I missed the Kickstarter window for Agents of Concordia, a science fantasy action game set in an alternative 1960s multiverse. Not at all my usual fare – much lighter in tone, with a diverse array of alien species – but something about it caught my eye. Maybe it’s a chance to use my 12-sided dice for light-but-gritty gameplay. Perhaps it’s the Men in Black humour and the noir aesthetic.
Anyway, I picked up the quickstart and ran this scenario as-written for my nephew and niece in the summer. Lots of fun, but also revealed a few rules glitches that could skew play. With some workarounds in place, and a few minor modifications to the scenario, this is my offering for Furnace 2018.
Scenario: Operation Runaway
System: Agents of Concordia
Players: 3-4
Slot: Sunday 7 October, 2:30pm – 6:30pm
Description:
You play agents of the Concordia Central Intelligence bureau, operating in a large cluster of diverse worlds.
In this mission, you’re on a search for one of your own, Agent Irfill. She recently took some time off to visit Earth, and was supposed to report back for duty two days ago.
She hasn’t checked in yet.
Find her, and bring her home.
Characters: The fate of Agent Irfill is in the hands of:
- Lyosandra – graceful and calculating infiltrator, cosmopolitan (on an intergalactic scale)
- Tom Cavanaugh – grizzled investigator, not afraid of confrontation
- Eolyx Wesh – squat and privileged, somewhat superstitious but intensely sharp
- Tocho Stormbreathe – a towering agency man’s man, who wants to make his mum proud
System Note: Agents of Concordia uses a simple d12-based system for fast, light play. Player-driven kapow over rules-heavy crunch.
Tags: secret agents, investigation, mission, sci-fi (alt history), everyone’s an alien, 1960s, noir
Touchstone: Men in Black, Feng Shui