From Russia with Love Adventure Module
Total Page:16
File Type:pdf, Size:1020Kb
For play with the James Bond 007 Game An Adventure for 1 to 4 Players PLUS Gamesmaster Important Notice to Playtest Volunteers This pre-release layout of the "From Russia With Love" adventure module is provided under the condition that you do not distribute its contents, in part or in full, to anyone other than approved playtest volunteers. The layout includes the complete contents of the Game Book, Screen and Handouts for the Adventure. Where final artwork is currently unavailable, photographs from the movie have been substituted in this version (except for the box front and back which remain as art-free mockups). Remember to provide your playtest feedback to us before 5PM EST, 19 December 2003. And remember to keep a lookout for the finished product in 2004! Victory Games Inc VICTORY GAMES, INC., New York, NY 10001 ©Danjaq S.A. (1961) For Ages 12 to Adult ©Eon Productions Limited / Glidrose Publications Limited (2003) Gamesmaster Guide An Adventure Module for the James Bond 007 Game CREATED AND PUBLISHED BY VICTORY GAMES, INC. ADVENTURE DESIGN ADVENTURE EDITOR ADVENTURE DEVELOPMENT ©Danjaq S.A. (1961) ©Eon Productions Limited / Glidrose Publications Limited (2003) Victory Games Inc VICTORY GAMES, INC., New York, NY 10001 2 FROM RUSSIA WITH LOVE ADVENTURE MODULE Table of Contents Part I: Introduction and Briefings . 3 A. Introduction . 3 B. The Temporal Setting . 4 C. Briefing for the Characters . 4 D. Q Branch Equipment . 7 E. Briefing for the Gamesmaster . 8 F. Notes on the Adventure . 10 Part II: Non-Player Characters . 17 A. Enemies . 18 B. Allies . 24 Part III: Places, Events and Encounters . 27 A. Ataturk Airport . 27 B. Station House T . 28 C. Investigating Tatiana . 30 D. The Covert War . 32 E. The Gypsy Camp . 43 F. Investigating Grant . 46 G. Russian Consulate . 47 H. Stealing the SPECKTOR . 52 I. The Orient Express . 54 J. At the Italian Border . 61 K. Boat Chase . 62 L. Final Gambit . 63 Part IV: Adventure Information . 65 A. Consequences . 65 B. Altering the Adventure . 66 C. Further Missions . 66 Part V: Thrilling Cities . 67 Credits: Part I: Introduction and Briefings A. Introduction he From Russia With Love Adventure Module either read this material verbatim or paraphrase it T is designed to be played by up to four players in a conversation between M (you) and the charac- and a Gamesmaster. It presents a challenge to one ters. “Q Branch Equipment” describes the special “00” rank, two Agent rank characters, or a party of equipment available to the characters during the four Rookie rank characters. Guidelines for modify- course of the mission. The “Briefing for the ing the adventure to suit parties consisting of char- Gamesmaster” contains the events that have hap- acters of different ranks are offered in this booklet. pened before the mission starts and the plans of 3This adventure involves the characters in a particu- TAROT strategist Alexei Kronsteen. The “Notes on larly complex and challenging mission and is best the Adventure” section includes information on how suited to experienced players and gamesmasters. a typical mission will run, a timetable for the mis- Note: The information contained in this book is for sion, notes on the props in the Mission Envelope, you, the Gamesmaster, only. Players should not read and a description of the maps that are used in the this booklet. adventure. The chapter on NPCs includes the allies and As Gamesmaster, you should be quite familiar enemies the characters will encounter during the with the adventure as presented in this booklet be- mission, and gives you information on how to fore you attempt running it. You should read through roleplay these characters effectively. The chapter on this booklet once to become familiar with the con- Places, Events, and Encounters describes the loca- tents of the mission. Then you should go over it care- tions the characters will most likely go to, what will fully, highlighting the main points with a marker happen when they get there, and special circum- and making any notes you feel you will need. stances for meeting important NPCs. The chapter If you are familiar with the movie, you will no- on Adventure Information describes the conse- tice that some backgrounds for the NPCs and the quences should the characters succeed or fail the basic plot have been altered from the film. These mission, suggestions for altering the adventure, and changes have been made to keep your players from other missions that can be designed using the ele- anticipating events and to instil an element of sur- ments of this adventure. Finally, the Thrilling Cit- prise. It is recommended that you inform your play- ies section provides additional information about ers at the start that they will not simply be replay- Istanbul beyond that found in the James Bond 007 ing the movie. You may, of course, alter the adven- Game. ture to make it fit your own campaign. There are eight Mission Sheets included in the This booklet is organised to present the infor- Mission Envelope that provide maps and clues for mation in a logical, sequential manner while you run the characters. These sheets should be given to the the adventure. The “Briefing for the Players” in this players as explained in the text. The Mission Sheets section provides the background information given include: a map of Istanbul; M.I.6 dossiers on Tatiana to the characters at the start of the mission. You can Romanova and the SPECKTOR decoder; a photo of 3 Romanova signed “From Russia with Love”; blue- The central four pages of this booklet contain prints and sketch maps of the Russian Consulate maps of major locations the characters will probably in Istanbul; two Russian Consulate identity passes; visit during the mission. The stand-up screen con- a brochure describing the luxurious Orient Express; tains floorplans of the Orient Express carriages, and a transcript of an encoded message; and a chess col- a map showing the path of the train. These maps umn torn from a newspaper. Some of these props will are for the GM’s eyes only and should not be shown have to be cut out and then handed to the players. to the players. B. The Temporal Setting More than many other James Bond story, From need to be reviewed. Gadgets also need to be consid- Russia With Love is a tale firmly rooted in the Cold ered from the point of view of the technology of the War. The portrait of Istanbul as a town drowning in period – there are no portable miniature computer intrigue between Russian and British spies; the sti- chips in the 1950s, for example. In practice most of fling atmosphere of intrigue between East and West; these issues can be addressed by cosmetic changes the defection of Communists and their willingness – instead of the agents having access to a high-tech to sell secrets in exchange for asylum. All these modern device which can perform some amazing things are closely tied to the Cold War period in feat, the 1950s spy might have access to a mechani- which the novel and film were set. Clearly radical cal or electronic gadget that can do the same thing. political and social changes have swept through Since James Bond gadgets rarely adhere to any re- Eastern Europe and the former Soviet Union over alism, both make just as much sense. the past decades, and many of these Cold War insti- A third option for time setting is to place the tutions have been swept away with them. adventure in the default “now” of the Victory Games When running the From Russia With Love ad- James Bond 007 Game, the mid 1980s. While a lot of venture, the Gamesmaster should decide for him- the Cold War institutions this adventure refers to self or herself exactly when the adventure takes have weakened significantly by this point in time, place. The obvious option -– setting the adventure the Cold War is still (nominally) going on. in modern day – is problematic. While the twenty- Gamesmasters who are not overly concerned by 4first century still contains echoes from the Cold War anachronistic plot points could easily run the ad- era, much that is key to the adventure has changed venture in this setting, using the published game forever. The Gamesmaster would need to either con- materials. sciously ignore the anachronisms, or re-tool the plot Another source of potential anachronism is the to refer to more contemporary political intrigues. escape from Istanbul on the Orient Express. The An alternative approach would be to run the actual Orient Express ceased operation in 1977, to adventure in the time period in which the stories be resurrected in 1982 in a limited form which did were originally set – the 1950s or 60s. While most not bring it anywhere near Turkey or Yugoslavia. If published material for the James Bond 007 Game the adventure is set after 1977, the escape should refers to play set in the world of today, running in a more properly occur on a less prestigious and luxu- pseudo-historical presents an interesting change of rious train, perhaps a none-to-comfortable carriage pace. In practice, there is surprisingly little that the of the type found commonly in Eastern Europe. This, Gamesmaster needs to do to run a game in such a of course, is a much less glamorous location. For this setting. reason a Gamesmaster may wish to either invent Flavour details such as what model car the char- an alternative escape route, or simply ignore the acters drive, or what type of gun they carry might whole issue and have the Orient Express run anyway.