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The Laundry 1e: Unconventional Diplomacy

Unconventional Diplomacy

If your Laundry officers have been sitting around for a while getting complacent in their knowledge of what's going on, these six adventures should light a fuse under them! Each is well considered, a delightful balance between arcane manipulations and good traditional tradecraft, pitting wits and muscle against the forces of evil and the enemies of your country (who may or may not be the same thing).

For 'diplomacy' means something a little different to the seasoned Laundry officer than it does to the mundane world. It's all about making treaties and deals not with other nations but with otherworldly entities... but if that goes awry and they won't come to the negotiating pentacle, why, then you have to resort to more, ahem, direct means.

Each of these 'diplomatic missions' comes with detailed background, the initial briefing as given to the officers, and then the adventure unfolds with all the information you need to run it every step of the way. Everything is well organised and ought to make for easy running, at least from this side of the GM screen. There are, naturally, plenty of twists and complications for the officers to contend with, neatly coupled with plenty of leeway to let them run riot around the plotline without derailing it completely.

All six are a real delight of nightmarish bureaucratic dealings with Things That Should Not Be, their earthly minions and anyone else who happens along (especially those who do not regard the officers' employers in a fond light). The level of detail is amazing, and support for running it well organised. Gibber and meep, all ye enemies of the state!

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Reviewed: 9 May 2014