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Game or Gamer You Miss (#RPGaDay2024.31)

Today’s #RPGaDay2024 prompt is “Game or gamer you miss,” and it got me thinking about one of those roleplaying gems that never quite got the chance to shine as brightly as it could have: Victory Games’ James Bond 007 roleplaying game. Released in the early '80s, this game was a bit of an anomaly in the roleplaying world, blending the high-stakes espionage and glamorous intrigue of the Bond films with a system that was both innovative and approachable. But like many good things, it came to an end too soon, and I can’t help but wonder what could have been if Victory Games had retained the license or decided to keep the system alive with the Bond branding removed.

Let’s start with what made the James Bond 007 roleplaying game so special. For one, it wasn’t just a generic spy game with a famous name slapped on it. The developers clearly put a lot of thought into how to capture the essence of Bond—the suaveness, the gadgets, the larger-than-life villains—and translate that into a roleplaying experience. The result was a game that felt true to its source material while also offering a unique experience at the table. The chase rules, for example, were a standout feature, allowing for tense and cinematic pursuits that could rival any Bond film. And then there was the hero point system, which gave players the chance to pull off those daring, last-minute saves that are a hallmark of the Bond movies.

But what really set the game apart was how it encouraged players to think and act like Bond. This wasn’t just about rolling dice and checking stats; it was about embodying the character, making choices that would feel right in a Bond movie. The system rewarded creativity and cleverness, pushing players to come up with their own solutions to the problems they faced, whether it was outsmarting a villain or seducing an informant. And let’s be honest, who wouldn’t want to spend an evening living out their secret agent fantasies, complete with martinis and exotic locales?

Unfortunately, the game’s time in the spotlight was short-lived. The license expired, and with it went the chance for further development. But what if Victory Games had decided to strip away the Bond IP and keep the system going? I can only imagine the possibilities. The core mechanics were strong enough to stand on their own, and with a bit of tweaking, they could have been adapted to a wide range of espionage settings. Imagine a cold war thriller, a gritty modern-day spy saga, or even a futuristic take on the genre. The system could have evolved, taking on new forms and exploring different facets of the spy world, all while retaining that same emphasis on style, cleverness, and high-stakes drama.

The loss of the James Bond 007 roleplaying game feels like a missed opportunity, not just for the Bond fans but for the roleplaying community as a whole. There was so much potential there, so many avenues that could have been explored. And while there have been spiritual successors to the game, none have quite captured that same blend of elegance and excitement. The Bond license gave the game its initial appeal, but the system itself had the potential to be something more, something that could have lasted beyond the confines of one IP.

There’s also something to be said for the timing of the game’s release. The '80s were a golden era for both Bond films and roleplaying games, with a sense of optimism and adventure that’s hard to recapture. The game hit at just the right moment, tapping into that zeitgeist and offering players a chance to step into a world of intrigue and danger. But times change, and the roleplaying landscape has evolved. Who knows what a modern version of the system could have looked like, with today’s advances in game design and the wealth of new storytelling techniques that have emerged? It’s a tantalizing thought, but one that remains firmly in the realm of “what if.”

So, when I think about the game I miss, it’s not just the James Bond 007 roleplaying game itself, but the possibilities it represented. I miss the potential for further development, for new adventures that could have taken the system to new heights. I miss the chance to see how the game might have evolved, what new twists and turns could have been introduced. And, of course, I miss the opportunity to spend a few more evenings at the table, martini in hand, living out those secret agent fantasies.

In the end, the James Bond 007 roleplaying game is a reminder of the fragility of licensed games, the way they can be here one moment and gone the next. But it’s also a reminder of the creativity and innovation that can come from working within the constraints of a license. Victory Games may not have had the chance to take the system as far as it could go, but what they did create has left a lasting impression. There have been spiritual successors, sure, but it would have been fun to see how the official game evolved. Until then, I’ll just have to keep wondering what could have been.