The World of Shadow Wars
Ninjas and Superspies is set in the modern world; it is the world you already think you know. Terrorists have attacked the World Trade Center in Manhattan. They have killed thousands of American citizens. The US has gone to war in Southwest Asia. This world seems so much like ours; however, the truth is so much more dangerous than you ever thought possible. The attacks on September 11, 2001 were simply one small number of the many in the clandestine war being waged around the world between the forces of terror and domination and the agencies of peace and self-determination.
It is a world in which a secret war is waged between the many shadow organizations of the world. Some of these organizations are under the control of the various governments of the world while others are self-controlled. This war is one of ideologies, it is one of politics, and it is even one of personal revenge. The soldiers in this war know that without the conflict the world would fall into a war that would destroy all of civilization. The Shadow War saves progress from itself. Technology is much more advanced than anyone ever expected, governments make war in the shadows, laws only apply to those not in “The Game,” nothing is easily understood, and nothing and no one can be trusted.
In the world of Ninjas and Superspies it would be impossible for any agency in the world to conduct its operations without the capabilities of the Special Operations Forces of the world. In the clandestine war, these Special Operators are the enforcement arms of the espionage agencies. In the United States, Special Operations Forces are drawn from the United States Special Operations Command (USSOCOM). In Britain, they are drawn from the ranks of the Royal Marines, the SAS, and SBS. Among the many evil operations the soldiers tend to be mercenaries and the dispossessed. Special Forces are activated when an organization needs results quickly. Those results are normally messy and violent.
Where the function of the superspy is information collection, psychological and political manipulation, and assassination using deep cover methods, black marketers, and criminal agencies, with loose parameters and often a single mission objective, Special Operators understand subtlety, stealth, and the need for secrecy, but they also know that when the time for those ideas has passed, it is time for damage to be done, noise to be made, and locations to be captured, they are always given clear and concise mission goals. These operators are often called to assist other agents on missions of a delicate nature. They are the muscle for many field teams.
They are called in for hostage rescue missions, counter-terror operations, and to quietly take down political organizations that the government sees as a threat. Special Operations endorse unorthodox problem-solving tactics and teaches the operator to understand and accept the responsibility of their actions, to keep a level head, and to get the job done. They are the men who make things happen in the Shadow Wars.
How Special Operations Fits into “The Game”
The Shadow War works a bit differently from a normal game of Ninjas & Superspies. The player characters are not superspies or martial artists; they are soldiers or mercenaries. The difference is in how they perform their duties and it must be taken into account.
Shadow Wars is about team actions. The characters are all members of a team of special operators. Although each may be a troublemaker, one of the reasons they were selected was because they could contribute to the team. This isn’t Rambo or Missing in Action; there are no one-man Special Operations units, no lone man charges into foreign countries to perform some incredibly impossible feat. Special operators aren’t bullet-proof, nor are they super-human. Success or failure is absolutely dependent upon the entire team working together.
Should you still want to play the loner, your game master can still work this into the game. However, both you and the GM should work to make sure your loner’s actions bring death to the rest of the team. As an example, in G.I. Joe: The Movie, Lt. Falcon is unwilling to follow the orders of those above him, even less willing to show them the respect they deserve, these actions lead to Duke being in a coma. They can make for great stories, or they can get the rest of the team killed.
Unlike spy operations, the Shadow Warriors are part of a military unit and are used to receiving orders. This means they follow a different chain of command, even during operations. They do not get the luxury of being able to make the decision of who they go after and when.
It is fortunate for the players, however, that this game’s primary operations group, called SIGMA, has a relatively flat command structure, other than the General, his executive staff, and a selected team leader – most of the operators are Sergeant or better or they are low ranking officers. In the field, the soldier with the most experience is always differed to for direction. Egos can be a problem, but the nature of the mission and the consequences for failing to follow orders keeps most soldiers in line.
When a mission is first brought to the Special Operations teams the operation orders (OPORD) are general. It is left to the individual teams to draw-up their mission plan as they see fit, so long as they stay within the OPORDs. This allows the operators more control over the mission when things change in the field.
Talking about bending the rules versus getting someone killed, the soldiers of the Shadow War are exposed to more constant action and high-powered weapons than a superspy or martial artist which will bring on more casualties. While the constant threat of death can be exhilarating, incessantly rolling up new characters is not fun, but it is a grim reality of warfare.
However, as the characters are part of an elite unit, a single mistake doesn’t have to result in the death of the character or the entire team. If the mistake was due to a bad die roll, the GM should feel free to fudge as he sees fit; although it is also true that there are times when the players will appreciate it all the more getting into the thick and getting back out with a great story to tell later.
One of the best advantages of the Black Ops campaign is that, unlike spy or martial arts action, the player characters are most often going to know who their enemy is and what kind of combat they will see. The terrorist threat is omnipresent and will always be available when the action lulls on a long campaign. Asp is always enacting a plan somewhere in the world and should be a constant idea in the backs of the player’s minds. Even when they run across another terrorist, they could find connections to Asp.
Still, there will be times when the connection isn’t there or it is old – perhaps a paramilitary organization that was unaware they were being used as an Asp front. Likewise, regular military, law enforcement, and civilian authorities can become the obstacle. Friendly organizations don’t like being overstepped or circumvented and they can hinder any kind of investigation or combat operation. This can lead to interesting three- or four-way battles as the different groups come together in the cramped urban spaces that so often accompany the world of the Shadow War.
I have a description of the types of actions taken on by Special Operations Forces, a sample Special Operations unit and a new terrorist threat, a new OCC - the Commando Operator, new skills, hybrid martial arts and combatives, secret societies, organized crime syndicates, and terrorist organizations, new cybernetics, and genetic modifications.
I will post a few more pieces the closer in the next few days. Let me know what you think of the idea.