Feeds:
Posts
Comments

Terror Network

This is not a free game!  This is a cross-post of a review I did on the RPGSite.

Terror Network

Terror Network
Brendan Davis, William Butler, Steve Bowden
Bedrock Games, 2009
bedrockgames.net
$19.99
110 pp

Disclosure: I received a free hardcopy of Terror Network in order to complete this review.

Terror Network (subtitled ‘The Counter Terrorism Role Playing Game’, and hereafter ‘TN’), published by Bedrock Games, is an rpg dealing with counterterror investigations and operations in a modern setting.  I had visions of perhaps a game that could easily do The Unit and 24 and Modern Warfare and a bunch of other stuff all blended together.  Before I even had the game in my hands, I had a few questions in mind which I knew I wanted to answer by the end of the review:

1) Why should I use Terror Network instead of another modern game?  In other words, what does TN bring to the table that makes it specialized at the task the designers have assigned it?

2) How does Terror Network function as a modern game in general?  How adaptable are the mechanics to other genres or situations?

The back of the book (and the Bedrock website) mention forthcoming projects Crime Network and Horror Network, so I think we can see where they’re going with this.

I read through the book, then focused on a few sections of import; then I invited some folks over to quickly make characters and blow through a short session to see how it worked in play.

THE BOOK
Terror Network is 110 pages, with a nice color cover and solid black & white interior illustrations.  The layout is classic, workmanlike, and readable, and the print size is good for those of us with aging eyes.  All the tables and diagrams are clear and readable as well.  The writing style is straightforward and the book reads like, well, a rules manual – no cutesy characterizations, no winking snark, and no in-game fiction.

MECHANICS & CHARACTERS
I have to say I like the fact that TN opens with a quick explanation of the base mechanics of the game – in the introduction itself!  TN is driven by skill rolls involving pools of d10s which are added to beat a target number; tens ‘explode’, allowing that die to be rolled again.  Pretty straightforward.  Actually, I found it curious (counterintuitive?) that a game which was supposedly focused on a gritty realism (the game is potentially quite lethal to PCs) had an exploding die in the mechanic – I usually associate that feature with more ‘cinematic’ games.  There is a sidebar with suggestions for rules tweaks for ‘High Octane’ campaigning to put a more Hollywood spin on things, and I recommend using that option if you’re looking to use Terror Network to run an action-movie-esque one-shot or con game.

The characters in Terror Network are counterterrorism agents, pure and simple.  They may be investigatory law enforcement types, or door-kicking snake-eaters in the sandbox.  TN supplies three ‘backgrounds’ to choose from – Military, Academic, and Civilian, each of which affects which skill groups are primary for the character, as well as what kind of Contacts the PC gets.  However, the three aren’t really mechanically different, other than changing the ‘flavor’ of the primary skill group and the bonus Contact; you could easily just have players choose one skill group as a primary and go from there.  Players spend one set of skill points on their primary group, and a second, smaller set, on the other skill groups.

There are plenty of skills, but not an overwhelming panoply (rules for specialization covers that).  The entire system is skill-driven; there are no attributes, just skills.  If your PC’s a bruiser, then you put more dots in Muscle (a Physical skill).  They cover all the standard stuff, and the GM could easily add skills if necessary.  Skills cost progressively more based on proficiency level.

Characters also get Contacts which they can use during the course of the game to provide information, equipment, safe haven, an air strike (!), and more.  The contacts, which are listed as ‘military’, ‘academic’, ‘criminal’, ‘media’, etc, actually remind me of Influences from White Wolf games.  PCs also have Clout within their organization(s), which reflects rank and influence, and allows the PC to request favors.

PCs can be associated with the FBI, CIA, DHS, SOCOM, local law enforcement, or whatever floats the GMs boat.  The recommended campaign structure actually involves a homeland presence (FBI, DHS) as one set of PCs and then a whole ‘nother set of PCs as action-types, with the scenes (or sessions) moving back and forth between them.  I can see how in the hands of an able GM, that kind of setup could really kick ass, and I’m curious to give it a shot – I just with Terror Network gave me hints on how to do it, pitfalls to avoid, etc.

COMBAT & GEAR
Combat in TN is fairly traditional – a skill roll is made to attack, and the defender either uses Evade (versus ranged) or Parry (hand to hand) to defend; so it’s an ‘active’ defense system.  When a character gets hit in combat, the attacker makes a damage roll against the defender’s Hardiness; if the attacker’s highest d10 in the damage roll meets or beats the Hardiness rating, the defender takes a wound.  Tens explode here and inflict extra wounds.

Terror Network has rules for firearms, obviously, and explosives; but the list of firearms seems quite anemic.  Players expecting a huge Armory section with custom sights and variant weapons – perhaps they’ve been playing too much Modern Warfare 2, let’s say – are going to be sorely disappointed.  TN supplies a chart with the basics, and a GM can certainly extrapolate from the chart, but there are no particular rules for damage as based on caliber, or interpreting other modern weapons to add to the game.  I suspect the designers have a ‘way’ they decided which guns did what damage, etc – they should have shared it with TN players.  Explosives, chem-bio warfare, and a couple of melee weapons round out the listing.

COUNTERTERRORISM
Now on to the meat of the book, in my opinion.  After a short listing of various agencies and their roles (reflected in the game by Mandates – a kind of favor PCs can request using their Clout), we get a short history of the featured agencies and a look at their tactics.  Then follows a well-researched look at the history of terrorism, how terrorists think, how terror cells are formed, and more.  Terror Network then presents suggestions on creating new terror organizations and crafting NPCs your players will remember.  These chapters – especially if they were fleshed out more – could make for a good pdf product on ‘tips & tricks’ for running a counterterror campaign with any game.

An adventure (“Operation Dirty Water”) follows, which I read, but didn’t use for my one-shot.  I had my players kicking in doors in Karachi. :)   Regardless, the adventure gives us an idea of the kind of mission TN intends – a timeline of what the bad guys will do & where they’ll be, a series of places to investigate (in any order the PCs feel is prudent), etc.  Definitely not intended as a railroad, but there is a timer.  There are suggestions concerning what NPCs may do based on the PC actions, but the GM will still need to be ready for improvisation.  After ‘Dirty Water’, TN has a section of drop-in NPCs of various stripes (a charismatic cell leader, an assassin for hire, some good guys as allies or even PCs, etc), but the descriptions on these are fairly sparse, and there are no illustrations for any of them – or, for that matter, for the adventure in the previous chapter.

At the tail end of TN is a decent index, a good list of inspirational materials, character sheet, etc.


Okay, let’s get some gripes off my chest so I can be clear-headed for the summary.

GRIPE #1: The Interrogation skill includes everything from interviewing witnesses to near-torturing suspects, and is used in a contested roll against the NPC’s Resolve skill.  I presume most GMs would require some roleplaying of the scene before this roll is made (presuming you’re not just shortcut narrating through something), applying modifiers based on the roleplay…at least, that’s what I did.  I didn’t want Interrogation to be a game-killer skill, and I don’t think the designers did either; but I wish they’d gone into more detail about it or even introduced some kind of subsystem to handle the ‘battle of wits’, wearing down, etc.  I’m not usually into ‘social combat’ subsystems in RPGs, but I think maybe this genre could benefit from it.

GRIPE #2: Good God, there need to be more weapons in this book.  Some of the players who will be attracted to a game like this are exactly the sort of player who know their firearms (or think they do, at least).  More guns, please.  Seriously, you give us stats for sarin gas.  Give us some more firearms.

GRIPE #3: The art in the book is good.  I would like some more of it.  Particularly in those big white areas.  Also, pictures of the weaponry would be sweet for those of us who don’t know an AA from a SPAS.

CONCLUSIONS
Terror Network is a solid base game that could use either a little polishing or a devoted GM who’s willing to spend a little time on the internet doing some research and pulling down pictures of things.  The core mechanic was solid in play and could probably handle having psychic powers or vampires or aliens stapled to it without too much trouble.

I do wish that Terror Network had spent a little more page-space on GM advice having to do with the actual running of this sort of game – pacing, tricks of the trade, that kind of thing.  TN is meant to emulate one genre (okay, not a fictional genre necessarily, but you know what I mean), so I want it to emulate that genre well and tell me how I can replicate that in my home game.

Random note: I believe pretty strongly that character creation in TN lends itself toward some kind of joint task force with multiple agencies involved, so as to allow players maximum leeway in creating PCs which are different from one another.

Let’s take a look at my “pre” questions again, and answer them.

1) Why should I use Terror Network instead of another modern game?  In other words, what does TN bring to the table that makes it specialized at the task the designers have assigned it?

The ‘genre’ chapters are good, but TN does not have any particular mechanics that make it uber-specialized at running a counterterror game; the Clout/Favor/Mandate rules are an excellent start, but there’s nothing super-special for running the investigation end of the game hardwired into the mechanics.

2) How does Terror Network function as a modern game in general?  How adaptable are the mechanics to other genres or situations?

TN’s base system seems to be a solid modern-era game, the system held up in the session we played, and I’m sure we’ll see slight variants of it in the projected sequels.  Character creation was actually fairly quick once players had general concepts they were aiming for, and each seemed relatively satisfied with their PC’s capabilities.  You could very easily hash out some psionics or laser-pistols or something to use with this base system.  Actually, now that I think about it, the dice mechanic is very similar to the d6 system, save with d10s.

VERDICT:  Terror Network is pretty good, and the system could eventually be really good with the right supplements (be they from Bedrock or lovingly homebrewed).  I like Terror Network the game; I think I would have loved Terror Network the systemless sourcebook & genre guide.

Another game we played the bejeezus out of back in the day was the ‘FASERIP’ version of Marvel Super Heroes (also, of course, by TSR).  I still think it’s one of the best superhero rpgs for genre emulation, and you can do anything with it, if you don’t mind the big funky chart that powers the entire thing (some new-schoolers can’t stand it).

TSR6870.MHAC9.Realms.Of.Magic

Regardless, we are blessed, for the entire line of products is posted for free at Classic Marvel Forever.  Go to the ‘other stuff’ tab to find the downloads.

Back in the 80s, I played quite a bit of Star Frontiers – it was TSR’s big foray into space-based sci-fi (as opposed to Gamma World or Metamorphosis Alpha, neither of which involved flying spaceships).

The entire original game, all its adventure modules, and a bunch of supplementary stuff is all online for free at StarFrontiers.com.   Looking back, SF had serviceable percentile-based (and skill-based) mechanics, which were new to many of us at the time, and a load of fairly railroady adventures.  Still, there are always things worth mining – whether it’s the skeleton of an adventure, some maps, or the counters.

ad-basic-thumb

free dungeon tiles

There are lots of resources for ‘dungeon tiles’ and battlemaps out there, if you’re playing a game that uses 25-28mm miniatures and you like one-inch squares.  Many of these come from miniatures games that use one-inch squares; Go searching for ‘Heroquest’ or ‘Star Wars Miniatures’ and you’ll find them!  Keep in mind that if you search for ‘Mage Knight’ stuff, they’re a slightly larger scale.

card_14

Wizards of the Coast put up a mess of gridded maps for their D&D Miniatures game.  This page also has foldup terrain (scroll to the bottom).

Ye Olde Inn has a mess of tiles meant for the Heroquest game line, as well as added scenarios for that game.

Greywolf has some tiles, doors, and supplemental Heroquest material.

Warhammer Quest Chronicles has some neat rooms.

The DND Miniatures Tile Archive has very nice tiles and maps to add to your game.

The Holocron has maps and tiles for Star Wars Miniatures that would be useful in a sci-fi game (and some of them in a fantasy game, as well).  There are even more Star Wars tiles at SWMiniatures and Star Wars Miniature Maps.

Jabba's Palace

Jabba's Palace

The fruit of a competition, the One-Page Dungeon Codex 2009 is chock-full of shorthand dungeons useful in many systems.  Not only are there some great maps in there, but a lot of inspiration – if you’re the sort of DM who likes to ‘wing it’ once in a while, these one-pagers will be of great use to you.  The above link goes straight to the .pdf; you can also learn more about the one-page dungeon template at ChattyDM’s Blog.

I sincerely hope they do another compilation (contest optional!) – I’m going to check out the offered templates and see if I can work up some one-pagers of my own.

Also worth noting are two free downloadable adventures over at Knights & Knaves, in the Downloads section.  Both The Melford Murder and Spider Farm (for AD&D) are by Stuart Marshall, and they share a setting.

Need background music for tonight’s game?  Head over to Radio Rivendell for free streaming music culled from all kinds of sources.  Radio Rivendell is a Last.fm internet radio station that’s on the ‘air’ 24/7.  They even have a page where you can download some of the music as mp3s.

Speaking of downloading free music, check out KHInsider, which offers a ridiculous amount of video-game and anime soundtrack music for free download.  Or go to EVE Online and grab some of the ambient tracks from that MMO.  Or head over to Atomic Gamer and get the music from the Legend of Zelda games. Or follow some links from Massively to snatch free soundtracks from MMOs like City of Heroes and Auto Assault.

Older editions of Dungeons & Dragons have a strong following, and the fan community continues to release material – whether it’s free fan material or marketed as compatible with a ‘retro-clone’ system.  Here are some links to ‘old-school’ sources of gloriously free stuff:

Dragonsfoot.org bills itself as the home of first edition AD&D, and has resources for multiple older editions, including maps, rules variants and whole adventures.

Candlekeep is a Forgotten Realms site with all kinds of oddments, including some neat fonts.

The Vaults of Pandius is the premier Mystara (Known World) site, and has lots of adventure seeds as well.

Al-Qadim.com has resources for the setting of the same name, which could prove fruitful for any Arabian-style campaign.  Includes material updating the setting to 3e.

Secrets of the Kargatane is chock-full of stuff for Ravenloft, including some very nice fan-authored sourcebooks.  If you’re running a horror-inspired game of any kind, the Kargatane books are worth looking at.

It’s no secret that I love paper miniatures.  I love ‘em even more when they’re completely free.  In an earlier post, I mentioned One Monk Miniatures, but there are other sources as well.

Models & Miniatures in Paper is actually the origin of One Monk.  MMiP was a group of folks who made paper minis (and sometimes entire games) and shared them on a (now defunct) group.  Thankfully, an archive is maintained of many of the submissions, and you can download these minis and models for free.  The archive contains a little bit of everything, from fantasy and steampunk to scifi, including minis, tanks, and more.  The art styles do vary, but it’s a safe bet that in cruising through the archive you’ll find some things you can use for your game.

A well-known name amongst the paper-mini community is Patrick Crusiau (aka Gwindel, aka Bhoritz), whose delightfully-illustrated minis have a place in everyone’s collection.  Scroll down to the bottom of the page and click the pics to download various assortments of fantasy, pulp, sci-fi and historical miniatures.   Then check out the Warrenton Area Game Club’s page to see cool conversions of Patrick’s figures and download those, too!

PaperMakeIT has some free models including a nice altar, and also hosts the very fun Steampunk Sprawl, which has a steam-powered walker and some terrain.   Then check out Momir Farooq’s page for really great Star Wars models, some of which would be of use in any sci-fi miniatures game.

Not everyone uses music with their gaming, but for those that do, there are a lot of options out there.

One excellent option is OverClocked ReMix, a community of remixers and arrangers who take video game music and do all kinds of things with it.  Check out their website – you can grab whole themed albums, or a song at a time.  Fantasy gamemasters might have to do a little more digging, as a lot of the tracks are a little more ‘techno’, but I have to say I wish I’d had this resource back when I was running Cyberpunk.  The trick, I think, is to choose music from lesser-known games; you don’t want a tense moment in your campaign interrupted by all your players suddenly realizing that an odd mix of the Super Mario theme is emanating from your iPod.  Unless, of course, you’re running some kind of weird mushroom kingdom pulp adventure, in which case it might be perfect.

Okay, I’m a sucker for maps.

Jon Roberts (known as Torstan on some of the forums) maintains an awesome gallery of his fantasy cartography, all posted with a CC license.  These are some great-looking color maps there; just add ‘em to your online cart, and then download in a zip file.

Farmstead

Jon’s current not-so-free project is The Breaking of Forstor Nagar, a patronage project for Rite Publishing.

Older Posts »

Follow

Get every new post delivered to your Inbox.