read that this was only a TEST. It's the PC's final test, this fake take over attempt. The baddies are really the good guys (which the PCs learn if they capture a baddie and remove his mask).

After this intro teaser, the adventure gets going in earnest.

The next chapter of the adventure sees the PCs infiltrating a computer engineering firm in San Francisco. It seems the latest terrorist bomb that blew away half of Seol Korea has been traced to this firm--the electronic detonators. The PCs are sent in for a little human intel--to find out what they can about the detonators.

There's a social event the PCs can go to--a type of annual computer firm's casino night, and a possible car chase through the streets of Frisco afterwards.

This leads to the PCs breaking into another company at night.

And this leads to a Rainbow Six style siege of a house.

And, finally, there's an assualt, in Hawaii, up some rocky cliffs into the bad guy's compound.

All in all, a lot of cool action.

Check list:

Action filled "teaster"...check.

Under cover role play encounter...check.

Social role play encounter with gambling...check.

Car chase through hilly San Francisco...check.

Late night stealth break in....check.

SWAT style, combined arms, house assault...check.

Final attack at bad guy's abode in thrilling location (Hawaii)...check.

This module has got it all.

I'm thinking seriously of playing this one.
 
TSSI has got some great adventures, too. They're of the typical TSR type (unlike the "bare bones" you get in a Traveller adventure--I wish Traveller was more like this) where everything you need is at your finger tips: NPC stats, weapons, equipment, vehicles, etc.

I've been looking at a great TSSI starter adventure called The Final Weapon.

It starts off with the PCs in Bern, Switzerland, doing their annual check up (or, this can be the "final stage" of training for new recurits). As they PCs sit there in their hospital smocks in this converted ski lodge, getting their blood taken and tests run, they hear movement and feet outside in the corridor.

Looking out of the rehab room, they see men, dressed in black, with ski masks and quarterstaves.

This turns into a James Bond vs. the Ninjas kind of brawl as the baddies try to plant a bomb at this instellation...

...Seems a little too "comic booky" for you? Me too. Until I read that this was only a TEST. It's the PC's final test, this fake take over attempt. The baddies are really the good guys (which the PCs learn if they capture a baddie and remove his mask).

After this intro teaser, the adventure gets going in earnest.

The next chapter of the adventure sees the PCs infiltrating a computer engineering firm in San Francisco. It seems the latest terrorist bomb that blew away half of Seol Korea has been traced to this firm--the electronic detonators. The PCs are sent in for a little human intel--to find out what they can about the detonators.

There's a social event the PCs can go to--a type of annual computer firm's casino night, and a possible car chase through the streets of Frisco afterwards.

This leads to the PCs breaking into another company at night.

And this leads to a Rainbow Six style siege of a house.

And, finally, there's an assualt, in Hawaii, up some rocky cliffs into the bad guy's compound.

All in all, a lot of cool action.

Check list:

Action filled "teaster"...check.

Under cover role play encounter...check.

Social role play encounter with gambling...check.

Car chase through hilly San Francisco...check.

Late night stealth break in....check.

SWAT style, combined arms, house assault...check.

Final attack at bad guy's abode in thrilling location (Hawaii)...check.

This module has got it all.

I'm thinking seriously of playing this one.
 
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