I've been musing for a few years about a double campaign, half spy and half merc/commando.
The GM would run a session (or two, or whatever) with a spy character (or two? no more than three) who are tasked with gathering information on a site or subject, until they can get away.
Then, the GM and spy player(s) recruit a few more friends to play commandos/mercs/whatever. The next game session or three is a strike on the target(s). The spy players can either play their spies, acting as briefers/guides/interpreters to the strikers, or take new characters among the strikers.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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