Showing posts with label Intelligence. Show all posts
Showing posts with label Intelligence. Show all posts

Stale Beer in the Sacred Chalice : Using More Realistic Themes of Spycraft and the Occult In Your Game

"Since They [the supernatural "Secret Chiefs" who provide the basic teachings of occult philosophies] are "invisible" and "inaccessible," may They not merely be figments invented by a selfstyled "Master," not quite sure of himself, to prop his tottering Authority?
Well, the "invisible" and "inaccessible" criticism may equally be levelled at Captain A. and Admiral B. of the Naval Intelligence Department. These "Secret Chiefs" keep in the dark for precisely the same reasons; and these qualities disappear instantaneously the moment They want to get hold of you." - Aleister Crowley, Magick Without Tears

I've written in previous posts about using the post-Great-War British Secret Intelligence Service as a meta-narrative plot device for 1920s-era Call of Cthulhu. In the game I'm currently running, I'm using it to help with world-building, and to provide a convenient source of fresh meat as the "Horror on the Orient Express" campaign ramps up in lethality and insanity.

By asking the Investigators to link themselves to the worlds of both real-world Intelligence and the Occult, I thought I was merely engaging in a clever bit of stagecraft, setting things up so I could easily deal with sudden character deaths and incurable madness down the line. I don't think I quite expected how thematically deep this rabbit-hole goes.

Spycraft Stories and Occult Fiction Share a Lot of Tropes

Without crafting an entire essay on the topic - for that, see some of the articles linked below! - it's worth exploring the ways in which Intelligence Agents and pursuers of the Occult both lend themselves to some of the same story tropes. My intention is to identify what they have in common, and talk about ways you can use that in your own games via NPCs, Investigators, and adding some flourishes to your scenarios.

By the way: I am thinking here of the "trench coat and stale beer" version of spy fiction as opposed to the "tuxedo and martini" kind. In the more grounded and "grittier" version of spycraft, the work is sometimes more dangerous and often more tedious than the action-movie version. For sure it's less glamorous and cartoonish, more John Le Carre' than latter-day James Bond movies.

Here are some traits and experiences that are common to both spy fiction and occult fiction characters.

  • Pursuit of secret, dangerous knowledge
  • Willingness to spend long, tedious hours on work that may not provide clear results
  • Constant paranoia; many in the community exhibit signs of trauma and other emotional scarring
  • Feelings of isolation from "regular" people, and difficulty forming close relationships outside the intel/occult communities
  • Constant need to keep secrets, even when it harms their wider goals
  • Habitual use of secret codes and euphemistic language
  • Fatalistic outlook (though some Occult communities are much more upbeat and positive about the future state of humanity, even if they think current humanity is a mess)
  • A tendency to live in the now, for immediate pleasures - food, drink, sex, drugs, expensive clothes.
  • Belief that coincidences are meaningful, and sensitivity to patterns or "secret messages" that others may not perceive (or may not be real!)
  • Belief (sometimes correct!) that the world is controlled by powerful, hidden forces
The two kinds of fictional characters and genres have so much in common that you might not know, at first, whether you're looking at a spy or an adept of the occult. When I was prepping the Zone Rouge version of "Edge of Darkness," I saw an opportunity to bring these themes out in the person of Rupert Merriweather.

Instead of the kindly old friend of the Investigators that he was written to be, I set him up to be a pathetic character, a warning to the Investigators not to expect glamour or success out of their lives. Washed up, desperate, and cut loose by his former masters in SIS, Merriweather is wrestling with the knowledge that he has failed at basically everything he set out to do. He is the last survivor of his circle of his friends, he's sick, he's alienated the British government, and managed to get his wife and son stranded in France as well. He was led deeper and deeper into desperation and mistakes, and all he did at the beginning was try to serve his country in the Army. It was, perhaps, a sobering moment for the Investigators - they reacted with exactly the mix of sympathy and contempt I was hoping to elicit.

So let's lean into these themes and see how they can be used in games like Call of Cthulhu, where the player characters are much more grounded and realistic than in some other games.

One Option: Investigators as Intelligence Agents Looking into Occult Activities

First, you can go the route that I've chosen in the "Zone Rouge" mini-campaign, and explicitly use Intelligence agencies as your organizing principle. In this case, the Investigators all have some connection to the pre-MI6 British Secret Intelligence Service. Since the second-in-command of SIS at that time had an interest in the occult, he naturally feels free to send his field teams haring after occult actors who may pose some threat to Britannia's goals.

There are a lot of ways to go with this, and I'll use some characters from my own table as illustrations:

  • An experienced "Double-0" agent, former Sergeant in the Royal Marines, a "wetwork" specialist who uses discreet and tactical violence to remove roadblocks on the orders of his bosses in SIS. As a result of experiences in war and past brushes with the mythos, his paranoia is ramped up, and he seems perpetually on the edge of self-destructive behavior. This is, in some sense, James Bond without the glamour.
  • An explorer and adventurer, and semi-retired Army officer, born into a high-social-class family. His connections to SIS leadership are as much social and class-based as anything else, but he did do some "jobs" on behalf of SIS brass during the war. Has a more sanguine view of what's out there, but on the other hand he's experienced less trauma.
  • An Egyptologist, brought in to work with this specific team (the Vienna Club) because of his subject matter expertise and proximity to the same social circles that their target (political agitator and occultist Rudolf von Sebottendorf) moves in.
  • A street magician who was basically swept up into the group because his sleight-of-hand and a few other skills might be useful. This is his first direct exposure to the dual worlds of intelligence and the occult.
When your players see their characters as spies or other members of the demi-monde, they will tend to incorporate that into their approach. We had a particularly great example of that during the play through of "Edge of Darkness," where the experienced assassin asked if he could check out Rupert Merriweather's hospital the night before their official meeting. 

I said yes (like a champ!) and we parlayed it into a tense, creepy scene, where he wandered alone through a dark and depressing hospital, contemplating the idea of simply snuffing Merriweather out right now, and held back only by his mission directive which required letting the man talk and reveal his secrets. I'll write more about that in the After-Action report, which will be posted next.

Another Option: Make the Occult Investigation Feel Like Spy Work


If you don't want to use Intelligence directly in your game, you can still accentuate the parts of a typical Call of Cthulhu investigation that align with that genre.


  • NPCs should seem unreliable or like they have a hidden agenda, even if they're only there to give information. 
  • Work in creepy coincidences that may or may not have any bearing on the mystery. Don't drown your players in red herrings, but a judicious use of misleading synchronicity may be warranted.
  • Imply the existence of a "bigger bad". Cult leaders always seem to be reporting to someone else. A key contact mysteriously turns up dead just after talking to the Investigators. Call for "Spot Hidden" checks to notice someone in the crowd, who may or may not be watching the party. 
  • Encourage the players to watch how their Investigators talk in public. If they're throwing occult or Mythos terms around  in casual conversation, have it catch the attention of a nearby NPC. Why is that NPC suddenly paying attention them...?
  • Encourage the players to make a "conspiracy" board or try to draw a Night's Black Agents-style "conspyramid." Over the course of a few sessions, get them in the mindset that everything is connected, and everyone is hostile to them.
    • Note: This can tend to slow down play and make the players overly cautious, so you should also use some GM tricks (like giving bland details, or letting the players name or describe an NPC or object) to signal when something is truly not worth worrying about.
  • In conversations with "normal" NPCs, heighten the ways that the Investigators' experience is different. Point out a variety of details that set off the Investigator's paranoia, but point out that the NPC is totally calm and oblivious. As things get bleaker and more out of control for the Investigators, NPCs they talk to are increasingly cheerful, going about their daily lives unconcerned.
  • If the Investigators have a dramatic sit-down with a cultist or other enemy, try to highlight the growing similarities in personality and worldview. Help the players understand how much more similar their Investigators are to other residents of this twilight world, compared to those who live in the sunshine.


I hope this is useful and interesting to you! Do you have any spies at your table? Have you introduced any of these themes to the occult side of your game? Let's talk about it in the comments!

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Further reading: (some of these are from a slightly disreputable source, so a grain of salt is warranted!)


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Next Post: An After-Action report on the first half of Edge of Darkness (we're scheduled to play it this Wednesday!)

Want more of what I do? I have a number of best-selling Adventures and GM guides for the 7th Sea system available via DriveThruRPG! They are reasonably popular and shockingly inexpensive, so check them out!

I'll soon be working on writing my first-ever CoC scenario for publication, giving it the same "behind-the-scenes development" treatment you've seen so far - so watch this space for future posts on that topic!

Zone Rouge - Intelligence and the Mythos: Agencies nobody wants, doing work nobody understands.

The British Secret Intelligence Service is a real thing - now popularly known as MI6 - and it was a real thing in 1920's Europe, the setting of my "Zone Rouge" prelude to Horror on the Orient Express. Unlike modern day MI6, however, the most you could say about the organization in the early 20's is that it managed not to be completely de-funded.

After the Great War, there was less of an apparent need for the various intelligence services floating around in the UK, and the SIS was no exception. Funding was drastically reduced, and the remaining resources were large devoted to attempting to keep tabs on communist activities. In the real world, this obsession with communism led the SIS to engage in an information-sharing partnership with the up-and-coming Nazi government in Germany. In my game, the communist mania will conceal a blindness towards a different enemy: the sorcerers, cultists and monsters of the world of Call of Cthulhu.

SIS Leadership and the Occult


Of course, not everyone in the organization is ignorant of the esoteric and occult. In the interest of providing a framework for the prelude and campaign, I wanted to have a couple of regular contacts in the high levels of the SIS that my group would interact with, and be variously supported or stymied by. Here I begin to make liberal use of historical figures in ways that, I'm sure, would displease them to no end.

The historical head of the group is Sir Mansfield George Smith-Cumming, who will be referenced by the code name "C." In my version of history, he is the source of the focus on communism, and is completely, violently disinterested in any theories regarding the paranormal or supernatural. He holds the purse strings of SIS, and will only release funds for projects that serve his own ends. In real history, "C" died unexpectedly in his home in 1923, to be replaced by Hugh Sinclair (more on him in a moment). In my history, I've reserved this fate for Sinclair.



Sir Hugh "Quex" Sinclair is 2nd-in-command in 1920, and is the figure the Vienna Club's Investigators will hear from most often in the Prelude. Before we go on, let's acknowledge that 1) "Quex" is an awesome nickname, and 2) If we follow the "initial-as-code name" precedent, he would be known as "Q". Q, of MI6.

In the framework of the Zone Rouge prelude scenarios, Quex is an intelligent, driven man with a hobbyist's passion for the occult. He is well read on both ancient and modern occultist and alchemical writings, and within the SIS his function is to point the Vienna Club towards scenarios with briefing packets that obliquely allude to strange goings-on. He is loyal to the organization, and does want to support the broader mission, but in the grand tradition of right-hand-men throughout history he's not afraid to to bend the rules to support a vision of the greater good that doesn't quite align with his boss' vision.

And, importantly for the Horror on the Orient Express campaign, Quex also fills the role of Professor Smith as the older acquaintance with deep ties to the occult community. Of course, in the campaign...

{SPOILERS FOR THE FIRST HotOE SCENARIO}

...he is ultimately killed and replaced by Makryat, would-be leader of the Brothers of the Skin. I really like the additional layers of intrigue this offers for the narrative: with a Cultist potentially able to pose as the Number 2 in the SIS, all kinds of interesting misinformation and back-channel intrigue is possible. Should the Investigators survive all the way to make it back to London, they may find conditions in the UK have changed dramatically due to this infiltration.

Finally, Quex's own assistant is one Claude Dansey (code name "Z"), who really became more famous in WWII when he created and activated his own network to replace the "official" SIS apparatus in Europe which had been compromised by German agents.

In the next post, I'll talk about some handouts I use,  in the form of Intelligence Briefings delivered to the Investigators, to help provide important information between sessions and keep things moving along.


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Want more of what I do? I have a number of best-selling Adventures and GM guides for the 7th Sea system available via DriveThruRPG! They are reasonably popular and shockingly inexpensive, so check them out!

I'll soon be working on writing my first-ever CoC scenario for publication, giving it the same "behind-the-scenes development" treatment you've seen so far - so watch this space for future posts on that topic!

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