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Top Secret.

Posted by Wiglaf
Wiglaf
member, 780 posts
Sat 31 Oct 2015
at 03:10
  • msg #1

Top Secret

As is my custom, I stopped by the local half price book store on my way home from work.  I keep my eye out for odd RPG or wargaming material that I can use to enhance my games, or just read for fun.  Today, I came across a copy of TSR's Top Secret/S.I. Commando for $10.  After a few quick flips through, and knowing nothing about TS, I picked it up as an interesting source book to mine for information on modern or future style Special Ops games.  On a quick glance the guns looked like they could be easily converted for use with a Modern style Swords and Wizardry White Box game.

However, I'm all about context.  So, I was wondering if anybody would be willing to share their experiences with the game?  How 'crunchy' is it?  What are the main differences between the original boxed set and modules and the S.I. sets and modules?  I understand from google searching that the original game was pretty light, like Rules Cyclopedia style light, but that the TS/SI rules were quite a bit heavier, and required more on the fly math.  How accurate is that when comparing to games like Pathfinder or 3.5?

I am intrigued, but would be comparing it to d20 Modern in style, or GURPS, and I'm wondering how it stacks up against those more modern games.
Jeffrywith1e
member, 26 posts
Sat 31 Oct 2015
at 15:22
  • msg #2

Top Secret/S.I.

Commando adds military realism rules to the Top Secret/S.I. espionage RPG, giving it combat or special forces elements to the more spy themed game. It has nothing at all to do with, or is compatible with the original Top Secret RPG.

Top Secret/S.I. had a pretty cool stream lined d%/d100 system, roll under system.

There is a game currently in publication that is heavily inspired from TS/SI called Covert Ops. Many of the rules seem to be directly influenced from TS/SI, but Covert Ops is not a direct retro-clone. But it is clearly close. Currently there isn't a direct retro-clone of Top Secret/S.I.

https://rpggeek.com/rpg/24165/covert-ops
https://rpggeek.com/rpg/922/top-secretsi

Here is a blog post that reviews Covert Ops and compares it to the similarities of Top Secret/S.I. if you're interested...
http://waveyourgeekflag.blogsp...vert-ops-review.html



I hope that helps. I'd be happy to answer any more questions you might have.

I've always been quite fond of Top Secret/S.I. Twas one of my very first games.
Wiglaf
member, 783 posts
Sat 31 Oct 2015
at 20:00
  • msg #3

Top Secret/S.I.

Thanks for the information, and the links!  They've helped me get a better idea of what I am looking at.  :)
Wiglaf
member, 784 posts
Sun 1 Nov 2015
at 04:22
  • msg #4

Top Secret/S.I.

Hmmm, how would this game compare to something like Star Frontiers?

By which I mean.  How easy is it to run compared to SF?  How does combat feel?  Does it get bogged down or rather samey with the same options always being the 'best' ones?  Or is it easy for a GM to encourage players to mix it up and handle situations in a different manner?  How about the rules for vehicle based combat?

What I'm looking for is a system that I can use for both modern style games as well as future based games.  So far I've been leaning towards White Star by Barrel Rider Games due mostly to its simplicity, its' based on Swords and Wizardry WhiteBox, as well as elements which would allow me to add in Star Wars style action, or leave them out for something more akin to Star Trek or Babylon 5.

However, after reading a bit about Top Secret, and rediscovering Star Frontiers, I'm reassessing my interest level in a percentile based modern/future game.  Here are some ideas on what I am looking for.

Deadly combat.  I want a system where opening fire with all weapons before bothering to examine the terrain is not the best option.  I want that goon with an ak47, or a laser-carbinerMK12, to be scary, instead of merely cannon fodder.  I want players to be looking out for cover at all times, and trying to only fight when the odds are in their favor, because if they don't their characters will be toast.

Light rules to cover social situations, but still having them covered.  I don't want to have a player make a diplomat and then call themselves useless because they can't see their options.  I'm pretty comfortable with adjudicating most diplomacy based stuff.  So combat is a larger concern.

Vehicle based rules that cover what happens in combat.  These don't have to be complicated affairs.  The faster running the better, but I'd like enough meat that I can extrapolate some of them into combat between starships, or ocean going vessels, or tanks without writing a whole new system.  My main comparison here is d20 Modern, and my recent reading of Star Frontiers.  How do Top Secret's vehicle rules stack up or compare?

Bonus:  Guidelines for creating my own vehicles, or modifying equipment.  I have a significant collection of equipment guides, especially weapons, for Modern style games.  I also enjoy doing research on real world weapon systems.  I'd love to have guidelines to help me tinker with weapons and make modifications to represent different variants without breaking the system or giving any one players, or bad guy, an unfair advantage.

Here are a few other thoughts about Top Secret.

-How well would the rules translate to running games set in the WWI or WWII eras?  Anyone tried this and willing to share stories?
-How would TS handle a game set in an alternate timeline?  Think Fallout, or Metro 2033 or something similar?  Any experiences with this people could share?  problems that were found and overcome?
-Any really good modules that you'd recommend?  Something with a great Sean Connery's James Bond kind of flair?
-Anyone ever used TS for a Men in Black style game, or Stargate?
-What's the kind of Top Secret game you've always wanted to play?
This message was last edited by the user at 05:33, Sun 01 Nov 2015.
dez1234
member, 35 posts
Game nerd
Librarian
Thu 5 Nov 2015
at 21:05
  • msg #5

Top Secret/S.I.

I remember being told the S. I. stood for "Simplified for Idiots."

I don't remember much about the gameplay but I do remember that it was a fun game to GM, and my players always seemed to have a good time, so...

Sorry, not really adding much substance to the conversation, just reminiscing.
Grimmond
member, 375 posts
Antler-care by LIV THATCH
"RALPH" The Wonder Llama
Thu 5 Nov 2015
at 21:20
  • msg #6

Top Secret/S.I.

It's been a long time for me with Top Secret as well.

As for Star Frontiers and the other games referenced I have no experience so I could not possibly judge. You might find that comparison a tough call for the same reason.

As for running Top Secret in WWI or WWII mode, I would think there would be better choices; GURPS or Twilight 2k come to mind. As for Fallout, Men In Black, Stargate or Cthulhu, the system if I remember correctly Top Secret does not have stats for  Azathoth, Cthulhu, Ghatanothoa, Shub-Niggurath, Yog-Sothoth ... much less a python or wolf. Its creature catalog is deficient to be sure.

Top Secret was a great game to play James Bond-ish kinds of games. It allowed for a good "feel" and encouraged that feel. It had all the "stuff" needed to play a "Bond" type game. But frankly as to how good a game it was, it has been so long since I opened the cover of the book, I can only remember the Mt Dew, Pizza and laughs ... there were MANY laughs.
Heath
member, 2895 posts
If my opinion changes,
The answer is still 42.
Thu 5 Nov 2015
at 21:36
  • msg #7

Top Secret/S.I.

I'm also a Star Frontiers fan.  If that game in particular has interest to you, a fan base has produced a very high quality expansion to the system, including links to all the original rules.  It has periodic publications to add new weapons, races, locations, and the like, and keeps Star Frontiers alive.  The website can be found at: starfrontiersman.com
Jeffrywith1e
member, 28 posts
Tue 10 Nov 2015
at 19:13
  • msg #8

Re: Top Secret/S.I.

Heath:
I'm also a Star Frontiers fan.  If that game in particular has interest to you, a fan base has produced a very high quality expansion to the system, including links to all the original rules.  It has periodic publications to add new weapons, races, locations, and the like, and keeps Star Frontiers alive.  The website can be found at: starfrontiersman.com


I believe that site is associated with the folks doing Covert Ops, the Top Secret/S.I. alternative- DWD studios. They also do Barebones Fantasy which is pretty compatible with Covert Ops. They have been working on a sci-fi genre book as well, also compatible and heavily influenced/homage to Star Frontiers.
Wiglaf
member, 799 posts
Thu 12 Nov 2015
at 13:30
  • msg #9

Re: Top Secret/S.I.

Thanks for the information and the links.  :)

I can see now that TS may not be what I am looking for.  However, Star Frontiers just might warrant a more in depth look.  Thanks again, and cheers!
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