Product Review
I’ve been a pretty big
fan of this game from the very first time I played it,
but it took me a long time to decide exactly what it
was that I liked so much. I finally managed to put it
down to two things. Firstly I like the idea of playing
powerful, shadowy, government agents who show up in
suits, flash badges, call in clean-up crews and deny
all knowledge.
Secondly, I like the way the Conspiracy
X setting has been designed to just keep getting better.
Because of the whole conspiracy nature of the game you
learn new secrets and gain access to new info with every
supplement. It’s a bit like getting promoted in
a real secret government agency (...probably), where
your security clearance goes up and hence you see more
of the sneaky alien / hairy werewolf kind of things
that we all know goes on behind the door of 10 Downing
Street (I have no evidence to back this up, but I could
try and make some photos).
Now then, although I love this game
I do have to admit – it has a major problem. That’s
right, the lovely background and setting have an evil
brother called “The Layout and the Rules”.
The book is initially well laid out but falls apart
when you start to encounter things like Df and +2t.
It has a tendency to use terms and abbreviations it
hasn’t explained yet, which can make for some
tough reading. I found that best thing to do is read
the first chapter, which gives you an idea of the setting
and then skim through the next few chapters until you
get to chapter four, which should then be given a good
going over.
When you have read chapter four and
you’re armed with your newly found rule knowledge
you will be able to start the book again and this time
you’ll be able to enjoy the experience and start
to understand what all the weird abbreviations stand
for. Of the eight chapters that make up the book, the
players could do with getting the basics from the first
four.
Chapter one is about the world the
game is based in. The game is set in the present and
everything is much like it is now, with a few exceptions.
Aliens not only exist, they are among us and various
organisations have been established to deal with this
threat. The characters you play in the game are from
a secret group called Aegis, which is trying to determine
the true goals of the different alien races that are
currently on Earth. They are also preparing for what
could happen if the aliens haven’t come in peace.
The characters will normally have been recruited from
various US organisations, like the CIA and the Air Force.
They are then formed into cells (individual units) by
Aegis and given missions, which can range from investigation
to extermination.
Chapter two is all about character
creation. It gives you some information on how a cell
works and let’s you choose what organisation your
character is from. The origin of your character will
have a direct effect on what your skilled at and what
you may be able to do with your influence. Influence
is one of the really good bits; it’s basically
a special ability, which your character can use during
the game. This includes things like - the authority
to quarantine an area and could even stretch to alien
technology access.
Chapter three is great fun. This is
where you sit down with all you amigos and go shopping
on your cells behalf. You can buy anything from a military
base to an underground facility. You can then kit it
out with soldiers, scientists, computers and loads of
other equipment.
Chapter four is the rules section
and I suggest you read it first, or at least have a
good look. It’s slightly harder to get the hang
of than other game systems and you may have to read
one or two bits twice. The main problem with the system
in general is it’s over complication of what could
have been a simple and effective system. You will eventually
work out what it’s getting at though and the more
you play the better you’ll get at using it. I
would suggest that before you play the game for the
first time you should go through a simple task with
all the players. This could be getting into an office
where your players will have to pick the door lock and
use the computer to steal some files. Then have a couple
of security guards turn up and test the combat rules.
Chapter five is all about psychics
but then you’ll already know that if this section
is relevant to you… I like the idea of using these
characters in games but you may want to leave them out
of your first one until you have the rest of the rules
sussed. They have lots of great powers and can be a
good way adding another level to one of your campaigns.
Chapter six is about the supernatural.
It explains seepage, which is uncontrolled psychic energy
that comes from mankind. This is not normal energy though,
it has become vaguely sentient and is a little twisted
and insane. The rest of this chapter then tells you
a bit about what seepage is and how it affects your
game. It also explains a bit about why we have werewolves
and vampires (I thought it was due to White Wolf, but
apparently not).
Chapter seven is about extraterrestrials,
inevitable really. This is a good chapter to let the
players have a look through as it gives them a bit of
information on the three alien types on Earth. This
will help them to get a feel of what each race is like
and should help them identify what pummelled them on
the last mission.
Chapter eight is for the GM’s
eyes only. The early parts are about being a GM and
how to sort out your games so they run smoothly. The
later parts give you more secretive information on the
major players in Conspiracy X. It has a good section
on the Black Book, which is another secretive organisation
that don’t get on very well with Aegis to say
the least. At the end of this chapter there is a scenario
for you to run. It has been well thought out and is
ideal for a first time group who may need to get a feel
for the game before you launch them into anything to
complex.
All in all this is a good sound game.
It could do with sorting out the rules section, not
changing necessarily, just sorting. I found that the
game works best if you try and stay away from one off
missions with new characters, as your games will certainly
benefit from your players becoming more and more experienced
and therefore more trusted by Aegis. This is definitely
worth a look if you like the idea of big government
cover-ups, aliens and shady characters in suits.
Pray it’s only a game... or
you may get beamed up and probed.
Reviewed By Jon Simpson |