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Mercenaries, Spies and Private Eyes

Mercenaries, Spies and Private Eyes (MSPE) is a tabletop role-playing game designed and written by Michael A. Stackpole and first published in April 1983 by Blade, a division of Flying Buffalo, Inc. A second edition was later published by Sleuth Publications in 1986,[1] but Flying Buffalo continues to distribute the game. In 2019 a new revised Combined Edition of MSPE was published by Flying Buffalo which brought the different material from the previous editions and included additional new rules and expansions to the original rpg. MSPE's mechanics are based on those of Tunnels and Trolls, with the addition of a skill system for characters. A few adventure modules were also released for MSPE.[1]

Mercenaries, Spies, and Private Eyes
DesignersMichael A. Stackpole
Publishers1st/3rd edition, Blade (division of Flying Buffalo); 2nd edition, Sleuth Publications
Publication1st edition, April 1983; 2nd edition, 1986; 3rd edition, 2019
GenresDetective, Espionage
SystemsCustom Tunnels and Trolls derivative

System edit

Characters edit

MSPE determines character attributes by random roll. Skills are purchased for the character by the player using Skill Points. Skills are available in multiple levels, but skill cost goes up exponentially as the level of the skill increases.

Game mechanics edit

The core game mechanic of MSPE is the saving throw. Unlike Dungeons & Dragons' saving throws, those in MSPE are not used solely to escape danger. Instead, the MSPE saving throw is an attribute roll. The Gamemaster determines the difficulty of the saving throw, and the player then rolls two six-sided dice and adds the value of the relevant attribute of his/her character. MSPE saving throws can also be modified by skills, in which case the level of the skill being used is also added.[2]

MSPE uses a "loose" skill coupling, where any skill can potentially be used in combination with any attribute. In contrast, many other role-playing games use a "tight" coupling, where each skill has an associated attribute and is used only with that attribute.[3]

For combat, MSPE uses the same system as Tunnels and Trolls, with expanded rules for missile weapons (due to the importance of guns in the modern era) and additional rules for martial arts.[2]

Character advancement edit

Characters in MSPE earn Adventure Points (APs) on the basis of the "risk and daring" taken (decided by the gamemaster), success in combat, how well the characters handled their mission, and saving throws made. Gamemasters also have discretion to give out bonus APs. Earning enough APs causes the character to increase in level, and each level gives the character points to add to attributes (which can indirectly give more skill points).[2]

In addition to overall APs, MSPE characters also earn Skill APs by using their skills. When enough skill APs are earned, the skill in question advances a level, regardless of the character's overall APs and level.[4]

Reception edit

In the January–February 1984 edition of Space Gamer (Issue No. 67), W.G. Armintrout compared Mercenaries, Spies and Private Eyes to Top Secret and Espionage! and concluded, "Mercenaries, Spies & Private Eyes is one of the best-presented role-playing games I've ever seen, and if it isn't seriously in contention for a Charlie at Origins I'll be surprised. It should be understood that the game is supposed to be 'fun'. This means it often plays like: 'Make a saving roll to avoid the giant anaconda' or 'Make a saving roll to dodge the charging tiger'; on the other hand, getting involved in even a minor gunfight is a good way to get killed. MSPE is the simplest game of this bunch, yet I find it intriguing. It seems more open-ended than the other games: Utilizing MSPE rules, you could play out such varied adventurers as Murder on the Orient Express, The Dogs of War, or the exploits of James Bond. The rules are excellent, promise to be well-supported, and can be a great deal of fun if you don't take your gunfights too seriously."[5]

In the January 1984 edition of White Dwarf (Issue #49), John Sutherland found the rules to be badly organized, and attempted to cover too much, with the result that little of substance was revealed. Sutherland gave the system an overall rating of only 4 out of 10, saying, "These rules try to offer too much and end up providing very little. The game concept is good, but the execution is poor... The immense area of diversity that should be available from Agatha Christie to James Bond, is absent. By casting the net too wide, the author captures nothing."[4]

Nick Davison reviewed Mercenaries, Spies & Private Eyes for Imagine magazine, and stated that "MS&PE is an unsuccessful attempt to graft too many ideas together. Although it is certainly cheaper than other comparable RPGs ... no introductory scenario is included with the book."[6]

In the November 1984 issue of Dragon (Issue 91), Ken Rolston criticized the lack of background material, saying, "There is little help on specific institutions like the CIA and FBI. Economics is glossed over (a practical decision, given the time period addressed), and in general there is insufficient support for campaign-level role-playing." However, Rolston liked the "pleasant, light and practical" writing style, and found two of the chapters in the rulebook, "The Art of Detection" and "Using Live Clues", especially useful, calling them "necessary reading for mystery FRP gamemasters." In conclusion, Rolston noted the lack of supporting adventures and other published material for the system. "There are few supplements available. If you purchase the game, expect to design most of the adventures yourself."[7]

In the February 1985 edition of Dragon (Issue 94), Arlen Walker was impressed that character background was an important part of the character creation process: "The background a player invents for his character is important in setting up the character, and MS&PE is one of the few games that acknowledges this." He also liked the combat system, with its emphasis on weapons other than firearms. "This might be considered a handicap if what you’re trying to do is role-play the A-Team, but it serves as a definite advantage if you’re trying to get your players to do something besides shoot anything that moves (and many things that don’t)." Walker concluded with an unequivocal recommendation: "If you’re planning on role-playing in the modern era, whether you’re interested in James Bond or George Smiley — or even Nero Wolfe —this would be an excellent system to choose. If you’re after a system which allows a great deal of freedom of action, both for referee and player, this is by far the best."[2]

In 1999 Pyramid magazine named Mercenaries, Spies and Private Eyes as one of The Millennium's Most Underrated Games. Editor Scott Haring described the game as "one of those 'I can't figure out why it wasn't more popular' kind of games, though publisher Flying Buffalo has had enough of those ... to make me think there may be a connection."[8]

Reviews edit

References edit

  1. ^ a b Schick, Lawrence (1991). Heroic Worlds. Buffalo, New York: Prometheus Books. pp. 66–69. ISBN 0-87975-652-7.
  2. ^ a b c d Walker, Arlen (February 1985). "Playing in the modern era: MS&PE package provides both fun and freedom". Dragon. TSR, Inc. (94): 32–34.
  3. ^ Casey, Travis. "Capsule Review of Mercenaries, Spies, and Private Eyes". RPG.net. Retrieved 3 January 2016.
  4. ^ a b Sutherland, John (January 1984). "Open Box". White Dwarf. Games Workshop (49): 15.
  5. ^ Armintrout, W.G. (Jan–Feb 1984). "Spy vs. Spy vs. Spy: a comparative review". Space Gamer. Steve Jackson Games (67): 11–16.
  6. ^ Davison, Nick (April 1984). "Notices". Imagine (review). TSR Hobbies (UK), Ltd. (13): 40.
  7. ^ Rolston, Ken (November 1984). "The Butler Didn't Do It". Dragon. TSR, Inc. (91): 96–97.
  8. ^ Haring, Scott D. (1999-11-25). "Second Sight: The Millennium's Most Influential Company and The Millennium's Most Underrated Game". Pyramid (online). Retrieved 2008-02-16.
  9. ^ https://archive.org/details/completeguidetor0000swan/page/136/mode/2up

External links edit

  • Official site
  • 2019 MSPE Combined Edition Kickstarter
  • Fan-made resources for the game

mercenaries, spies, private, eyes, mspe, tabletop, role, playing, game, designed, written, michael, stackpole, first, published, april, 1983, blade, division, flying, buffalo, second, edition, later, published, sleuth, publications, 1986, flying, buffalo, cont. Mercenaries Spies and Private Eyes MSPE is a tabletop role playing game designed and written by Michael A Stackpole and first published in April 1983 by Blade a division of Flying Buffalo Inc A second edition was later published by Sleuth Publications in 1986 1 but Flying Buffalo continues to distribute the game In 2019 a new revised Combined Edition of MSPE was published by Flying Buffalo which brought the different material from the previous editions and included additional new rules and expansions to the original rpg MSPE s mechanics are based on those of Tunnels and Trolls with the addition of a skill system for characters A few adventure modules were also released for MSPE 1 Mercenaries Spies and Private EyesDesignersMichael A StackpolePublishers1st 3rd edition Blade division of Flying Buffalo 2nd edition Sleuth PublicationsPublication1st edition April 1983 2nd edition 1986 3rd edition 2019GenresDetective EspionageSystemsCustom Tunnels and Trolls derivative Contents 1 System 1 1 Characters 1 2 Game mechanics 1 3 Character advancement 2 Reception 3 Reviews 4 References 5 External linksSystem editCharacters edit MSPE determines character attributes by random roll Skills are purchased for the character by the player using Skill Points Skills are available in multiple levels but skill cost goes up exponentially as the level of the skill increases Game mechanics edit The core game mechanic of MSPE is the saving throw Unlike Dungeons amp Dragons saving throws those in MSPE are not used solely to escape danger Instead the MSPE saving throw is an attribute roll The Gamemaster determines the difficulty of the saving throw and the player then rolls two six sided dice and adds the value of the relevant attribute of his her character MSPE saving throws can also be modified by skills in which case the level of the skill being used is also added 2 MSPE uses a loose skill coupling where any skill can potentially be used in combination with any attribute In contrast many other role playing games use a tight coupling where each skill has an associated attribute and is used only with that attribute 3 For combat MSPE uses the same system as Tunnels and Trolls with expanded rules for missile weapons due to the importance of guns in the modern era and additional rules for martial arts 2 Character advancement edit Characters in MSPE earn Adventure Points APs on the basis of the risk and daring taken decided by the gamemaster success in combat how well the characters handled their mission and saving throws made Gamemasters also have discretion to give out bonus APs Earning enough APs causes the character to increase in level and each level gives the character points to add to attributes which can indirectly give more skill points 2 In addition to overall APs MSPE characters also earn Skill APs by using their skills When enough skill APs are earned the skill in question advances a level regardless of the character s overall APs and level 4 Reception editIn the January February 1984 edition of Space Gamer Issue No 67 W G Armintrout compared Mercenaries Spies and Private Eyes to Top Secret and Espionage and concluded Mercenaries Spies amp Private Eyes is one of the best presented role playing games I ve ever seen and if it isn t seriously in contention for a Charlie at Origins I ll be surprised It should be understood that the game is supposed to be fun This means it often plays like Make a saving roll to avoid the giant anaconda or Make a saving roll to dodge the charging tiger on the other hand getting involved in even a minor gunfight is a good way to get killed MSPE is the simplest game of this bunch yet I find it intriguing It seems more open ended than the other games Utilizing MSPE rules you could play out such varied adventurers as Murder on the Orient Express The Dogs of War or the exploits of James Bond The rules are excellent promise to be well supported and can be a great deal of fun if you don t take your gunfights too seriously 5 In the January 1984 edition of White Dwarf Issue 49 John Sutherland found the rules to be badly organized and attempted to cover too much with the result that little of substance was revealed Sutherland gave the system an overall rating of only 4 out of 10 saying These rules try to offer too much and end up providing very little The game concept is good but the execution is poor The immense area of diversity that should be available from Agatha Christie to James Bond is absent By casting the net too wide the author captures nothing 4 Nick Davison reviewed Mercenaries Spies amp Private Eyes for Imagine magazine and stated that MS amp PE is an unsuccessful attempt to graft too many ideas together Although it is certainly cheaper than other comparable RPGs no introductory scenario is included with the book 6 In the November 1984 issue of Dragon Issue 91 Ken Rolston criticized the lack of background material saying There is little help on specific institutions like the CIA and FBI Economics is glossed over a practical decision given the time period addressed and in general there is insufficient support for campaign level role playing However Rolston liked the pleasant light and practical writing style and found two of the chapters in the rulebook The Art of Detection and Using Live Clues especially useful calling them necessary reading for mystery FRP gamemasters In conclusion Rolston noted the lack of supporting adventures and other published material for the system There are few supplements available If you purchase the game expect to design most of the adventures yourself 7 In the February 1985 edition of Dragon Issue 94 Arlen Walker was impressed that character background was an important part of the character creation process The background a player invents for his character is important in setting up the character and MS amp PE is one of the few games that acknowledges this He also liked the combat system with its emphasis on weapons other than firearms This might be considered a handicap if what you re trying to do is role play the A Team but it serves as a definite advantage if you re trying to get your players to do something besides shoot anything that moves and many things that don t Walker concluded with an unequivocal recommendation If you re planning on role playing in the modern era whether you re interested in James Bond or George Smiley or even Nero Wolfe this would be an excellent system to choose If you re after a system which allows a great deal of freedom of action both for referee and player this is by far the best 2 In 1999 Pyramid magazine named Mercenaries Spies and Private Eyes as one of The Millennium s Most Underrated Games Editor Scott Haring described the game as one of those I can t figure out why it wasn t more popular kind of games though publisher Flying Buffalo has had enough of those to make me think there may be a connection 8 Reviews editDifferent Worlds 36 Sept Oct 1984 The Complete Guide to Role Playing Games 9 References edit a b Schick Lawrence 1991 Heroic Worlds Buffalo New York Prometheus Books pp 66 69 ISBN 0 87975 652 7 a b c d Walker Arlen February 1985 Playing in the modern era MS amp PE package provides both fun and freedom Dragon TSR Inc 94 32 34 Casey Travis Capsule Review of Mercenaries Spies and Private Eyes RPG net Retrieved 3 January 2016 a b Sutherland John January 1984 Open Box White Dwarf Games Workshop 49 15 Armintrout W G Jan Feb 1984 Spy vs Spy vs Spy a comparative review Space Gamer Steve Jackson Games 67 11 16 Davison Nick April 1984 Notices Imagine review TSR Hobbies UK Ltd 13 40 Rolston Ken November 1984 The Butler Didn t Do It Dragon TSR Inc 91 96 97 Haring Scott D 1999 11 25 Second Sight The Millennium s Most Influential Company and The Millennium s Most Underrated Game Pyramid online Retrieved 2008 02 16 https archive org details completeguidetor0000swan page 136 mode 2upExternal links editOfficial site 2019 MSPE Combined Edition Kickstarter Fan made resources for the game Retrieved from https en wikipedia org w index php title Mercenaries Spies and Private Eyes amp oldid 1177925371, wikipedia, wiki, book, books, library,

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