What's included
1 live meeting
1 hrs 30 mins in-class hours per weekClass Experience
US Grade 8 - 11
Beginner Level
Enter the world of Cold War espionage! Your team of free-lance spies will participate in historically based espionage missions ranging the world from the Iron Curtain to the jungles of South America. Together you will work to thwart the take over of countries, prevent assassinations, destroy evil super weapons and make the world a safer place. You and your team have been recruited to work with the world's top intelligence agencies (CIA, MI6, etc.) to outsmart the Soviet KGB as they plot to undermine freedom world wide. Each team will be made up of specialist agents with particular skills in realm of espionage: encryption, weapons experts, strategists, and many more. Not only is this an exciting Role Playing Game (RPG) using the mechanics of 5E, but it is based on real crises during the Cold War!
Learning Goals
Build your own incredible spy, from a rough wilderness explorer to a tuxedoed professional, and everything in between.
Create your own spy stories of action and adventure in a covert world.
Outwit a host of minions, villains, and evil genius NPCs.
Save the world.
Other Details
Parental Guidance
This is a role playing game about espionage operations during the Cold War. As such there will be simulated combat during the class. The students will simulate, quite closely, the conditions the spies/agents were under during these missions (fatigue, fear, time pressure, etc.). The emphasis of this class is to immerse the student in the complex critical thinking and problem solving assosiated with the world of international espionage. There will be no course language, inappropriate situations, or gratuitous violence described since it is not necessary for an exciting immersive experience. This is a very well-researched and purposeful class to give the student the closest understanding of these Cold War espionage operations.
Students must have a Roll20 account to participate. The age limit of 13 is strict due to the Outschool policy for such VTT (virtual table top services). We use this excellent service since it allows us to essential play a very dynamic "virtual board game" with theater of the mind for these exciting adventures. We use only Zoom video/audio during class, the Roll20 is shut off and it has been a very important tool for RPG games.
External Resources
Learners will not need to use any apps or websites beyond the standard Outschool tools.
Sources
Spies, Wiretaps, and Secret Operations An Encyclopedia of Espionage Glenn P. Hastedt, Editor
How Spies Think by David Oman
The Espionage Game (5E) RPG
Spycraft 2.0 RPG
Top Secret RPG
Top Secret Administrator's Screen and Mini-Module. Corey Koebernick (1982). (Includes Operation: Executive One) ISBN 0-935696-79-2 (The agents must rescue the president, who is being held by a band of Canadian mercenaries in a haunted mansion).
Agent Dossiers (1983) ISBN 0880380705 (Character sheet pack).
TS007 - Top Secret Companion. Merle Rasmussen (1985). ISBN 0-88038-102-7 (Expanded rules and new equipment).
Mission modules
TS001 - Operation: Sprechenhaltestelle. Merle Rasmussen (1980). ISBN 0-935696-17-2, this module details a town on the border between East and West [the exact location is never specified] where secrets and subterfuge are everywhere).
TS002 - Operation: Rapidstrike!. Mike Carr (1982). ISBN 0-935696-57-1 (This module details a commando raid on an enemy complex to recover a kidnapped scientist).
TS003 - Lady In Distress. Mike Carr (1982). (This module's plot involved agents parasailing to rescue a hijacked cruise ship. The module's ship plans were based on the MS Achille Lauro, which was seized by PLO terrorists in 1985 and resulted in the murder of one passenger.)
TS004 - Operation: Fastpass. Philip Taterczynski (1983). ISBN 0-88038-011-X (This module details a defection at an international puzzle tournament being held behind the Iron Curtain).
TS005 - Operation: Orient Express. David Cook. ISBN 0-88038-041-1 (This module contains a series of 6 adventures set on trains in Europe and rules for creating similar adventures).
TS006 - Operation: Ace of Clubs. Merle Rasmussen (1984). ISBN 0-394-53464-6 (The agents investigate events at The Ace of Clubs, an exclusive resort and casino operated as a front by The Agency).
TS008 - Operation: Seventh Seal. Evan Robinson (1985).
James Bond Adventures
Most adventures were based on specific James Bond movies, with a few vital plot details changed, so players who had seen the film would still be surprised by the adventure. A few were written as sequels to earlier adventures based on specific movies. All have been adapted for 5E mechanics and de-emphasize some of James Bond's less-than politically correct behavior.
Goldfinger (October 1983) ISBN 0-912515-03-1, based on the book and film.
Octopussy (October 1983) ISBN 0-912515-04-X, by Gerard Klug, based on the film.
Dr. No (1984), ISBN 0-912515-06-6, by Neil Randall, Gerry Klug, based on the book and film.
You Only Live Twice (1984), ISBN 0-912515-08-2, by Neil Randall, Gerry Klug, based on the film.
Live and Let Die (1984), ISBN 0-912515-09-0, based on the book and film.
Goldfinger II: The Man with the Midas Touch (1985), ISBN 0-912515-12-0, by Robert Kern - sequel to the Goldfinger adventure
The Man with the Golden Gun (1985), ISBN 0-912515-13-9, by Brian H. Peterson, Gerry Klug, based on the film.
A View to a Kill (1985), ISBN 0-912515-35-X, by Gerard Christopher Klug, based on the film
You Only Live Twice II: Back of Beyond (1986), ISBN 0-912515-41-4, by Raymond Benson, Gerry Klug - sequel to the You Only Live Twice adventure
For Your Eyes Only (1986), ISBN 0-912515-43-0, by Robert Kern, Gerry Klug, based on the book and film
On Her Majesty's Secret Service (1987), ISBN 0-912515-36-8, by David Spangler - four linked solitaire adventures, based on the book and film
NOTE: In 2003, Victory Games produced and released a "playtest-only" Adventure Module based on the book & film From Russia With Love. Planned for an official release in 2004, it indicates that VG (now under ownership of Wizards of the Coast) may have been in negotiations to re-acquire the rights to re-release the game and its supplements, with new ones planned as well. However, no further actions were taken. The module itself has since been reproduced online in PDF format.
Supplements
Q Manual: The Illustrated Guide to the World's Finest Armory (October 1983) ISBN 0-912515-01-5 - Sourcebook detailing required equipment for a "00" agent
Gamesmaster Pack (October 1983) ISBN 0-912515-05-8 - various tools including a Gamesmasters Screen with charts and other game-related references, extra Character Sheets and a set of cardboard character standees.
For Your Information (1983) ISBN 0-912515-07-4 - Additional rules, as well as information on characters and equipment not included in the original rulebook or Q Manual.
Thrilling Locations (June 1985) ISBN 0-912515-10-4 - detailing hotels, casinos, restaurants, and the Orient Express, with floorplans and NPCs.
Teacher expertise and credentials
3 Degrees
Master's Degree in History from American Military University
Bachelor's Degree in Education from University of Maine at Farmington
Bachelor's Degree in History from Acadia University (Nova Scotia, Canada)
Over the past 30 years I have taught I.G.C.S.E, A-Level, I.B., and A.P. History throughout the Atlantic region in both private and public school settings. During that time I have instructed students in a variety of rigorous exam subjects . I am a strong advocate of "immersion education" (historic setting RPG) in the Social Studies classroom. My passion is Military History, which I have been enthusiastically studying my entire life. My present RPG classes involve a number of embedded lessons learned (empathy, teamwork, problem solving, decision-making, etc.) through the Three Pillars of Adventure: Exploration, Role-playing, and Fantasy Combat. My Battles & Generals classes are akin to an "On-Going, interactive discussion-based documentary" as one student put it not too long ago....and that seems about right.
Reviews
Live Group Class
$35
weekly1x per week
90 min
Live video meetings
Ages: 13-18
3-6 learners per class