Worlds of Design: I, Spy

As a continuing and ultimately patient activity, spying isn’t a good fit for typical fantasy or sci-fi RPGs.

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Picture courtesy of Pixabay.

Spy: “a person who secretly collects and reports information on the activities, movements, and plans of an enemy or competitor.

Tinker, Tailor, Caster, Spy​

Spies are an often long-term, frequently large-scale, speculative, form of reconnaissance. Spying is a different form of information gathering, less likely to result in fighting. Spies rely on stealth, not on prowess in combat.

Spying is different from scouting/reconnaissance (see my previous article, The Lost Art of Running Away). Recon is part of maneuver during warfare; spying is something done “in place”, often during peacetime rather than wartime. Recon often involves groups of people, spying tends to be solitary as well as secretive, often involving deception or stealth.

We can add to the idea of individuals in the “background” making a big difference, the impact of turncoats at sieges, such as at Thermopylae where a Greek showed a way across the mountains to the Persians so that they could surround the Spartans and other Greeks. In contrast. at Las Navas De Tolosa (great victory of the Spanish Reconquista) a friendly local shepherd revealed a hidden road that allowed the Spanish to get behind the Almohads, avoiding their fortifications.

As a continuing and ultimately patient activity, spying isn’t a good fit for typical RPGs. I play a pretty straightforward fantasy game that tends to be oriented toward a great war between Good and Evil, an appropriate scenario for spying, but it’s rarely part of the actual gameplay (some modern role play might involve industrial espionage, too). I can see spying as the heart of one-player plus GM RPGs, though as a player this would make me nervous, because one bit of bad luck could result in a dead or captive character.

Scry vs. Spy

The major question today is how does the magic of fantasy worlds affect spying? In Advanced Dungeons & Dragons (the examples I use below) there are serious implications.

In a fantasy campaign with so many more or less intelligent species, we’d expect some of them to be natural spy species. Species that can perfectly mimic others, such as dopplegangers, are the first to come to mind. So do what you might call “mind controllers” (“these are not the droids you seek” – Jedi would be great spies).

Spells help spies reach otherwise inaccessible places, and get information out of otherwise uncooperative victims. The key is to actually use the magic available. Do you read the minds of on every party member the day before an adventure? Or to make sure they aren’t imposters/dopplegangers/mind-controlled? Shouldn’t this be part of your pre-adventure routine?

On the other hand, it may be much easier to detect spies and spying in a world of magic, for example with ESP (in 5E, detect thoughts) and know alignment (missing in 5E, though some class abilities allow something similar, as do sprites).

This is also related to noticeability of spellcasting (see my previous article, How Subtle is Your Sorcery?). If they can cast spells without being noticed, a spy has more options for sneaking into places they shouldn’t be in. If you have to proclaim your spell when casting, say, knock or passwall, that might be much less useful.

Magic range can also be important. If a crystal ball was as short ranged as a typical spell, it would be much less useful for information gathering. A crystal ball with ESP is a stupendous spying device because of what amounts to stealth as well as range.

How much a state needs spies depends on the efficacy of magical means of secretly gaining information. In AD&D there are information-gathering spells, some big-time, some small-time. For example commune (answers to three yes/no questions from higher powers) is a fifth level cleric spell. But detect evil is first level, while ESP (mind-reading) is only second level.

As always in RPGs, how the GM interprets the spell descriptions can make a big difference. I’ve seen GMs who try to insert misinformation and even wrong answers into commune. Or who will allow a well-trained spy to effectively fool (or at least nullify) ESP.

Scry Hard​

Considering the implications of spying and scrying will serve your game well, both as a ruleset for designers and as a campaign for game masters. Be mindful of rules when the spying skills of a character type are easily reproduced by magic items or spells. The AD&D thief was always a problem as cloak of elvenkind and boots of elvenkind were better than the major skills of a thief (they worked nearly 100% of the time).

With sufficient planning on both the GM and players’ parts, scrying can be an exciting part of a game instead of a boring slog while one PC does behind-the-scenes work gathering intel. Just remember if the PCs can do it, the NPCs can too—and give the players a chance to plan accordingly.

Your turn: How much does spying play a part in your games?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Tinker, Tailor, Caster, Spy​

Spies are an often long-term, frequently large-scale, speculative, form of reconnaissance. Spying is a different form of information gathering, less likely to result in fighting. Spies rely on stealth, not on prowess in combat.

Spying is different from scouting/reconnaissance (see my previous article, The Lost Art of Running Away). Recon is part of maneuver during warfare; spying is something done “in place”, often during peacetime rather than wartime. Recon often involves groups of people, spying tends to be solitary as well as secretive, often involving deception or stealth.
Angry Lebron James GIF by Bleacher Report

We can add to the idea of individuals in the “background” making a big difference, the impact of turncoats at sieges, such as at Thermopylae where a Greek showed a way across the mountains to the Persians so that they could surround the Spartans and other Greeks. In contrast. at Las Navas De Tolosa (great victory of the Spanish Reconquista) a friendly local shepherd revealed a hidden road that allowed the Spanish to get behind the Almohads, avoiding their fortifications.

As a continuing and ultimately patient activity, spying isn’t a good fit for typical RPGs. I play a pretty straightforward fantasy game that tends to be oriented toward a great war between Good and Evil, an appropriate scenario for spying, but it’s rarely part of the actual gameplay (some modern role play might involve industrial espionage, too). I can see spying as the heart of one-player plus GM RPGs, though as a player this would make me nervous, because one bit of bad luck could result in a dead or captive character.
Oh yeah, theres a lot of light between us then, or should I say darkness? I have a more faction based method where all of factions are good and evil to degrees, and the players choose their lot in all of it. Spying often comes up becasue the players are not full fledged militia/citizens/etc... so make for the perfect go betweens and unsuspecting spies. Well, at least as long as they work to keep their cover.

Scry vs. Spy

The major question today is how does the magic of fantasy worlds affect spying? In Advanced Dungeons & Dragons (the examples I use below) there are serious implications.

In a fantasy campaign with so many more or less intelligent species, we’d expect some of them to be natural spy species. Species that can perfectly mimic others, such as dopplegangers, are the first to come to mind. So do what you might call “mind controllers” (“these are not the droids you seek” – Jedi would be great spies).

Spells help spies reach otherwise inaccessible places, and get information out of otherwise uncooperative victims. The key is to actually use the magic available. Do you read the minds of on every party member the day before an adventure? Or to make sure they aren’t imposters/dopplegangers/mind-controlled? Shouldn’t this be part of your pre-adventure routine?

On the other hand, it may be much easier to detect spies and spying in a world of magic, for example with ESP (in 5E, detect thoughts) and know alignment (missing in 5E, though some class abilities allow something similar, as do sprites).

This is also related to noticeability of spellcasting (see my previous article, How Subtle is Your Sorcery?). If they can cast spells without being noticed, a spy has more options for sneaking into places they shouldn’t be in. If you have to proclaim your spell when casting, say, knock or passwall, that might be much less useful.

Magic range can also be important. If a crystal ball was as short ranged as a typical spell, it would be much less useful for information gathering. A crystal ball with ESP is a stupendous spying device because of what amounts to stealth as well as range.

How much a state needs spies depends on the efficacy of magical means of secretly gaining information. In AD&D there are information-gathering spells, some big-time, some small-time. For example commune (answers to three yes/no questions from higher powers) is a fifth level cleric spell. But detect evil is first level, while ESP (mind-reading) is only second level.

As always in RPGs, how the GM interprets the spell descriptions can make a big difference. I’ve seen GMs who try to insert misinformation and even wrong answers into commune. Or who will allow a well-trained spy to effectively fool (or at least nullify) ESP.
Magic seems to burst the spy bubble but if you think about it in a world where magic exists, then you start to realize folks start to act accordingly. Meaning a lot of safe guards around leaders and magic defenders that are constantly on the look out for magical intrusion. So, you need to be pretty savvy and smart to get away with it.

Not all spying should be left to the expediency of magic anyhow. If the information you need is in the heads of "uncooperative victims" then you need to put them in an untenable position where spilling their secrets is better than the alternative. Sounds like something an evil dude would do you say? Yeah, spying is nasty business which is why it leaves a trail of broken people and the best ones are often mentally suited to it becasue of their anti-social nature.

I think if you really want to dive into spycraft you need to explore its nature in a nuanced manner. You can black hat white hat things, but then I feel as the OP has pointed out in this essay that spying isnt all that interesting in that type of fantasy world.

Scry Hard​

Considering the implications of spying and scrying will serve your game well, both as a ruleset for designers and as a campaign for game masters. Be mindful of rules when the spying skills of a character type are easily reproduced by magic items or spells. The AD&D thief was always a problem as cloak of elvenkind and boots of elvenkind were better than the major skills of a thief (they worked nearly 100% of the time).

With sufficient planning on both the GM and players’ parts, scrying can be an exciting part of a game instead of a boring slog while one PC does behind-the-scenes work gathering intel. Just remember if the PCs can do it, the NPCs can too—and give the players a chance to plan accordingly.
Oh my NPCs are well aware, and turnabout is always fair play.
Your turn: How much does spying play a part in your games?
Quite a bit it turns out. As I mentioned above, the PCs are usually unaligned individuals that can be hired as a crack commando team to infiltrate, gather info, and bust up ugly situations. Who they should work for is nebulous and never what it seems as the folks that hire spies often tend to be. YMMV.
 

Two versions of "spy" shouldn't be misconstrued here:
Spy 1: a person that hides its identity usually for intelligence gathering purposes.
Spy 2: to view.
So a crystal ball (spying device) can be used by a spy, but that's not required, and use of a crystal ball does not make someone a spy.

On the other hand, it may be much easier to detect spies and spying in a world of magic, for example with ESP (in 5E, detect thoughts) and know alignment (missing in 5E, though some class abilities allow something similar, as do sprites).
It might. Depends on the world. Grima Wormtongue (LotR) got away with spying for Saruman for quite a while.

For example commune (answers to three yes/no questions from higher powers) is a fifth level cleric spell. But detect evil is first level, while ESP (mind-reading) is only second level.
. . . for the player-characters. NPC spell lists can be whatever you want.

With sufficient planning on both the GM and players’ parts, scrying can be an exciting part of a game instead of a boring slog while one PC does behind-the-scenes work gathering intel. Just remember if the PCs can do it, the NPCs can too—and give the players a chance to plan accordingly.
Risk of capture can definitely be exciting. Capture doesn't have to be bad, either, because it could lead to going before the prison-release board...

Dungeons And Dragons GIF by Dungeons & Dragons: Honor Among Thieves
 

Intelligence gathering is more than just spies. It can involve Humint (spies, assets, etc.), Sigint (signals and communications), Imint (images) and other types of sources.

It would require a lot of resources, but seems to me one could create an NSA-type (Sigint/Imint) spy system using scrying and similar items/spells. If paired with effective Humint, it could be a formidable knowledge-broker. An NPC organization that sells such information - or trades for other information - could be an interesting plot device.
 

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