Showing posts with label Greg Rucka. Show all posts
Showing posts with label Greg Rucka. Show all posts

Sunday, 7 February 2021

Blair's UK (Night's Black Agents, Dracula Dossier)

 I've been reading a lot of early-2000s histories, specifically:

Generation Kill Evan Wright

One Bullet Away Nathan Fick

Hella Nation Evan Wright

Fiasco Thomas Ricks

Enron: The Smartest Guys in the Room Bethany MacLean, Peter Elkind

All The Devils Are Here: The Hidden History of the Financial Crisis Bethany MacLean, Joe Nocera 


HBO Series, clip sourced from Storytellers


Sourced from Movieclips Classic

It's remarkable to me how all these events are happening at broadly the same time. As First Recon marines charge into Iraq in fall 2003 with a nervous Rolling Stone reporter hanging out of a humvee like a golden retriever on a road trip, the fallout from Enron's collapse in 2001 is ongoing; Skilling and Lay won't see the inside of a courtroom until 2006, and their former employees and investors are bankrupted. Meanwhile the major players in the 2008 financial collapse are galloping towards the finish line. By the time 2008 hits the Iraqi conflict is very much ongoing, and the marines Wright wrote about and Fick led have, in many cases, gone on to multiple tours, some of them suffering grievous injuries in that conflict. 

There's a common through line: the willing complicity of those put in power, to guide institutions and countries, in their own destruction, for reasons that don't hold up intellectually or philosophically. Hubris, and pride. From Dick Cheney massaging intel until the White House could swallow it, and Colin Powell standing up in front of decision makers and spouting a lot of what proved to be nonsense designed specifically to bamboozle his listeners, to Enron's financial wizards and, later, the major banking institutions' accountants, auditors and risk analyzers willfully manipulating data to make the onlooker believe the risk was minimal or, at best, appropriately managed, we've been living through twenty years at least in which the facts on the ground never mattered, funded in part by the economic machine that is the United States running full tilt until it couldn't run any more. 

A significant portion of the US electorate has now been conditioned to believe in bullshit and elect bullshitters, and there are times when I wonder whether this modern variant of a much older story can be traced, ultimately, to the politicians who cooked up the Iraqi conflict all those decades ago, and the businessmen who fleeced their investors and employees; the ones who abandoned any semblance of truth when truth didn't achieve their goal.  

This has been the age of lunacy.

In the United Kingdom, this was the age of Tony Blair, prime minister from 1997 to 2007. He's there for Enron and Royal Bank of Scotland, there for Kosovo, Afghanistan, for Iraq, and bows out just as the economic disaster he helped create is about to explode. I lived in the UK more or less from his earliest days as PM almost to the end of his run; I was still a uni student in the 1990s. Personally I would have preferred his predecessor John Smith, but when Smith died of a heart attack Blair was the logical candidate.

Blair has extraordinary talent, and his premiership ought to have been glorious - were it not for his many wars. Kosovo, Sierra Leone, Afghanistan, and the one that broke him - Iraq. His willingness to follow George W. Bush's government into an unpopular and deeply divisive conflict cost Blair all the political goodwill he'd gained up to that point. Labour's majority shrank, and by the time Gordon Brown took office the writing was on the wall. It would have taken a much better leader than Brown to save the party from defeat, and in 2010 a hung parliament eventually gave David Cameron his shot at the brass ring - a chance Cameron dismally mismanaged.

Blair's UK is also the UK of Greg Rucka's Queen and Country, one of the ur-texts of Night's Black Agents. Rucka's Tara Chase is very much a creature of Blair's government, cooperating closely with the US' war on terror, and Blairs' wars are her wars, from Kosovo (the scene of her first adventure) through to an abortive attempt to remove Zimbabwe's Mugabe.

It occurs to me that Night's Black Agents, and its offshoot the Dracula Dossier, suits Blair's UK more, perhaps, than any other timeline. It's fresh enough that most people can remember the details, albeit through the fuzziest of lenses. The technology's not completely foreign to today's gamer; the internet now isn't the internet then, but it's not as if they were still using 3.5 inch floppies back in 2000. The first generation iPhone hasn't turned up yet nor yet the iPad, but that's the only major difference most gamers are going to notice. That, and the strange freedom air travelers enjoyed, before the towers came down.

Most importantly, the big relationship is already established and very familiar to everyone: Poodle-ism, the willingness of Blair's government to do pretty much whatever Bush wants it to do. UK business leaders aren't much different; just as Enron's destroying California's electricity supply and Lehman's racing towards a cliff, Royal Bank of Scotland is headed for a fall, Northern Rock is about to drown in sub-prime, and Rupert Murdoch, the éminence grise of journalism, is solidifying his grip on the UK's political landscape.

It's the age of lunacy - and who better to take over the asylum than the pre-eminent lunatic, Dracula?

So for the next few sessions that's what I'm going to talk about. A Dracula Dossier / Night's Black Agents game set in the early 2000s, during Blair's premiership. What would change? What would stay the same?

What stories can be told?

Enjoy!

   

Sunday, 6 August 2017

The Facility (RPG Any. GUMSHOE)

The agents gather their forces and prepare to strike. The opposition won't know what hit them - or at least, that's the idea. But what are the agents assaulting, and how difficult will their task be?

Any organized group, whatever its objective, has assets of one kind or another. Often these assets are brick-and-mortar buildings, facilities whose efforts assist the group's goals. For the purpose of this discussion I'm going to use Esoterrorists as an example, but the concepts discussed here could apply across the board. It doesn't matter whether Vampires or Cultists are behind the latest threat to humanity; certain characteristics are shared.

The purpose of this segment is to give you, the Keeper/Director, some basic vocabulary to describe these facilities to the players. This will be particularly useful if you have to do this on the fly, without much prior preparation. This will most often happen in an improvisational game, in which the characters are likely to go off-script in search of adventure.

So what are these facilities?

They:
  • Manufacture,
  • Collect,
  • Distribute, or
  • Analyze.
A manufacturing facility makes something, a collection facility stores it, a distribution hub delivers it, and an analyzing facility investigates.

So to take an Esoterror cell devoted to weakening the membrane by any means necessary, that group has means by which it collects material to further its cause, makes that material, distributes it, or tries to find new ways to make, distribute or collect it. For purposes of this example it doesn't really matter what that material is - it's a pure McGuffin.

What do all these facilities have in common? They need:
  • Security, and,
  • Monitoring.
Someone has to keep the facility maintained and safe from prying eyes. This may mean a simple padlock on an important door, or a full-fledged electronic surveillance system. Also, someone has to monitor what's going on, whether the facility is doing as it should.

For purposes of gamification, the Security and Monitoring aspects of any facility ought to be given a basic rating, Low, Medium, or High. This determines the Difficulty of any given test against or within the facility.

So for example: this Collection facility has Low Security and Low Monitoring. It isn't very important to the grand design, or the cell doesn't have the resources to look after this and its other facilities too. This implies that any attempt to Infiltrate the facility, use Digital Intrusion to crack its online database, or really to attempt any test, is, at most, 3, assuming the Gumshoe default of Difficulty 4 for all tests.  

This implies that the Collection facility has only the most basic of security. Maybe there's a guard at the door, or a few badly placed, cheapo cameras. It also implies that the characters may be able to infiltrate the facility without being seen, and if they leave without blowing the place up or burning it down, their actions may not be noticed by the cell for some time, if ever. 

Thus Low = Difficulty 3, Medium = Difficulty 4, and High = Difficulty 5.

This doesn't just affect Difficulty. In Gumshoe, it also affects Investigative ability spends. A Low Security, Medium Monitoring facility implies:
  • 0 point clues for anything involving Security, say Electronic Surveillance, and
  • 1 point clues for anything involving Monitoring, say, Bureaucracy.  
The point being that a Low Security environment, say, is lax in all areas. The security cameras aren't properly positioned, the guards are rent-a-cops, the fences have holes in them. This isn't the time to make the agents spend points on Military Science to work out guard patterns. Whereas a Medium Monitoring environment has some functioning safeguards, so it shouldn't be a walk in the park when your forensic Accountant goes through its books.

High Security or Monitoring, on the other hand, implies extraordinary safeguards. That in turn suggests that more than one point, or perhaps a combination of points from different abilities, are needed.

It's unreasonable to assume that there's a wide spread between Security and Monitoring. A High Monitoring facility would never have Low Security. Nobody in their right mind puts the most important thing they own in a cardboard box by the side of the road. So a High Monitoring facility will have at least Medium Security. Similarly a Low Security facility is only ever going to have Medium Monitoring, and so on.

If you extend the gamification to transport between facilities, then there's an argument for saying there can be a wide spread between Security and Monitoring, for a very brief period while the McGuffins are in transport. However even then a wide spread isn't really likely. You don't see banks transporting cash in a tuk-tuk. 

OK, all that's the bare bones approach. So what happens when you want to go into more detail?

First, take a moment to think about what it is you're trying to describe. Security and Monitoring are common factors, granted. However there are other factors unique to the kind of facility you're designing. For example:

A Collection facility gathers McGuffins. What does it need?

It needs:
  • Space, in which to safely store the McGuffins.
  • Materials that are important to the McGuffins.
  • Transport for the McGuffins.
Let's say the McGuffins are delicate, and need to be in a temperature controlled environment. This may be the case if the McGuffins are antiques, or bacteria, or high-end computer equipment. Then the facility needs Materials, equipment to maintain temperature, power for that equipment, and probably some kind of electronic monitoring system to ensure the equipment doesn't fail, or, if it does, that the appropriate monitoring body is immediately alerted.

This in turn suggests significant investment - some kind of HVAC, distribution vents, means to control waste runoff from the equipment, some kind of monitoring station either automated or with human personnel. This only gets more important if the facility is somewhere that complicates that process - if, say, this temperature controlled environment has to exist within a tropical biosphere.

Say that the Esoterror cell is operating a facility similar to InGen's Jurassic Park in Isla Nublar, Costa Rica. That environment is fairly harsh: hot, humid, probably lots of salt in the atmosphere since it's an island, subject to intense storms. It's reasonable to assume that any complex technical facility in that environment wages a constant battle against corrosion, and that providing even basic aircon is more difficult there than it would be, say, in Texas.

However it couldn't exist at all if it wasn't close to Costa Rica. Politically stable, with a democratic government since 1948, and economically developed, it permits the transport network a would-be InGen needs to move all the construction equipment, scientific McGuffins and other things required to create the facility in the first place.

Equally, satisfying those needs may give the agents clues as to the facility's purpose and importance. In Greg Rucka's Queen and Country, when the agency needs to work out whether or not a particular building, out in the middle of nowhere, is or is not a chemical weapons plant, the two things that give it away, from satellite imagery alone, are an abundance of guards, and high waste heat from the machinery it uses to produce its McGuffins. Satisfying needs meant that the facility gave its true nature away. 

A Distribution facility's needs are similar, but not the same. It needs:
  • Space,
  • Materials, and
  • Transport.
But its need hierarchy is different.

If you were to map out a Collection facility's needs, its priority list would be Materials, then Space, then Transport. It absolutely needs to keep the McGuffins safe and viable, so it absolutely needs Materials. It needs Space, but that isn't as important as Materials, since it's reasonable to presume the McGuffins aren't staying forever. Finally, it needs transport links, but that isn't as important to it as the other two needs in the hierarchy.

So a Collection facility could be: out in an allegedly abandoned military base or missile silo. In a warehouse on the outskirts of a small town. In an old freighter anchored offshore. All these places are relatively remote and low-key, but they satisfy the need hierarchy. They offer Materials first and foremost, then Space, then Transport.

Whereas a Distribution facility's need hierarchy is: Transport, Materials, Space. Its purpose is to distribute, so it absolutely needs transport links to help it distribute. It needs to keep the McGuffins safe and viable for the limited time the McGuffins are within its care, so it needs Materials. It doesn't need Space as much as it needs the other two things, since the McGuffins aren't staying very long.

So a Distribution facility could be: a warehouse in a suburb near a major city. Container yards at or near a major port. Slaughterhouses on or near an important railway hub. A hotel at or near an airport. All these places are near the one thing it needs most, but in turn it means that the facility isn't as low-key. It needs some kind of profile, if only to blend in with everything else around it. Abandoned, decaying, marked with hazard warning signs - these are things you don't associate with important transport links. If it's a hotel right next to JFK airport in New York, it probably doesn't look like the hotel from Psycho. 

You can assign a needs hierarchy to all the facility types. Manufacturing needs Space, Materials, Transport. An Analyzing facility needs Transport, Space, Materials. With this needs hierarchy comes the first indication of what a facility is actually like, which in turn helps you design it quickly.

All that said, let's consider an Esoterror Manufacturing facility. Let's also presume that this facility is important but not vital to the cell, so it has Medium Security and Monitoring.

Say for the sake of plot that this particular facility is involved in food production, that it makes chicken nuggets which are infected with a biological agent that, in a percentage of the population, results in a disease which causes brain death. This allows the newly dead brains to be taken over by an Outer Dark entity.

It's manufacturing, so it needs Space, Materials, Transport. Space in this instance implies a lot of space - after all, there are a lot of chickens - and given the nature of the facility there's a lot of waste disposal too, and equipment for processing - the Materials part of the equation. There will be some kind of loading bay or shipping point - the Transport. There's also a small amount of the McGuffin on site. There would be more if this was a High Monitoring or Security site, but we've already decided this is Medium.

When the McGuffins are transported out of the facility, Security drops by one level, from Medium to Low. This in turn suggests that if the agents choose to hit the transport rather than the facility, their odds of success improve.

Assuming there's anything here that might provoke a Stability or Sanity loss, then that loss is probably not enough to drive anyone crazy, but enough to be a concern. Minor, not major; if it were major, the facility would be more important to the cell, and have High levels of Security, Monitoring, or both.

Medium Security implies plenty of locked doors, some kind of electronic alarm system, maybe a minor Outer Dark entity on site depending on how pulp you intend to play it. Medium Monitoring implies that if something happens to the facility the cell will respond reasonably quickly. Within a day if that something is overt, like explosives or a fire, within a week if it's just a break-in.  It also implies that there are resources on site that the agents might want to look at - filing cabinets, computer databases, midlevel management to interrogate. Difficulty for all tests within the facility is 4. Investigative Ability spends are at least 1 point.

Already you have a fairly clear picture of the facility, and thus what the agents can hope to get from the facility. You also know, for gamification purposes, the Difficulty for all tests, and the point spend. Those are the most important things you'll need to know before running any scene within the facility. 

Of course, you'll want to go into more detail for truly important, campaign-relevant facilities. This is just for those emergency moments, when the need arises and you haven't anything planned. Take a breath, consider your options, and ...

Enjoy!