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Technothriller genre RPGs

Started by Zulgyan, April 29, 2009, 06:48:25 PM

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Zulgyan

Which are the best RPGs for the "technothriller" genre?

Some technothriller films:

Black Rain
Broken Arrow
Boyz in the Hood
Die Hard
Enemy Of The State
Face/Off
Heat
Nikita
The Fugitive
The Hunt for Red October
Miami Vice
Navy Seals
Patriot Games
Rising Sun
Ronin
Sneakers
Special Ops Force
The Rock

RPGPundit

Ninjas and Superspies

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worrapol

Millennium's End

An acquired taste to be sure, and now somewhat tricky to obtain, but one of a very few RPGs designed for TechnoThriller adventures ...
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Caesar Slaad

Spycraft 2.0.

Your list is representative of the sorts of movies & novels I frequently draw from for inspiration, and many conflicts & characters that are central to them are well modeled in Spycraft.
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Yeah, Spycraft 2.0 looks like it can do just about anything you've listed.  I say "looks like" because my group looked at the size of the rulebook after I bought it and said "no," so I've never seen it in action.
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flyingmice

In Harm's Way: Wild Blue could handle most of those. It's a modern Mercenary game, with PCs being highly skilled ex-military from all over the world. The group creates and runs the mercenary company, so you could easily create a company tailored to small scale black ops, or you could ignore it and treat the PCs as current military rather than ex, depending on what you wanted to do.

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MoonHunter

Spycraft (edition of choice) and GURPs.  If you are running towards the cinematic edge of the genre, strike GURPs and insert Hero System.
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stu2000

Mercenaries, Spies, and Private Eyes.
CORPS.
Any good, modern, somewhat realistic generic game could do all the grunt work.Any GM interested in the genre could bring whatever cutting edge gear and high-tech crime easily enough. I like all the games mentioned.
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Casey777

#10
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Quote from: flyingmice;299310In Harm's Way: Wild Blue
this too if you want a more modern setup or troupe play. (note: I helped playtest this so am biased, IMO the company aspects are very fun) I'd be tempted to add in even higher tech or inventions from say FTL Now but erm...I can't remember how well the two games interface right now. :confused:

Quote from: MoonHunter;299424Spycraft (edition of choice) and GURPs.  If you are running towards the cinematic edge of the genre, strike GURPs and insert Hero System.

GURPS would be good for the more gritty ones, 4e would handle less grit better. After a certain point GURPS spys make my eyes bleed. GURPS Black Ops character stats, I'm looking at you. HERO likely would be better for this. Or maybe Mutants & Masterminds for the more cinematic types.

Spycraft I hear is the new Top Secret. I tried it and it looks great, has loads of full sourcebooks of interest and some good advice but the rules got in my way along with the class system. That's why I recommend M&M above.

EDIT: Forgot GDW's Merc2000, the "WWIII didn't happen LOL" supplement for Twilight 2000 2nd edition. Can work with 2.2 edition as well (i.e. Traveller the New Era rules adapted to TW2K 2.0 fluff). The tech'd be dated now but the rules were pretty sound and the world setup is for technothriller type games by default.

flyingmice

Quote from: Casey777;299432this too if you want a more modern setup or troupe play. (note: I helped playtest this so am biased, IMO the company aspects are very fun) I'd be tempted to add in even higher tech or inventions from say FTL Now but erm...I can't remember how well the two games interface right now. :confused:

They'd work fine together. Same base system.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT