Mercenaries, Spies and Private Eyes
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Mercenaries, Spies, and Private Eyes | |
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Designer(s) | Michael A. Stackpole |
Publisher(s) | 1st edition, Blade (division of Flying Buffalo); 2nd edition, Sleuth Publications |
Publication date | 1st edition, April 1983; 2nd edition, 1986 |
Genre(s) | Detective, Espionage |
System | custom Tunnels and Trolls derivative |
Mercenaries, Spies and Private Eyes (MSPE) is a role-playing game designed and written by Michael A. Stackpole and first published in April of 1983 by Blade, a division of Flying Buffalo, Inc. A second edition was later published by Sleuth Publications, but Flying Buffalo continues to distribute the game. MSPE's mechanics are based on those of Tunnels and Trolls, with the addition of a skill system for characters. A few solo adventure modules were also released for MSPE.
Contents |
[edit] System
[edit] Characters
As in most games of its era, MSPE assigns character attributes by random roll. Skills, however, 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, making high levels in a skill extremely expensive.
[edit] Mechanics
The core 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.
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.
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.
[edit] Character Advancement
Characters in MSPE earn Adventure Points (APs). These are earned 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).
In addition to overall APs, however, 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. This system is reminiscent of those later used by many MMORPGs to allow advancement of individual skills.