It was only two or three times a year that an assignment came along requiring his particular abilities. For the rest of the year he had the duties of an easy-going senior civil servant – elastic office hours from around ten to six; lunch, generally in the canteen; evenings spent playing cards in the company of a few close friends, or at Crockford’s; or making love, with rather cold passion, to one of three similarly disposed married women; week-ends playing golf for high stakes at one of the clubs near London.
… On these things he spent all his money and it was his ambition to have as little as possible in his banking account when he was killed, as, when he was depressed he knew he would be, before the statutory age of forty-five.
Spies are instruments of the state, expected to place that loyalty above all other considerations, up to and including, their own survival. They are sent into dangerous places by controllers with imperfect information, who may be prepared to sacrifice them if it seems expedient, and they’re expected to recruit and manage unwitting assets who are even more expendable. The basic relationship is asymmetric, with complete trust and obedience on one side with no corresponding responsibility to ensure wellbeing. Even assuming a spy can trust their organisation, there’s no guarantee that they’ll be able to trust their team, since the enemy has equally strong drives and capability to infiltrate assets under the same pressures. All of which tells us little about what a spy will do moment-to-moment, other than they’ll certainly do it with the expectation that at any moment they could be betrayed, hence the famous description, “a wilderness of mirrors”. In that prism, you could see the whole genre as a confidence game with guns.
What are the ergonomics of running a roleplaying game where lies and betrayal are an absolutely central aspect of the underlying fiction? What narrative archetypes can players use to inform “good” story or character decisions in a shifting maze of story expectations? If genre forms help establish a common frame of reference for group collaboration, how can we identify which forms are relevant for any specific outing within this chameleonic genre? If the basic story mechanism is deception, how can a player develop enough confidence in their understanding of the shared imagined space to take action? Moreover, if “who can you trust” is the central organising principle, then the central activity is an abstract interpretation of a relationship rather than a specific call to action.
The centrality of this abstract idea of “trust” means that there are huge over-laps with the Caper genre, with heists and robberies but also with the art of the con, and most spies also play Detective more than occasionally. If “trust uncertainty” is the key ingredient in the genre, we could decide to include a huge swathe of “crime” stories in the purview of the Spy story – what is Infernal Affairs if not a film about who can be trusted? Both the original and remake are significantly more interested in information-gathering and clandestine activity than in “solving crime” in a way that Sherlock Holmes would recognise. Similarly, if The Wire doesn’t seem much like other “Police Procedurals”, perhaps that’s because it makes heavy use of Espionage story architecture, especially in the way the institutional Baltimore police have an orthogonal agenda to their agents in the field. While the 2002 movie The Bourne Identity was sufficiently influential that it’s common to talk about “Post-Bourne” espionage, I’m a little unclear what bit of the film has any actual spying in it. What puts it firmly into the canon of modern Espionage fiction is the manifestly untrustworthy framework within which Treadwell operates. Conklin [Chris Cooper] is the disposable asset whose confidence in his superior, Abbott [Brian Cox] turns out to be wildly misplaced, with Bourne merely the inciting factor.
In a roleplaying context, probably the most familiar story trope involving Trust is the unreliability of Mr Johnson in Shadowrun. I haven’t played all that much Shadowrun in the grand scheme of my gaming CV, but one very strong and constant impression I’ve had is that whoever hires you for a clandestine mission against a MegaCorp is usually better off killing you than paying you, since loose ends can always lead back to them. The choice in Shadowrun is either to play along with Mr Johnson until the last possible moment, hoping to double cross him, or to do nothing. Knowing Mr Johnson is likely to betray your team just becomes one more element of mission planning, making yourselves either indispensable or setting up some kind of “insurance”. Beyond the first-base story move of “kill the team rather than pay them” is an entire world of false-flag operations, or operations planed as a diversion from the real team. Within the generally-understood framework of a tactical mission, these potential problems likewise just become additional mission parameters. I’m sure that the most sophisticated GMs create a perfectly murky environment where a shifting perspectives leave only the body count as an objective measure.
One tool we can use to describe this arrangement is the “Shared Imagined Space”, which is about as simple as it sounds. Different game systems use different ways of allocating control between the players at the table for what goes into the SIS, and mostly that means game mechanics to regulate possible actions within fictions. In D&D, if you want to kill something you need to use the game mechanics to see whether your avatar within the game can accomplish the task. We’re used to thinking about the SIS as a literal space – it’s in the name – but a shared understanding of valid storytelling strategies is also a very important part of the construct. The idea that Mr Johnson might decide to kill the team rather than pay them is a possible story event encoded in a shared understanding of the world – at least, after the first time. Identifying “get betrayed” as a central story element though, decoupled from a specific event, means that there is no specific provisional space for this event in the SIS. This means that the player, to a large extent, ends up flying blind and they must trust that the GM will use betrayal in a way that the player will find satisfying. Trust in this light though is very difficult unless you know that player’s tastes very well; there are only a handful of players in the world I know well enough to play in this mode to the uttermost, so unless that Platonic Ideal group gets together, some kind of communication strategy is going to be needed, which I’ll pick up on again at the end of the post.
Once you’re out of that nicely-defined story structure, problems abound. Thinking even more generally than spies, most of the difficult experiences I’ve had at a gaming table come from differing expectations about cause-and-effect within the game, usually on a genre level, which means that the imagined story space which should be shared is instead atomized. The most extreme examples have come from an explicit rejection of the genre frame – adventurers who’re not primarily interested in adventuring was a particular bane of my teenage groups as we began to grow tired of the D&D framework without understanding what a replacement frame would look like. Some of these genre frameworks can be a very delicate balancing act between the archetypal experiences and a pragmatic approach to problem solving. For example, in A Fistful of Dollars, Nameless [Clint Eastwood] inflames the conflict between the Baxters and Rojos, gradually escalating to the point where he can fight Ramón Rojo [Gian Maria Volonté]; faced with this scenario at a roleplaying game, I’ve seen more than one group try to short-circuit the action and go straight to killing the obvious big boss. To keep the game under control and on track you need to carefully think about what Alfred Hitchcock called the “moron logic” of not just doing the obvious sensible thing – phone the police when you see a crime, run away from the serial killer instead of trying to ambush them, just give the crime boss the Macguffin, tear off and instantly confront the big boss, whatever. If your spy game can be Tinker, Taylor, Soldier, Spy or The Living Daylights, it can be difficult for a play-group to factor in a likely vector for betrayal.
This in turn creates problems for the GM in managing their Hidden Goblins. As Morgue elaborated at length, one very good strategy for determining what an NPC should be doing when off screen is to have them execute an agenda built into the game. He discusses Apocalypse World in some depth, where the GM is given relatively specific instructions on what those agendas are, and hence how NPCs can work toward those agendas when offscreen. In espionage games that feels like a tougher challenge than in a dungeon-crawl. For example, in Tinker, Taylor, Soldier, Spy, Smiley is careful to keep his investigation completely off the radar because the obvious move from Karla’s agents is to simply murder him, and he has no real defence against that. Whereas the basic mode Jason Bourne’s operating under is exactly that a cadre of his old colleagues have been sent to kill him and it’s useful that they do because each on represents a step toward Treadwell. There may be no clear and tidy way to provide a general-purpose agenda that makes sense in an espionage context. I leave this as an exercise to the reader.
The corollary of all this is that the more highly formulaic and structured a genre, the easier it is to discuss and usefully replicate; the simplest genre forms are the most easily and satisfactorily reproduced time-and-again. They are the most easily understood, with the fewest number of different available structures and the greatest clarity over who’s doing what and why, especially the unconstrained Hidden Goblins. The Quest provides an unbeatably simple and yet energetic story form, and hence it dominates RPG design to this day. Detective fiction positively leaps into the frame as a genre whose conventions were already well-established 70 years ago when Raymond Chandler outlined a compelling case for their irrelevance in “The Simple Art of Murder”. Many scholar interested in genres as an analytic stance seem to resolve the question down to a specific number of genres with features they have identified from their extensive study. The most famous of these is the singular Hero’s Journey, but I tend to be pretty sceptical about any study of formula fiction which claims any definite number of permutations. These books tend to be riddled with facts twisted to suit theories.
I have come to think that to a large extent instead of thinking about “formulae” as a sequence of story events, we can more usefully think of them as a set of modular components that can be recombined in a lot of different ways. Taking a simple example, the detailed “plot” of a Romantic Comedy might not be easy to guess, because the writer’s job is to constantly look for new ways to represent similar events. Instead of, thinking, say, “part 3 of the story must be the introduction of an alternative to the preferred mate”, you can think about them as having a two-step rhythm of a big step toward love followed by a little step back or sideways. The biggest step back in Bridget Jones’s Diary [2001] is the dastardly Daniel Cleaver [Hugh Grant], the biggest step back in Grosse Pointe Blank [1997] is the assassin Felix [Benny Urquidez] – from the kind of prescriptive Hero’s Journey / Save the Cat formulations these are different, but in terms of a storytelling rhythm they’re pretty similar.
A formula for a spy story could look a lot like
- Detectives: Tinker, Taylor, Soldier, Spy, the Ipcress File, Three Days of the Condor.
- Quest: Mission Impossible: Ghost Protocol, Bourne Identity.
- Confidence scheme: Duplicity, On Her Majesty’s Secret Service, The Spy Who Came In From the Cold.
- Scavenger hunt: Atomic Blonde, Quantum of Solace.
- Search and destroy: True Lies, Salt, Haywire, Charlie’s Angels [2019].
- Caper / heist: The Kingsmen, Mission Impossible.
I think all of those classifications are debatable, at best, meaning that in some ways, espionage sits at a literary Lagrange point, where it is possible and even usual, for the best practitioners to perfectly balance traditional genre-based story forms with traditional non-genre character interests. It is a genre where we can find the helpless and hapless victim of circumstance, as in the movie Enemy of the State or The Thirty-Nine Steps, which welcomes the visitation of figures from other genres like Hercule Poirot and Sherlock Holmes, and which offers a bewildering array of primary protagonists from the semi-satiric James Bond, to the Machiavellian George Smiley and the all-too-human Bernard Samson. Perhaps the most iconic and defining spy of this generation is the reformulated Jason Bourne, whose amnesia allows him to be a hapless and pleasant victim with whom we can identify while simultaneously being a hardened professional killer that would plausibly have the skills he needs to survive. The availability of so many different story structures means that in terms of roleplaying experiences, the “Espionage Genre” can prove something of a mirage, creating as more differences in expectation across a play-group as it does similarities. This is a problem it shares what are effectively other meta-genres, like “Science Fiction”, whatever that is.
This kind of analysis suggests that trying to think about what kind of formulaic structures might be in play does not create much insight into when and how you might be betrayed. As a player, you’d approach each overt story structure with numerous different potential vectors for betrayal. You’re investigating a potential mole, but are you George Smiley [Alec Guinness], whose organisation is fundamentally on their side, or are you Harry Palmer [Michael Caine], whose organisation sees you as bait for a trap and isn’t particularly invested in your survival? Both characters really only work, and their narratives only work, if they’re prepared to buy the premise of the plot- that they’re detectives actually doing the task they’ve ostensibly been assigned. If Harry Palmer started off assuming he was being set up, it’d be a much shorter movie as he booked a train back home and forgot the whole thing. Are you Bond [George Lazenby], playing the long game with Draco [Gabriele Ferzetti] in the hopes he can get you close to Blofeld [Telly Savalas]? Or are you Alec Leamas [Richard Burton], whose whole mission is a false-flag meant to cause a distraction that will protect the real agent in place? Again, the narrative only works if the point of view character believes they’re the protagonist. I’d suggest that it’s a rare player who’d accept that they were set up to fail – it’s too much of a rug-pull, whereas a nice clean betrayal at the drop-off of the MacGuffin is so predictable you can plan for it.
Thinking about “plot” then, requires players who can accept that their characters’ actions may be essentially meaningless, and that’s a tough sell. Probably more fatally, the knowledge that they’re doing X-flavour of subgenre doesn’t really provide them enough information to know when to plan and when to freewheel. Maybe there’s a better way, so let’s reframe some of those options to try and describe who we can trust.
- Tinker, Taylor, Soldier, Spy: We can trust Smiley and his adjunct Peter Guillam, but the premise of the movie is that at least one other of the main characters is unreliable. Smiley here has an unusual function, in that he’s both of the state apparatus, and outside it. If he were truly inside, his loyalty would be as questionable as everyone else’s.
- The Ipcress File: We can trust the unnamed protagonist (Harry in the movie), but he is deliberately set up by his superiors, and basically everyone he meets in the film turns out to either by lying or acting under a misapprehension. Yet, the intentions of his agency are fundamentally good – we can trust that the ends justify the means, even if the means is the end of the protagonist.
- Three Days of the Condor: Joe [Robert Redford] becomes our hero when he accidentally survives basically an inside-job assassination of his colleagues, intended to cover-up double-dealing by members of the CIA. The deep institutional corruption leaves us nobody to trust “on the inside”.
- Mission Impossible: In basically all of the Mission Impossible movies, Ethan [Tom Cruise] is disavowed by the establishment, and ends up finding a traitor who remained on the inside.
- Bourne Series: In each of the films, Bourne is set up by elements within the CIA who’re creating black-bag programmes for their private gain. Certain elements within the CIA could be trusted, inasmuch as they aren’t implicated in the specific crimes that affect Bourne.
- Duplicity: Spies working for corporations turn out to be unwitting double-double-agents. Once again it is the organisation that can’t be trusted, though in this film at least everyone’s obviously in it for themselves, including the spies.
- Bond: Typically in the Bond films, you can trust everyone, basically. The bad guys are pretty much known from the outset, and while M may be various flavours of cantankerous, they’re always basically on the same side as Bond.
- Atomic Blonde: I don’t think there’s a single character in the whole film who is what they appear to be, especially not the eponymous hero.
- True Lies: Like Bond, Harry Tasker [Arnie] has a reliable boss, but unlike Bond, Tasker himself proves to be unreliable. Should boss Trilby [Charlton Heston] trust Harry? Maybe to do the right thing, but in terms of misappropriation of resources, definitely not.
- Salt: Evelyn Salt [Angelina Jolie] is herself not who she appears to be, and her institution is riddled with traitors. Either way you look at her potential set of bosses, both are prepared to use her and discard her if it suits their objectives.
- Haywire: Likewise features a protagonist who’s institution has been corrupted by private interests appropriating the resources of the organisation for their own goals.
- Charlie’s Angels [2019]: Once again, the traitor is within.
Thinking about the core activity, of trust and betrayal, rather than the format of that activity, reduces our field of “what is a spy story” down to a small handful of implementations that provide a much clearer basis for what kinds of precautions are sensible for the characters… I don’t have pithy names for these, but in outline:
- The spy works for a trustworthy agency as their factotum – a Bond, say, or OG Charlie’s Angels, whose main concern is the detailed strategy for Getting The Bad Guy.
- The spy’s organisation is corrupt, but they can at least trust themselves and their immediate team – mostly Ethan Hunt, mostly Bourne, the rebooted Charlie’s Angels.
- The spy can’t trust themselves, because they’re likely operating on bad information – your Alec Leamas, your Harry Palmer; basically your deepest layer of paranoia.
Discarding the idea of a “story formula” in favour of an “action principle” like this implies also discarding a huge swathe of familiar techniques for designing role-playing experiences. I think most game design is still rooted in what amounts to a single-protagonist story, a coherent shared experience for the entire group. The classic example being D&D. In D&D characters are a “class”, where classes are essentially bundles of special abilities. It was generally understood that any given group of adventurers needed to be composed of a variety of skills in order to face all of the likely challenges – you need a Fighter, Magic User, Cleric and Thief, because the balanced adventure will pose certain challenges each faced best by one of those operators. I think conceptually this mostly derived from the idea of “niche protection”. By having different specialties, it allowed different characters to be the single most important hero in the story for one or two moments each story. (This has minimal support in the originating fictions of the heroic quest narrative. In JRR Tolkien’s Lord of the Rings, there is minimal functional difference between Legolas, Boromir, Aragorn or Gimli, or between any of the Hobbits. Even Gandalf demonstrates few practical differences from the others; in most senses he is just like an amplified Aragorn. Each has one or two special party tricks that they pull out at very specific moments, no more than that, certainly not the fundamental distinctions implied by the “class” structures.) You encounter something that needs killing – roll out the Fighter. Once that’s mopped up, you roll out your Cleric to patch everyone up. Then you’re at the trapped door and need the Thief to get through. Finally once Magic User identifies the loot. There’s no concept here of parallel or competing narratives – one Mary Sue-type protagonist will do this all just fine. This serial storytelling fits well with the quest structure, of a succession of challenges. In that concept, we can think about the adventuring group as effectively a single character, since only one character is facing the story logic of a challenge at one time. I think you can see the problem with Gandalf in this perspective and why he must be gotten rid of – he is always good at whatever the group is doing at any given moment. Need some fighting done? Gandalf or any of the fighters. Need some rhetoric? Gandalf or the Gimli facet of the group character. Need some wisdom? Gandalf or the Aragorn facet of the group character. And so on. Pick a story archetype for a group and you’ll see the same kind of faceted roles take shape – in a confidence scheme you need the Roper to tag the Mark, you need a Fixer to establish the reality that you want the Mark to experience, and you need an Inside Man to actually win the confidence of the Mark.
If, instead of conceiving a series of challenges in some kind of plot arrangement, we think only about the core activity of truth and lies, there’s no possibility of meaningfully differentiating between different characters on the basis of skill sets or moral inclinations. Everyone is equally open to betrayal, though they may still find different skills have different utility in the shiny plot wrapping for the core activity. Instead, in a spy fiction you’re pondering what level of compromised you can accept. In the uppermost tier of espionage, you’re fundamentally similar to an adventuring party on a quest assigned by your liege, but on the innermost tier, there’s really nothing you can trust. The story design for that uppermost tier can be as simple as any other mission: They go out into the world of espionage. They dig up clues, meet people, exchange secrets and bullets, fall in love and all other kinds of activities: we’re thinking about replicating the kinds of stories they experience, we are thinking about a more-or-less serial adventure, dividing the multi-faceted single character into single-faceted multiple characters. In a typical James Bond adventure, you need one character to fight Odd-job, and another character to bluff Goldfinger, and a third to seduce Pussy Galore. If the characters are disavowed, or otherwise betrayed, and investigating the organisation that housed them, there are more important things to ponder than how they’ll detect the gold smuggling. Now we need to understand what stated objectives the organisation has, versus the unstated real objectives that are in conflict with our characters. There can be any number of these, but the key idea is finding the break-point and figuring a submerged purpose for any overtly on-mission tasks; this is the balancing act Alias strives for in its first season: what does SD-6 do that can look like but not be a CIA operation? The details of a particular mission don’t matter much, because Sidney’s [Julia Garner] symmetric goal is to figure out what she can do that looks like SD-6 activity, while undermining them.
This kind of analysis also tells us why some films aren’t really spy films despite using some of the trappings and iconography. For example, Ronin is a great inspiration for any kind of action-oriented thriller. It has a motley crew, secret orders and objectives, and an element of double agentry. It therefore picks up important aspects of clandestine activity and trust-betrayal. However, in structural terms, the film is a series of semi-botched heists connected via combats. If we use Ronin as a template, we need to be sure that we are not conflating different aspects of the film into the singular descriptor of “Spy”. I think that the “Clandestine” aspect of the film provides colouration, but not the cycle of trust and betrayal is not central to its structure or the narrative that unfolds. At best, it’s a Mr Johnson-type limited betrayal at the end. You could run an RPG or tell a story that essentially followed Ronin point-by-point without necessarily feeling at all like a spy story. Point-by-point, Ronin‘s plot feels similar to lots of non-espionage crime films based around heists and raids, like The Wild Bunch or The Town.
I also think we can see vestigial niche protection deforming the story structure in A Wilderness of Mirrors. The way character creation works is that buying a skill at a low level costs a huge amount, but once you have a skill it becomes incrementally cheaper to become an expert. There are 5 skills in the game, and players are encouraged to pick one each, so that you have one of each type of character. In other words, we have the total capability of a single character explicitly broken down to be split amongst different characters. The players then determine the basic sequence of events necessary for achieving their mission objective, and any savvy group with an eye on the meta-game is going to try and offer up a story sequence that includes on gadget, one clinical assassination, etc, to give each of these characters a moment of spotlight time. Far from creating a situation implied by the game title, this is just another variation on the basic D&D storyline that needs a fight for the fighter, a lock for the thief, and so on. Most espionage-tinged scenarios that I’ve read tend to shade into the same kind of serialised and mission-focused design paradigm that informs the structure of A Wilderness of Mirrors. They are still fundamentally rooted in a kind of quest-adventure, and that’s in part because they are modelling that strand of stories that follow a solo hero solving a problem of defined scope.
This is a general problem for adapting some kinds of stories into roleplaying games. The classic image of detection is a single detective: Holmes, Miss Marple, whomever. Even in police procedurals, there is generally a clear leader of the investigation – when we watch Castle, we’re aware that Beckett is in charge, with various assistants. If we look at a detective story and aim for “niche protection”, we’d have some trouble – the only specialist we can usually identify is the medical examiner, who’s quickly dispensed with in most fictions, and the comic relief or maverick specialist. House tried hard to give each of its core cast a specialisation, but while this sometimes affected the adopted perspectives in the diagnosis debates, they were functionally interchangeable – in real terms, each was simply an expression of one facet of House’s own genius.
Secrecy is key to trust and betrayal. If Mr Johnson publicly hired a group of hardened killers to go in guns-blazing, there’d be no need to kill them at the end to keep the whole thing quiet. In The Spy Story, John G Cawelti and Bruce A Rosenberg identify the key starting point of espionage as Clandestinity, which they argue
begins with a purpose requiring actions that must be kept secret because they transgress conventional, moral or legal boundaries.
The Spy Story, p. 13
They go on to elaborate a fuller version of espionage that differentiates it from the mere criminal conspiracy, but I think that for the purposes of roleplaying games, we may find it more useful to keep this connexion broad. The logical end-point of the spy evolution that they identify is untenable as a roleplaying character:
With entry into the paranoid world of double agentry, the cycle of clandestinity is complete. It is no longer possible for the individual to join with others in the pursuit of a clandestine purpose since all possibility of trust is closed to him. Having begun the cycle as an individual with a purpose that required collaborative secret actions, he becomes once again an individual but is now enmeshed in the net of multiple lies which he must tell to all other persons. The double agent enters a state of moral and personal isolation so complete that there is no way out but death…
The Spy Story, p. 21
This logical end-point of the spy life-cycle is no more practically desirable than the negative logical end-point of a combat fantasy, death. The possibility of complete isolation will benefit an espionage RPG far more as a threat than an actual story outcome.
I selected A Wilderness of Mirrors as an example of a “spy game” whose structure is actually orthogonal to espionage because of the game structure invoked by the name – a maze of uncertain allegiances that is introduced into the game via Control ordering one of the team to be eliminated. In fact, The Mountain Witch‘s Trust mechanic is an infinitely more flexible and powerful tool for inculcating the aura fear around trust as well as its necessity that mirrors the spy experience. The different Ronin have the incentive of increased effectiveness to trust each other, but that opens them to betrayal – the classic and quintessential characteristic of the spy. As anyone who’s played The Mountain Witch realises, finding and defeating the Witch is trivial compared to navigating the maze of character history and allegiance.
Those familiar with Night’s Black Agents might argue at this point that it does address this design concept in its description of Mirror Mode. I’d agree that Mirror Mode gestures in the right direction, but I think separating it out in this way under-emphasises how important it is for even genre coloration. So let’s take another look at Ronin. I wrote above that I wouldn’t like to use the plot structure of Ronin as the chassis for an espionage story, because its structure is primarily oriented toward the raid. What creates the impression that the film is about espionage is the deception executed by Robert de Niro. He convinces his employers that he’s a gun for hire, when in fact he is an undercover agent whose mission is to arrest Jonathan Pryce. I think you could argue that if the characters are ever correctly certain of who they can trust and how much, they’ve quietly slipped out of the Espionage genre entirely. Ronin clings to the fringes of espionage because of the Mirror Mode concepts it adopts. Ambiguity around trust is essential even it is structurally inadequate by itself.
Keeping the focus on clandestine storytelling and betrayal can help act as a filter for eliminating story elements that are familiar, but tangential. Fighting often appears in spy movies, but it’s actually comparatively rare in novels. I don’t think there’s a single fight in Le Carre’s first dozen novels, and there’s only one in Len Deighton’s 9-book Bernard Samson novel series. Fighting is at least fun, but investigation just as often intrudes in a spy story where it’s not needed. We have been trained by Detective Fiction to think about investigations in terms of solving a puzzle with a defined scope – more to the point, we’re used to getting only partial information that does not require any action until all the information is obtained. In the classic Whodunit, there is a corpse, there are suspects, we sift through the facts to determine who uniquely has the means, the motive and the opportunity to commit the crime. That kind of investigation may have its place, but you can ask yourself “is this clandestine?” and “is this betrayal”? If the answer is no, then why do it? Conversely though, if you iterate on this, you actually square the problem Morgue expresses as a Hidden Goblin. In the basic idea, you have an offscreen Goblin that you push into the SIS to fulfil your game’s agenda; in a game where the basic axiom becomes “you didn’t see what you thought you saw”, even a visible goblin retains a hidden dimension. As a trivial example, in a dungeon, the GM decides a hidden goblin is revealed when the players enter a room where there should be a Goblin – guarding a pie perhaps? They kill the Goblin, and the basic narrative is obvious – now you get the pie? In a spy game though, the Goblin was a plant by an even more Hidden Goblin, who wanted you to have that pie and was prepared to sacrifice a goblin to make that pie seem desirable. Now you can’t trust that the pie really is a pie, and your basis for making decisions (why kill the goblin?) becomes murkier the more layered this deception becomes. Paralysis is the bottom of that slippery slope.
Losing sight of these central tenets makes it more than possible to play games like Night’s Black Agents and Cold City as monster-hunting games with merely an aura of clandestinity. To an extent, these games also self-limit the depths of betrayal available for them; for example, in Night’s Black Agents, Ken Hite says that “If it were up to me, nobody would ever get to play the good vampire ever again in any medium. It is, sadly, not up to me.” (126) However, the idea of a genuinely good Vampire is also the idea of the ultimate double-agent, whose will and energy are steadily being perverted into a force for evil. They become a time-bomb of a character, as as Alfred Hitchcock observed, a time-bomb hidden in a scene does wonders for the tension. The possibility of a good vampire is enough to create a basis for trust, and trust is the basis for betrayal – the central indispensable element of espionage.
I venture though, that most players and most groups are happy enough with espionage as colouration; it’s a much easier proposition at 9:30pm on a Friday than exploring the really intricate situations that I’ve outlined in earlier parts of the post. How much easier is it to conceive of a story like Taken, where we’ve just got a dark impression of historic espionage than the disintegration of identity in Infernal Affairs?
One quite good template for a game that relies on spy infrastructure, but whose primary interest is not spying per se, is Deep Space Nine. It’s got a lot of advantages as a template – it is an ensemble drama, so more closely matches roleplaying games than a single-protagonist story, it segues easily between contained episodes and large plot arcs, and while sprawling, the story never becomes unmanageably complex. Deep Space Nine‘s interest in espionage is expressed from very nearly the opening scene of the first episode. We quickly learn that amongst the core crew are Odo, the shape-shifter who uses his special power to spy on criminals, Kira, the former “freedom fighter” whose activities certainly included the usual array of clandestinity, and Garak, the mysterious Cardassian Tailor who is revealed to be a former star of the Obsidian Order (the Cardassian Intelligence Service). This begins to escalate when the enemy from the Gamma Quadrant is discovered to be shape-shifters who’ve undertaken massive and seamless infiltration of Starfleet. Even more seriously, it is revealed in later seasons that Starfleet too has a clandestine wing, who remain completely secret from their own organisation in order to to enact the necessary infiltration and extra-legal activities that support the edifice of the ultra-moral Starfleet; in effect, “friendly” spies have infiltrated Starfleet, so that even if cannot escape from the corrupting influence of secrecy. Deep Space Nine also made far more extensive use of the so-called “Dark Universe” from the original Trek episode “Mirror, Mirror”, using the doubled identities to give even its most innocuous cast members an opportunity for clandestine infiltration. Deception reaches its zenith in the final season when Gul Dukat disguises himself as a Bajoran in order to seduce Kai Wynn and hence destroy Bajoran society from the inside.
Deep Space Nine could not exist if stripped of Espionage elements, yet they are used in service to another kind of storytelling, they do not exist for their own sake, as it were. I have never heard anyone describe Deep Space Nine as a Spy Story, because the overt emphasis of the show is on the personal drama of the characters, yet Clandestinity and Betrayal are ever-present story elements. It illustrates how versatile and useful story formula can be for adaptation to other storytelling purposes. It is the opposite application than we can see in abundance in the numerous by-the-numbers procedurals whose procedural elements provide only a notional impetus for the characters to exist. Castle, for example, exists purely for the chemistry of the cast, the mysteries are completely nominal – it “counts” as a detective story, because that’s the overt activity that provides a frame for character interplay. Deep Space Nine is the opposite, in that it uses the spy narrative to inform character choice. It completely sublimates the formula into the characters. Formula in Castle is a surface decoration, in Deep Space Nine it is deep and hence nearly invisible structure. Both uses retain character as the central focus, but make use of formula concepts.
We can see the difference between this formula-informing character and formula-dictating character with two examples. Law and Order is the epitome of formula-as-focus storytelling, where the characters exist only as cyphers necessary for the execution of the detective and court-drama. Mission Impossible does the same for the espionage genre. In these narratives, the characters are perfectly replaceable, as the formula is the only point of interest. Perhaps the most interesting example of the absolute supremacy of formula concepts was the mid-show replacement of the cast of Dukes of Hazard, a replacement that was barely noticeable, making not one iota of difference besides changing the names in the script. I assume Soap Operas, for all their so-called Drama, really operate in the same way.
Even novels explicitly within the Espionage canon make use of this distinction, between a frame and a deep structure, between a character and a story focus. We could potentially think about these as the four quadrants of genre storytelling in a quite general way. The Bernard Samson novels by Len Deighton are primarily character studies with “conventional” literary interests whose deep structure is nonetheless formed by the core clandestine activities we’ve been talking about. The majority of the Bond novels could be seen as using the espionage structure as a frame to showcase a particular conception of sexycoolfun masculinity – what could be more of a prophylactically-satiric fantasy than Bond pretending to be a genealogical expert surrounded by nubile youth in On Her Majesty’s Secret Service? Any of Frederick Forsyth’s many novels would show the total suppression of characters as such in favour of story. And so on. The stories that use espionage more as a frame than as a deep structure will tend toward the adventure genre.
What this suggests is that a pre-game discussion to establish a meaningful framework for the Shared Imagined Space is far more important than it might be for some other genres of storytelling. The deeper you’re planning to wade into the waters of institutional untrustworthiness, the riskier it becomes that you take too many steps into the mire that Cawelti and Rosenberg identify of paralysis through a lack of trust. There are tools emerging in the marketplace of ideas to help with exactly this kind of problem: safety tools. The simplest expression of these is the famous “X-Card”, where at their discretion any player can tap out of a specific event in the game. It’s most commonly paired with “Lines and Veils”, which is where players can list things that won’t happen in the game (i.e. ruled out) and things they’re happy to have happen, but offscreen (behind the curtain). I’ve been making some version of these available and discussed them in my home games and especially at cons since a scarring run of The Hand that Feeds where one player just took it way too far out-of-character, and I as GM was caught a bit flat-footed, having played almost all horror games in pretty sheltered and safe environments – even at cons, the Wellington scene is pretty small. The limitation of this design can be the impermeability of these limits once set, while actually some shades of grey are needed for an espionage game. There’s a big difference between “we will never be betrayed by our organisation” at one end of a spectrum and “they will betray us every single time without fail” at the other. Players really want to operate somewhere in the middle “Mr Johnson will pay us sometimes“.
A really nice clear example happened in a recent run of Cartel, where in the “lines” section we put “no child abuse”. One player set up their character as a matriarch with a horde of grandchildren as the dominating factor in their motivations and I, as GM, having pitched the game as one of bad people doing horrible things, could interpret this in a couple of ways. Firstly, is this a way of putting all leverage-able assets for the character behind that protective line? See, Mr GM, I can act with impunity because you can’t hurt me, because we agreed not to hurt children! Or you could interpret as a fear response, “I don’t want to risk the game being able to hurt me, so I’ll put my assets somewhere safe”. Or it could be a constricted view of “abuse”, where that player has a limited subset of suffering for children in mind, and being merely killed by a bunch of drug-dealers is fine. The vibe at the table was pretty much about playing the game as safe as possible, so I didn’t really delve into this question, I just accepted that this player wanted to keep things on the safe side. The point is just that the line came first, and in my previous Cartel experience, nobody’s put children particularly into the fiction because that line, which I always have, generally just makes children a less interesting story element than other kinds of NPC relationships. By putting the children into the game, I think the player was signalling an ambivalence about the line, and would have been interested in fictional moves around, say, having a gun-thug be their substitute teacher one day as a message, even if the “lines” meant no actual harm could be inflicted.
For this reason, I’ve come to really like the construction of the Script Change tools, which explicitly create two tools I love – the “Rewind” button, where permission is created to explicitly ret-con things that have gone awry, and the “Stop Motion” button, where you are happy to proceed but you’re letting everyone know that you’re near your limits. In the game above, putting the children under threat feels reasonably safe, because the player is specifically briefed on how to have a conversation out-of-character about what’s going on. They can play that “rewind” and say “oh no, kids are off limits per line!” or they can play “stop motion” and we carry on ready to pull the plug at any further escalation. That’s a skill to develop for sure. There are a few players I know well, whose intent I would have understood in making that design decision, and they’d have made that decision trusting me to play in a certain way based on previous experience. For espionage though, I wonder if even these are enough, because usually by the time you realise your spy bosses have sent you to die for reasons that only the GM understands, a simple “I didn’t want to be sent to my death” use of the rewind can have such a huge cascade backwards on the meaning of previously-agreed events that it would likely break the fiction.
Sometimes the more you study a topic, the less certain you are about its fundamental axioms and how to make use of them. I haven’t saved the reference, alas, but I read a very interesting paper by a Shakespearean scholar who admitted they could no longer offer any kind of opinion on whether the sonets were good or bad. They’d read them so many times over so many years, argued for this meaning and then realised that actually that meaning was present instead, consumed so much scholarship on the topic, and generally had their own thoughts become totally enmeshed with the material that no objectivity was possible. I’m not quite there with spies, but sometimes it feels close. What’s a spy story? How do we tell one? What are the key features? I’ve made my argument here that the single most-important ingredient is meaningful trust and betrayal, but after trying out most of the spy games on the market up to 2016 or so, having run numerous well-received one-shots at conventions, having run the Dracula Dossier campaign, and having consumed a fair number of books along the way… It’s a good argument, but it’s not the absolute truth. It’s not the absolute truth because lack of trust is corrosive at the table – ask any good player or GM what the most important thing is, and they’ll say Trust, they won’t then follow up with “and Betrayal”. It’s a peculiar kind of Trust in this genre, the Trust to betray in a way that’s going to be satisfying. “I trust you to betray me” is exactly the kind of oxymoron which suggests we need to think about things a different way. I think we’ve established that deserved-trust has a couple of key features. Firstly, it’s knowing what will happen, or how someone will react. “I trust you to catch me” – I know how you’ll act when I fall. Secondly, that you want that specific action or reaction or event. “I trust you to drop me” – I know you’ll drop me, and that I don’t want that. With all that in mind, we need to once again steal a formulation from Morgue and ask who is wanting?
This is a slightly easier question to answer for a GM than for a player, because they interact the most directly with the imaginary space. When the GM makes something happen in the game, it’s because they want it to happen. This might be informed by genre conventions, or the game system, but fundamentally the job of the GM could usefully be renamed as the Chief Wanter. They usually pick the game and they have enormous power over overt and implicit aspects of the game to cause what they want to happen inside the fiction. But for players an ambivalence is often expressed where the “player” wants one thing and the “character” wants another. That dichotomy sits at the heart of the questions of betrayal raised by this post. Failure to properly distinguish between those two wants is often derived using some variation of “meta-gaming”. I, the player, want my character to use a Bastard Sword because I can use it either one handed with a shield or two handed for higher damage, it’s a selection gives me the greatest tactical flexibility, but my character wants to use his father’s long-sword because it’s a family tradition that defines his identity. I, the player, want to grab that electrical lead and shock the Flying Polyps, but my character is a bookish lad about town who doesn’t know to call it a Flying Polyps or that it’s vulnerable to electricity, so he’ll just have to continue uselessly shooting it. I think games predicated on the notion that the player has to suppress all their instincts and perpetually second-guess actions is a failure of a game. It’s like playing chess and trying to pretend you don’t know how Bishops move – a pointless, stupid, waste of time. Even so, however you end up playing these things, there is actually only one entity making that decision: the player. We tie ourselves into these Gordian Knots of recursive “but would a librarian really do that”, when the direct reality is that the only things that the character does are at the instruction of the player, and the character only exists at all to be the player’s avatar in the game world. The “who is wanting” is just always the player, and trying to pretend otherwise is a very “meta” activity.
But there’s a second part to this wanting – the what. I think if you’re playing a game about lies and betrayal, it’s because that’s what you want, and the key to having this work is where we started this post: your character actually wants that too. Bond may not actively be seeking death in Moonraker, but it has become an eventuality that does not perturb him at all. The degree to which Bond wants to live is reflected in his preparations for the inevitability of betrayal. His exercise regime is never described with truly luscious detail, but many preparations are catalogued by the text, as is Bond’s conscious acknowledgment that those preparations may be insufficient. I think to roleplay well, to be a strongly positive presence at the table, you need to be able to fully internalise whatever the game’s requirements are so that what you want is what your character wants is what the game wants. Playing a Call of Cthulhu character who doesn’t believe in the supernatural despite the evidence is playing wrong. Playing a spy who expects to ever experience trust is putting them at odds with the genre. It can be done, but it’s the hard way for sure. The spy player and spy character must align in playing accepting betrayal as inevitable. Shying away from being betrayed is to miss the point.
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