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James Bond 007 RPG: Basic Game (book), by Gerard Christopher Klug
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- Sales Rank: #1380615 in Books
- Brand: James Bond
- Published on: 1983-10
- Original language: English
- Number of items: 1
- Dimensions: 10.50" h x 8.25" w x .50" l, .90 pounds
- Binding: Paperback
- 160 pages
Most helpful customer reviews
0 of 0 people found the following review helpful.
Now, Pay Attention, 007...
By Devin Parker
Though the system is old, it is, at its core, simpler than many game systems produced in its era. While many games were designed with the intention of modeling physics, and oft-times slipped into the error of thinking that more complexity equaled more sophistication, James Bond 007 was fairly innovative in its attempts to model the genre it promises to assist players in emulating. Once one grasps how the core mechanic works - Primary Chance multiplied by Ease Factor, roll percentile dice and consult the Success Chance chart for Quality Rating achieved - the rest of the game flows quite smoothly.
Especially interesting are the use of Hero Points, which can be used for various purposes such as improving your skill roll results, decreasing the rolls of NPC opponents, and making advantageous things happen (such as finding a flare gun in the glove compartment of the East German military fuel tanker truck you just hijacked in which to make your escape, to cite one actual-play example). Echoes of this would later be seen in games such as Savage Worlds and Fate. While you can just keep track of Hero Points on the character sheet, I purchased a set of 50 Brybelly Monte Carlo Premium Poker Chips in $10,000 denominations for use in my game. In addition to adding atmosphere to our session, the colors even match the orange and black of the gamebook's cover.
Bear in mind that GMs have a way to counter Hero Points if they so choose: major NPCs have Survival Points, which have a similar function. So while Bond will take down mooks with relative ease, he's going to have to work harder to bring down Dr. No or Auric Goldfinger.
Should you fear that the player characters are going to walk all over the GM's NPCs, be aware that characters are built with points rather than randomly rolled, and that there are three levels of character competency: Rookie, Agent, and 00 Agent. 00 Agents are built on far more points than the other two tiers, and begin the game with many more Hero Points. Again, this results in a feel appropriate to a James Bond game, where 00 Agents will get through many harrowing circumstances relatively unscathed. Meanwhile, if you want a game where the PCs will have to work harder to achieve their missions, consider running a game with Agent characters. As of this writing, I haven't yet tried to run a game where all of the player characters were Rookies, but I'd like to give it a try. It seems that it would result in a more low-key and challenging game where each character needed to specialize in one field and use teamwork to complete their objectives.
James Bond 007 is uncommon among RPGs in that it is designed to accommodate a single player and GM. Though they are sometimes assisted by Rookies and Agents, 00 Agents most often work alone. This means that you can play a single-player game without the GM needing to run a number of NPCs to supplement the "party," as one must in many other games. 00 Agents are highly-competent and have a broad range of skills and areas of expertise, after all, and the mechanics support that idea. The only drawback to this is if you have a group of players and one of them wants to play a 00 Agent, the other players need to be prepared to play a support or even comic-relief role (unless you want a game filled with 00 Agent-level characters). This flies in the face of most RPGs, where it is expected that all player characters will be roughly equal in terms of ability (though games such as Buffy the Vampire Slayer have handled this imbalance well).
Also enjoyable is the way in which chases are run. Each participant chooses one of five maneuvers to perform (though there are only five, any action you can think of is possible within them) and then begins to bid against the GM (representing the NPCs). Each bid makes your planned maneuver that much riskier to perform, but the one who bids the lowest determines who gets initiative. Those who fail their rolls or push their vehicles too hard have a chance of suffering a Mishap, which can damage their vehicle and/or their character, and take them out of the chase. Actual play resulted in the same sort of spectacular stunts and crashes for which the Bond films are justly famous. Though I've focused on vehicle chases, the same rules are used for pursuit on foot, horseback, and so on.
There are subsystems for playing casino games, seduction, and of course, hand-to-hand and gun combat. These each play out in a way that I felt mirrored how these elements manifest in the movies. The only downside that I found was that in order to play out the casino games, the GM actually needs to have some idea of how the games work. Easy enough for a game of blackjack, but when it comes to something more Bondian, like Chemin-de-fer, I'm a bit in the dark. A copy of Hoyle's would probably have been a good tool to have at hand back in the day, but fortunately, we can always refer to Wikipedia or watch a YouTube video to acquire this knowledge. And it does result in feeling like you're playing out a Bond movie rather than just making a single skill roll a la Pathfinder.
Of course, the book is of its time in ways that can't be helped. If you're setting your games in the 1970s or 80s, the core book will have most everything you need: weapons, vehicles, maps and guides to major cities of the world. If you want to run it closer to modern day, well, you're going to be on your own to figure out statistics, or just figure out a close equivalent in the book to copy. At least with cities, you still have Google Maps and the rest of the internet to consult. That said, I would still recommend getting other books in this series, such as Q Branch and Thrilling Locations, which offer much more. An old grognard like me is perfectly happy to run games set in the Cold War, but I can appreciate the desire to James Bond 007 in the here-and-now.
Where the author pleasantly surprises is in the adaptation from the source materials. The book is written to balance its inspirational sources, drawing from both Ian Fleming's novels and the films. This is reflected in the illustrations, as well, where James Bond has a uniform appearance throughout the book; I credit the illustrator, James Talbot, for drawing specific scenes from the movies and managing to blend the features of Sean Connery, George Lazenby, and Roger Moore. At the same time, Gerard Christopher Klug avoids the worse aspects of the novels and movies (namely, racism and misogyny); NPCs are presented with a bit more humanity than some of their characters were treated in their respective films, and in the example of play, the GM is female. While certainly not unheard of in games of its time, I still found it refreshing on a recent re-read.
On the whole, James Bond 007 is a solid, entertaining action-espionage RPG that does splendidly in recreating the feel of Bond films. There are many great games out there these days to tackle other styles of spy stories (as well as some that handle Bond's type of devil-may-care tradecraft), but you could do a lot worse than this.
8 of 8 people found the following review helpful.
007 Role Players Handbook (Basic Game Book)
By H. Yan
I first came upon this book in 1987. And almost twenty years later, I'm reading and going through it over and over again. The Basic Game Book is a manual of the workings of a James Bond role playing world and it's core rules. It is a RPG along the same lines of Dungeons and Dragons.
This book is not not only informative and insightful but the artwork is great as well. It is concise and very organized and structured when explaining how to bring the world of 007 to life. Whether you are a 007 fan or not, if you want to role play in the world of international espionage, this is the book for you.
2 of 2 people found the following review helpful.
Excellent Spy RPG
By D. Pulver
A classic and innovative design, this really captures the feel of 007 adventures. You can create your own spy for Her Majesty's Secret Service, or play Bond or another character from the novels or movies.
This game was an early pioneer of some key concepts in tabletop gaming, notably the use of a "fate point" system
to keep player characters alive. It also makes good use of levels of success in action resolution. The basic concepts of its vehicle chase system have been borrowed my many game designers since. It has a decent combat system, but also appropriately spends a lot of time on social and other non-combat interactions suitable for James Bond setting, e.g., gambling. There is excellent advice to support the game master and encourage roleplaying.
A few weaknesses show up. The equipment section is functional but basic (the Q-Manual supplement fixes that). The point generation system for characters, while fine, is a little unwieldy (you end up juggling thousands of character points). Licensing issues meant that photos from the films were unavailable and that SPECTRE could not be used. This is not a huge issue (many of the movies featured non-Spectre villains) and the game substitutes a stand-in agency, Tarot, but it is a minor irritation to some readers.
The technology and references date the book to the 80s, but it would be fairly trivial to update it to the present-day Bonds or another spy genre game.
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