Pax Romana by Jonathan Hickman

How would a modern army stack up against Ancient Rome? It’s a killer hook that is explored with aplomb in Jonathan Hickman’s Pax Romana; a comic series about a near-future Vatican plot to save the Catholic Church by sending an army to Rome on the eve of Constantine’s victory at the Milvian Bridge. It’s a great set-up that could be the foundation of a fun campaign. Doing my best not to spoil the series, I’m going to try to suggest a few elements that GMs can thieve from this fine, fine book.

Now Pax Romana is chalk full of plot twists, turns and payoffs, so if you haven’t read it yet I strongly suggest you go down to your local comic shop and pick up a copy before reading on. Then again, if you aren’t a spy bot and you are reading this, I’m just plumb delighted.

The gist of the premise is that in the mid-21st Century, the Vatican gets access to technology that will allow them to send a certain volume back in time. Beset on all sides, they opt to secretly assemble a genetically enhanced military force (led by a Church Cardinal) to go back in time to the days just before Constantine the Great’s unification of the Roman Empire. The plan is to support and guide him (and his heirs due to the soldiers’ enhanced life expectancies) in such a way that the Empire will not fall and the Catholic Church will never be seriously threatened in Europe and the Near East.

Needless to say, this plan quickly goes off the rails; primarily due to differences in philosophy between the force’s military commanders and their spiritual leader. The survivors of this internal dissent then begin to forcefully impose their agendas upon antiquity and the series charts the consequences of both their decisions and the what happens as their individual agendas begin to diverge.

Now the takeaway from the book, for me, is to provide both a great hook for a one-shot or short campaign and to give a solid example of a high-level campaign where the players have the power to dramatically change the world.

As a hook, it would be easy enough to just run a game where the PCs are the leaders of this expedition (or a similar one to another time or world). Give them limited, but powerful resources, a vague mission statement and let them go nuts.

Similarly, as a campaign example it illustrates a few possibilities as to how to keep things interesting when the players represent the biggest single power in your game world. You can still push their agendas against each other, introduce other travellers with a similar remit and have them deal with plots by the very people they are there to help.

Regardless, I strongly recommend you pick up Pax Romana, give it a read and take everything you can from it for your game!

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Stuff to Steal From: Global Frequency

Anyone running a mission-based game should consider borrowing from Global Frequency. Be it a Delta Green/Call of Cthulhu campaign, a default Eclipse Phase game or even a Pulp Adventure or Supers campaign there is probably something you can use.

Regardless of genre, when plundering Global Frequency, I suggest looking to three areas: the set-up/premise, the supporting characters and the threats.

The Set-Up1401202748.01._SCLZZZZZZZ_

On the face of it, Global Frequency features your standard ‘your mission should you choose to accept it’ style of set-up. But there are differences. The first, and really the biggest tone center, is the urgency of the missions in a Global Frequency-style campaign.

In the comics, Global Frequency is called in either because a disaster is about to happen right now or they are called into look at the aftermath of a weird event. There is no middle ground; no slow investigative build-up to a near catastrophe. Either a rogue military satellite is going to thin out the human population in 2 hours or an entire village went mad three days ago, there is no in-between.

A great way to capture this feel would be to start all of the adventures in a Global Frequency-style campaign in media res. Each adventure would start with either the PCs frantically moving to deal with a disaster or looking at the aftermath of past catastrophe that could come again.

The Supporting Characters

Global Frequency offers you two supporting characters that are easy to re-skin as NPCs.

On the one hand, you’ve got Miranda Zero- the tough as nails, super-connected, and mysterious owner of the agency who will drop the PCs into the soup because, well, that’s why they’re there.

On the other, you’ve got Aleph- the tech genius/remote field support that the PCs should only ever met through mediated means (over the phone, video-briefings, etc). She should be a pain in the ass, but always providing field support and information to keep the plot going at a breakneck speed.

The Threats

Really, with a little re-skinning these can be stolen for nearly any modern-ish or future game. I’m particularly fond of some of the hostage set-ups and the ‘military experiments gone wrong’ used in the series. The real trick is sticking to the threats that lend themselves to being resolved by the mortal brains of your players and not the better informed experts of the comics.

So next time you are looking to breath some life into a mission based game, grab Global Frequency from your local comic book shop or library and take a few notes. You won’t regret it.

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Get on the Global Frequency!

There are 1,001 people on the Global Frequency, and in Warren Ellis’ comic series they’ve already saved your life.Globalfrequency01

Global Frequency is a 12 issue comic series published by DC/Wildstorm that’s available in two trade paperback volumes. The series follows the exploits of the mysterious Miranda Zero and her agency of exactly one thousand and one expert operatives. Scattered across the globe, each of her operatives lives a relatively ordinary life as an expert in their field waiting to be put ‘on the frequency’ and use their gifts for humanity.

In classic Ellis’ style, each issue chronicles the members of Global Frequency deal with gonzo near-future scientific threats ranging from a six-million dollar man to a memetic alien invasion.

Each story focuses on a different batch of operatives dealing with a unique threat. Beyond the agency’s head, Miranda Zero and her tech support Aleph there are no recurring characters, a choice that is reinforced by Ellis working with a different artist on each issue. As fresh as this keeps each story however, Global Frequency does have a slightly disappointing tendency to alternate between battling science gone wrong and die-hard like thrillers).

Overall though, if you are a lover of comics, sci-fi or James Bond-like espionage action, I recommend you give Global Frequency a chance. The only disappointment you’ll feel is when you realize that they aren’t putting out more issues!

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Agent of A.W.E.S.O.M.E.

Wild Gadgets, Terrorists in Jump-suits, Breakneck Plots and Acronyms all in Sexy, Swinging, Sixties Style.

Yeah, I know its not from Strange Tales

Yeah, I know its not from Strange Tales

Jim Steranko’s run writing and illustrating Nick Fury, Agent of S.H.I.E.L.D. for Marvel may still be the most visually dynamic and outré take on the Super-Spy genre. Books like Casanova and Planetary have paid tribute to this run, but neither can really capture that fresh sense of the impossible that leaps from Steranko’s every page. Casanova comes very close (and should be loved in its own right), but it consciously stays in dialogue with Steranko’s concepts and styles (along with the work of Michael Moorcock and a thousand other references).

For my money, the best way to experience Steranko’s Nick Fury run is by getting your grubby hands on one of the trade paperback collections Marvel has cranked out over the last decade or two. Although currently out of print, they shouldn’t be that hard to find online or at your local library (if you are lucky).

One warning: Don’t read these stories too closely. There is an awful of lot of text and dialogue on these pages and, frankly, most of it isn’t so good. Steranko’s Nick Fury run is better enjoyed on a visual level with the text scanned only for acronyms and gadget names if possible. It’s better felt than understood.

So if the recession is getting you down and you need sexy women, sharp suits and super-spies in the most stylish fashion Marvel managed: pick up a copy, make a martini, turn on your hi-fi and enjoy!

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