Intel Gauge for the Blighters RPG
So, I've been thinking about an Intel Gauge for the Blighters RPG for a while now and couldn't really find the right approach. Until I randomly looked into Jason Tocci's Venusian Job. I could kick myself. Jason's 2400 series is something that I have in my back for a while now. Not sure, but I think I even bought them before I bought Electric Bastionland. Sadly I only played a 2400 game once so far, but I've read the shit out of the different modules. Often when I try to come up with something for ItO or EB I look into the 2400 modules (or the plethora of their hacks) to see if there is something I could build upon. They are a masterclass in making game ideas simple, tangible and fun.
And yet, in all those years ... I've never read the Venusian Job. I always thought "Ocean's eleven in space? That's not my jam." And yesterday I flicked through my printed out modules and my eyes randomly locked on the back page of the Venusian Job, containing the whole "Casing the Joint" and "Intel" mechanic and I thought "Loooocusts, I'm an idiot!".
Well, at least I've found it now! Maybe someday I will write an extensive love letter to the 2400 RPG series here. They are indeed a gift that keeps on giving. (So go and buy them!)
But until then, let's return to Blighters.
Enter the Intel-Phase
This one happens before the mission and before the Cost-Phase.
The players may ask questions about the mission, the locations, the enemy and the objectives, though the Referee informs them that there is a risk of additional trouble with every question asked.
After each question, the Referee answers honestly (if you have nothing prepped for this particular question, improvise. If you can't improvise something, just ask your players what they think would be an interesting answer here).
When the question is answered the player who asked it has to make an appropriate skill roll, with the following consequences:
1-3: Increase the Intel Gauge by 2 Ticks
4-5: Increase the Intel Gauge by 1 Tick
6: Don't increase the Intel gauge
The Intel Gauge:
(How much trouble have your questions caused so far)
1-3: All quite
4-5: Suspicions. The enemy highten their defences
6: Trap! Something went wrong and you'll start this mission in a tight spot
For further inspiration take a look at the Venusian Job.
And now, good luck on your next mission!