How I run D&D James Bond in Eberron

Best Selling RPGs - Available Now @ DriveThruRPG.com

Shipyard Locked

How long do I have?
Joined
Apr 25, 2017
Messages
2,672
Reaction score
5,719
When the Eberron setting comes up, both its creators and fans focus on its potential for Indiana Jones style adventures, but I find it much more interesting for James Bond adventures. Here are my observations and techniques.

wApCjHR.jpg


To be more than the usual freelance murder hobos, Bond style PCs need a home nation worth fighting for. With that in mind, I'd say choose one of the human nations and make it "the good (enough) guys". Now, all of the Eberron nations are morally ambiguous by default, but you can easily accentuate the good and downplay the bad, the way most of the Bond films polish up England (and sometimes the U.S.). The easiest nations to do this with are Breland, because of its slowly emerging democratic ideals and rising superpower status, and Aundair, because of its sneaky, snobby but basically decent Western Europe vibe. Both nations also have royally appointed spy organizations that very naturally stand in for MI6.

Of course, you can make an imaginary nation sound as wonderful as you want, but unless that nation is a tangible game benefit to the PCs they will do the D&D thing and turn into renegade paranoid anarchists as the first sign of trouble. The nation must provide safe houses, stylish transportation, swanky cover identities, lower level agents as back up, and crazy gear (more on that later). But more than that, it must provide psychological security, the confidence to swagger out into a world of secrets and lies knowing that a solid home office has got their back. Therefore, this next thought might be controversial, but hear me out:

Make the players an out-of-game promise that their secret service bosses and regular colleagues will never betray them, and stick to that promise. The bosses might sometimes have disavow the PCs for a while, but they'll still eventually try to help and rescue them within reasonable limits. Yes, many fine spy stories are built around constant anxiety over being unable to trust anyone, but this isn't a John Lecarre novel, it's a James Bond inspired tabletop game. The impact of that big twist when the PCs' boss turns out to have gone rogue will last one session, but the resulting apathetic nihilistic rampage on the part of your group will last until the campaign sputters out in a blur of rejected NPC adventure hooks.

(cont'd)
 
Moving on to the nitty gritty of the home office, obviously I'd suggest making any mission assigned as open ended in its resolution as possible to avoid railroads. Give the PCs a target, a dossier of facts, and a general location and let them figure it out. Avoid having their boss appear much at all past the initial briefing so that the PCs don't feel a leash around their necks; updates can be delivered by lower level field agents who are more deferential to the PCs.

Speaking of field agents, if you really want to go for that betrayal stuff, these are the guys to do it. Just make sure it's not someone they have gotten invested in and not too central to the main events. Again, you don't want the PCs second-guessing everything to a standstill.

The home office should certainly provide Q-style gadgets, and in Eberron most magic items are treated as semi-mass produced tools rather than mythic treasures, so it's easy to cook up all kinds of fun fantasy spy gizmos Bond could only dream of; the much-maligned invisible car from Die Another Day doesn't provoke any double takes in Eberron (or first takes for that matter, heehee).

Now you could just give the party a stipend to spend on a fixed list of magic items at the start of each mission, but you'll notice that in most Bond films he just gets given weird stuff and then he figures out how to make the most of it; this is actually pretty fun at the table too. Just issue a handful of different quirky gadgets to the PCs with no preconceptions about when or how you think they will use them, then watch them figure it out.

I once gave the PCs a potion that turns the imbiber into a seagull for an hour or until they voluntarily ended the effect. I had no idea what they might do with it. They ended up forming an alliance with a dragon turtle against a pirate fleet, and set up a carefully timed plan involving the potion. Imagine the pirates' surprise when a dragon turtle fell out of the open sky and cleaved through their flagship while they were trying to torture the smug PCs.

If your players are mature enough, have them return the gadgets at the end of each mission so new ones can shine in the next mission.

Don't track money too closely if you can avoid it. Assume the PCs live and travel in style as long as they don't stoop to stealing golden ashtrays and selling them for more magic items.
 
Speaking of style, Eberron's widespread use of low level magic, trains, airships and the fact that the dragonmarked houses are effectively corporations makes it easy to plop awesome venues and cultured elites anywhere you need.

Don't describe it as mud-caked medieval Europe unless that's what the scene calls for. Instead, the inns of house Ghallanda are stylish hotels, only a few steps away from modernity. There's swimming pools, fish tanks, elevators, marble floors, varnished wood, sports clubs, and well-dressed casino attendants everywhere. Skip the taverns, try a sixth floor balcony lounge with a house Phiarlan pianist providing something like jazz.

This modern vibe carries over into how the politics and culture of the setting is presented as well. Eberron gives you the perfect set up to tell cold war era stories from our world almost unchanged. Breland is your stand in for post WWII America. Aundair is, as previously mentioned, some aspects of western Europe. Karrnath serves a a mix of Nazi-haunted Germany and Soviet Russia. Thrane is emergent religious extremism. Zilargo and the Mror Holds can handle the roles of Switzerland, Sweden, and Poland. Riedra is China and North Korea. etc. There's even a nuclear bomb (the Mourning) for villains to try and secure.

It's honestly impressive how easy it is to grab any random piece of 60s to 80s spycraft fiction and just plop it right into this setting.
 
This is also one of the few setting/theme combinations where D&D's overabundance of humanoid monsters can really pay off. Eberron doesn't assume anyone is a race of always-chaotic-evil marauders, and James Bond films benefit from having exotic cultures to navigate. It doesn't get much more exotic than scheming with or against gnolls, goblins or storm giants, especially when many of them have their own stable nations, or nations within nations, and all the long term geopolitical concerns that entails.

q82ouBZ.png
 
I'm not a huge James Bond fan and know next to nothing about Eberron... but this is an interesting concept. It sent me running for other sources of 'Victorian Secret Agent' and now I'm watching the Robert Downey Jr. Sherlock Holmes films... also that movie about Vidocq.
Also, my copy of the Weird Adventures RPG... though that is pulp-era fantasy.

Has me wondering what I could pull off with Cthulhu by Gaslight.
 
Good stuff, Ship. I have struggled with mission-based campaigns in the past; I guess I am too attached to the idea of letting PCs contribute agendas of their own, and reticent to impose the structure and hierarchy (and resources) of a typical patron organization.

Nevertheless, I did run a "James Bond in _____" campaign — a Day After Ragnarok (Savage Worlds) game which I actually pitched as "007 vs. Thulsa Doom" — and had a ton of fun doing so. Your advice makes me want to reboot that game with a fresh perspective.
 
Good stuff, Ship. I have struggled with mission-based campaigns in the past; I guess I am too attached to the idea of letting PCs contribute agendas of their own, and reticent to impose the structure and hierarchy (and resources) of a typical patron organization.

I would just find out at the start what sort of missions they would prefer to be assigned. Then the trick is extremely open-ended mission parameters and avoiding the temptation to prepare set pieces.

"Mr. X is your target, kidnap him and get him to our embassy alive. He's somewhere in country Y. Here is a dossier of his habits and known associates, use it as you please. He likes to hang out in these three places. Carry out your mission as you please, go."

I avoid tight deadlines so they can cook up zany plans.

Set pieces will happen organically or they won't, I don't try to deliberately steer towards one or I find the railroad will start to coalesce before I know it. As far as I've seen, the best way to make set pieces happen is to scatter vehicles, explosives, siege engines, enemy spies, and terrain altering monsters liberally across the most likely venues for whatever the PCs are going to attempt and just see what happens.
 
It's honestly impressive how easy it is to grab any random piece of 60s to 80s spycraft fiction and just plop it right into this setting.

Anyone have any spycraft fiction to recommend? I might get some ideas for the Leagues of Gothic Horror I might run.
 
This sounds awesome and I would totally play in a campaign like this.
 
Anyone have any spycraft fiction to recommend? I might get some ideas for the Leagues of Gothic Horror I might run.
Edward S. Aarons' Sam Durell series. It's like an American James Bond only better written, more believable, and with a harder edge of cynicism and weariness.
10813830.jpg Aarons_Assignment_Sulu_1.jpg 1877375.jpg 12998403.jpg
 
I was already interested in Eberron, but this sort of game sounds like a lot of fun.
 
Anyone have any spycraft fiction to recommend? I might get some ideas for the Leagues of Gothic Horror I might run.
If it is spycraft you are looking for, I'd recommend the Continental Op stories from Dashiell Hammett. Yeah, they are detective stories, not spy stories, but Hammett actually worked as a detective, and they are full of believable, underhanded trickery in the pursuit of getting information that translates well into a pre-Internet spy story. The Continental Detective Agency is based on the Pinkertons too. It brings it a little closer to the espionage genre than the Sam Spade model of a guy working out of a dingy office.

In any case, these are fantastic stories, and everyone should read them.

I ran Eberron as street-level supers with occasional crossover with espionage, and once I translated the campaign over from 3E to Savage Worlds, it was a lot of fun.
 
Banner: The best cosmic horror & Cthulhu Mythos @ DriveThruRPG.com
Back
Top