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.
Conspiracy X. Pray it’s
only a game... or you may get beamed up and
probed.
Reviewed By Jon Simpson |