Seeing that there are several reviews of T&T here, and noticing that there are no reviews of the T&T-based Mercenaries, Spies, and Private Eyes (MSPE for short), I decided to correct that.
Note that this is a review of the rulebook only -- the boxed set version is currently out of print, but it adds an introductory module, character sheets, and a few other goodies.
MSPE is an old-school RPG, but not from the old school that most newer gamers are familiar with. It's a derivative of Tunnels & Trolls, and has that game's simplicity, but builds on T&T's structure, using a skill system instead of T&T's classes.
First published in 1983, and then republished in 1986, it has very good production values for an RPG of that time. The text is large enough to be easy to read, there are no greyish backgrounds behind text, and section and chapter headers are easily apparent. The artwork isn't of high quality, but there is a fair amount of it, and the pieces shown are usually appropriate to what's being discussed in the text. Other than the artwork, I'd say that the production values are very good even for today.
The organization of the book is logical, moving from an introduction (which is quite good, actually -- much better than the typical "this is roleplaying" intro) into character creation, skills, "saving throws" (which are the basic mechanic used to do most things -- the name is a holdover from T&T), combat, advancement, and movement.
That concludes the basics of the rules, in less than 50 pages. The second section is an "Introduction to Scenario Design." This is actually several things, since the game covers such a broad range. It starts with "Bad Guys & Beasties", on how to create the opposition. Next come "Mercenary Missions", "Spy Scenarios", and "The Art of Detection", on creating adventures for -- well, for Mercenaries, Spies, and Private Eyes, respectively. These sections are all short -- 2 pages, 3 pages, and 8 pages, respectively -- but the advice is good. The section on mysteries is especially good, covering the basic mystery, motives, and how to run a mystery with simple, clear examples. These aren't cookbook, do-these-steps-and-you'll-have-an-adventure methods, but they are enough to get even a new GM thinking.
Rounding out this part are sections on law enforcement agencies; "time, healing, and income", on what goes on between adventures. "Nightstalkers", on using MSPE for other genres; Lost Worlds and horror are the main ones here, although each gets only brief treatment -- this section is really meant more as a jumping-off point than as a set of rules. Last are optional hit location rules and rules for car crashes.
The third part of the book covers "Provisions" -- that is, weapons and equipment -- and has a section on using props, optional aging rules, and gives sample characters. Closing things off are two pages of sample character portraits and a suggested reading list.
Characters have seven main stats: Strength, Luck, Dexterity, Intelligence, Constitution, Charisma, and Speed. As was standard for games of the time, the stats are generated randomly -- however, it would be easy to put in a point system. Stat generation is slightly unusual -- roll 3d6, and if the roll comes up triples, add in an extra 2d6. Thus, attributes can range from 4 up to 30 to start with, but ones above 18 will be rare. This is the main random part of character generation -- certain "skill" choices may result in random rolls, though.
Skills are purchased with skill points -- each character starts with a number of skill points equal to his/her IQ (the abbreviation used for the Intelligence attribute). Each skill has a minimum IQ level needed to buy it, and costs a number of IQ points. Some "skills" are really advantages -- for example, "Secret ID/Double Agent", "Title" (the character has a noble title), and several psychic talents are listed as "skills."
Skills are either binary or have levels. If a skill has levels, the character can buy up the level at character creation by spending extra skill points on it. Some skills have side effects -- for example, a character who has a Hereditary Title automatically gets +2 to Charisma and the skill Chic.
Each skill is given a brief description, describing what it is and how to use it in the game.
Emphasis is placed on coming up with a character's background -- it should be used to justify skills, and if the GM is amenable, to give the character extra skills (up to 2 skill points' worth).
The basic mechanic for doing things is the "saving throw". Saving throws come in multiple levels. To make a saving throw, the player takes an appropriate attribute (given by the rules or chosen by the GM), adds the levels of any appropriate skills, and rolls 2d6 and adds them to the total. This is then compared to a number -- either 15 + (5 * saving throw level) for "regular" saving throws, or another character's attribute and skill total. Any roll of less than 5 always fails; if doubles are rolled on the dice, the player rolls again and adds, continuing until a non-doubles roll comes up. It's a simple system, and is used for everything in the game *except* melee combat.
(Historical side note: As far as I know, MSPE is the first game to use a skill system where any skill can theoretically be used with any attribute. As in the Storyteller system, a character might use Dexterity + Pistol to shoot a Pistol, Intelligence + Pistol to identify a pistol, Charisma + Pistol to show off how good with a pistol he/she is, etc.
MSPE is also one of the earliest "universal system" games, with everything except melee handled by a single system. With these and its simple rules, MSPE is a spiritual ancestor of the 90's movement to simple systems.)
So, how does melee combat work? Each character has Hand-to-Hand Combat Adds -- these are determined by the character's attributes. The character rolls dice depending on the weapon he/she is using, add his/her HTH Combat Adds, and the total is his/her Combat Total. This is then compared to the opponent's Combat Total, and whoever has the lower total takes the difference in damage. Damage is taken off of Constitution. If CON drops to zero, the character is unconscious, or possibly dead.
Martial arts get considerably more complicated. Indeed, they are too complicated for me to quickly summarize, but they are an extension of the melee combat rules. Martial artists, however, can fight multiple opponents more effectively and can go earlier in the round than other melee combatants.
Ranged combat is handled through Saving Throws and three tables. The first two tables are for short-range and long-range weapons, and give the saving throw total needed to hit a target, based on what the shooter is doing (standing still, moving, dodging), what the target is doing, and the range. The third table gives modifiers for targets larger or smaller than a human. There are also some miscellaneous modifiers for shooting at night, using a scope, etc. The only odd thing here is that using a laser targeting device makes hitting *far* too easy.
The shooter makes his/her saving throw to hit. If the shot hits, dice are rolled for damage, with the exact dice depending on the weapon used. There are special rules for multiple shots and for automatic weapons, but these are fairly simple.
characters advance by gaining Adventure Points. The GM is given guidelines for awarding Adventure Points based on the level of risk, how daring the characters were, combat, and how well the players handled the adventure. Interestingly, capturing an enemy gives twice as many APs as killing the same enemy would. Individual awards are given for making Saving Throws and at the GM's discretion. Once a character has accumulated enough APs, he/she goes up a level. This gives the character two points to add to attributes. Raising IQ will give more skill points, so characters can learn new skills.
There's an additional factor, though -- skill APs. When a skill is used, that skill gets APs. When a skill gains enough APs to advance a level, the character goes up a level in it.
That's pretty much it for the basic rules -- they're simple, allowing a great deal of room for GM improvisation while still giving a framework for combat and skill use. The system as it stands is semi-cinematic -- it's meant to model the sort of gritty, but larger than life feel of film noir, pulp adventure, and the James Bond books (which are a lot more "realistic" than the movies).
Well... like most late 70's/early 80's games, there's almost no setting info. However, since this is a modern-day RPG, this isn't a lack that's felt as badly as in other games -- you can get plenty of setting info and ideas just by looking around you. The sections on Income and Provisions give sufficient info for those who like to just use a game's price lists -- if you want to go beyond that, you're pretty much on your own.
There are stats for a few common animals, and the "Nightstalkers" chapter gives sample stats for dinosaurs and the generic horror-movie monsters. There are also a few notes on playing a vampire or a werewolf.
Overall, I think that MSPE is a very good game, for those who like rules-light systems. Detail fans will want to try something else. The only thing I would change is the random character creation, but that would be fairly simple. The GM advice is brief, but good. The setting is non-existent, but that's not really a problem for this genre of game.
If you want a copy, you can try ordering through your local game store -- but while it's still in print, MSPE hasn't had very wide distribution for a long time. However, the web sites for Flying Buffalo and Dragonscroll both offer it.
Style: 4 (Classy and well done)
Substance: 4 (Meaty)