John A. Nagy: The earliest written record I found of spying dates back to the 6th century BC. So James Bond and the cold war is just the latest and therefore the most well known. After studying espionage in the American Revolution for the last twenty-two years, I have discovered that both the American and British relied heavily on espionage. In the eighteenth century each general was responsible for developing his own intelligence network. Obviously some were better than others. So far I have published 160 spies and have more than double that currently left in my database to be published.
The spy with the most nerve has to be Lieutenant Lewis J. Costigan of the 1st New Jersey Regiment. He was captured in January 1777. He was placed on parole in New York City which allowed him to walk around the city in his Continental army uniform. A parole was a promise from a prisoner of war that if he was released from jail that he would not take up arms or carry out any military acts until he was exchanged. He was exchanged on September 17, 1778 and no longer bound by his parole. At the request of Major General Lord Stirling and Colonel Matthias Ogden, Costigan did not leave New York City as he should have. He continued his usual travels around New York City in plain sight in his American military uniform collecting information and sending his correspondence through Colonel Ogden and Lord Stirling to George Washington using a code name. If his espionage activities would be discovered, he could not be treated as a spy since he was in uniform. He would have been a prisoner of war. He remained in New York City gathering intelligence for four months until January 17, 1779.
One of the most well known is Robert Townsend, known as Samuel Culper Jr., of the Culper Ring. He operated in New York City. There are other American spies living in New York City at the same time as Townsend but have not gained his level of notoriety.
The first spy ring was the Mercereaus which began operating in 1776 when the British military first landed in New York. It operated between Staten Island, New York and New Jersey. Some of the participants of the Mercereau spy ring continued operating to at least October 1780 but with Elias Dayton as the case officer. The British ran the Molesworth spy ring in Philadelphia in the spring of 1777 to entice ship captains who knew the underwater defenses in the Delaware River to help them bring British warships to Philadelphia. Washington had a stay behind intelligence network established when Philadelphia fell to the British. It was the Clark spy ring which operated in the fall of 1777. Because of the success of the Clark spy ring, Washington in 1778 directed that a similar operation be established in New York and it resulted in the third American spy ring, the Culpers.
Washington was an excellent spymaster. Spies were always paid in hard currency that is gold and silver. The British had more spies in operation during the war because they could pay more. They obtained more information. Obtaining hard currency was always a problem for Washington. He was always at a disadvantage in the volume of information collected because of the lack of hard currency. He worked diligently to make sure that he was not deceived. He always compared the intelligence gathered by one spy with that provided by other spies and information obtained from British deserters and locals. He was better in the military application of intelligence than the British.
John A. Nagy was an award-winning author and a scholar in residence at Saint Francis University. He served as a consultant to Colonial Williamsburg and the University of Michigan on espionage. He was a founder and past President of the American Revolution Round Table of Philadelphia. He appeared on radio and television such as the History Channel, C-SPAN, and local educational TV. He was the subject of two one-hour interviews on the Pennsylvania Cable Television Network. Podcasts of his talks are available at Youtube, Itunes, C-SPAN, Scientific American Magazine, and New York Military Affairs website.
His books are Rebellion in the Ranks Mutinies of the American Revolution; Invisible Ink Spycraft of the American Revolution; Spies in the Continental Capital: Espionage Across Pennsylvania During the American Revolution; and Dr. Benjamin Church, Spy: A Case of Espionage on the Eve of the American Revolution.
The Spies That Death Forgot takes the Forged in the Dark engine and compresses it into a tight, plot-driven package designed for one-shots, short campaigns, or long campaigns covering multiple stories. It gives players the tools they need to play suave, sexy spies, and the GM the tools they need to run propulsive espionage action stories in the vein of James Bond or Mission: Impossible.
During the American Civil War, both the Union and the Confederate governments relied on espionage during wartime. Both citizens and soldiers participated in providing information, including military and political details and secrets. If caught, the spy faced punishments such as jail or death by hanging. Although most spies were civilians and met jail time, many were court-marshaled and faced death. Soldiers like Sam Davis and citizens like Timothy Webster died for their cause and were seen as heroes for their respective sides.
Throughout the rest of the war solders and citizens alike faced the gallows when accused as spies. Union citizen Timothy Webster was the first spy executed during the American Civil War. Born in England, Webster immigrated to Princeton, New Jersey during the 1830s. While living in New Jersey, Webster worked as a machinist and later a police officer in New York. New York police captain and detective Allen Pinkerton hired Webster to join the detective unit of the New York Police Department. He quickly rose through the ranks and became one of the best detectives on the force, even preventing the first assassination attempt against president-elect Abraham Lincoln in 1861. When the Civil War began, George McClellan hired the Pinkerton detectives as spies for the Union.
Although Davis carried the pass, he was captured in November of 1863. When captured, Sam Davis was in uniform and was carrying valuable information regarding Union troops along with intel items including newspapers for Braxton Bragg. Taken back to the Union camp, Davis faced a hasty trial where he was found guilty of espionage. While in jail awaiting his sentence, a few more Scouts were discovered and arrested, including Captain Henry Shaw, who led the Colman Scouts. Union General Grenville Dodge offered to spare Davis if he exposed other spies within the Union and Confederacy. Davis refused, despite knowing of spies within the area, and he was sentenced to hang on November 27.
Dear Mother: Oh, how painful it is to write you! I have got to die tomorrow morning--to be hanged by the Federals. Mother, do not grieve for me. I must bid you good-by forevermore. Mother, I do not fear to die. Give my love to all
While spies performed valuable service, their fate could be harsh, if captured. Most spies probably operated undetected, collecting and delivering their information secretively. However, if captured, some spies paid the ultimate price for their causes rather reveal their secrets or betray their comrades.
Moment of Truth is an apt subtitle for this stealthy sequel to 2007's Death to Spies--because every move you make is, indeed, a moment of truth. Leaving a corpse where it can be seen, getting caught picking a lock, and sometimes just walking into the wrong room can mean sudden death in this incredibly challenging third-person sneaker. Yet when every bungled deed can lead to an untimely demise, success is all the more rewarding, because while oft-amazing AI makes tiptoeing about highly difficult, the action doesn't usually feel unfair. That doesn't mean, however, that every death feels appropriate. There are occasions in Moment of Truth when gameplay contrivances and a lack of information lead you right to the grim reaper's front door, and you are powerless to avoid his scythe. Nevertheless, there's a satisfying ebb and flow to the game, where long periods of tension are relieved in a single sigh when you accomplish an important objective.
The setup is similar to that of the original Death to Spies. You're a member of SMERSH, the Russian predecessor to the infamous KGB, and you spend most of the game slinking around Nazis and assassinating vital targets. In some ways, this is a typical stealth game: you watch patterns of enemy movement closely while looking for ways to sneak past them, creep up behind them and slit their throats with a single slice of your knife, and steal their clothing so you can disguise yourself and roam among your foes. Eventually, you'll discover a number of clever ways to accomplish your objectives. For example, in one level, you must eliminate an important target. One way of doing so is to infiltrate a medical office, where you can strangle a doctor from behind in a restroom stall. Disguised as the doc, you can then enter the examination room where your victim waits for medical attention. The treatment you administer, of course, is much bloodier than he expects. Following your target about reveals other options; discovering them takes a keen eye and a little bit of brainpower.
Unfortunately, the cutscenes and voiced objectives that precede each level don't offer much context for your deeds. The story doesn't matter, and you'll never know much about your own character, which is too bad, because the setup hints at intriguing possibilities. Yet where the deficient narrative leaves some gaping holes, the excellent visual atmosphere will help draw you in. Moment of Truth isn't a showcase for modern technology, but it looks moody and oppressive. Most environments look as if the color has been sucked out of them, which doesn't sound attractive, but it works. For example, the sepia-tinged fourth level is like an old photograph come to life, so it feels as though you are reliving a fading memory while you play. While there are some moments when the light flickers and fades in unusual ways, the softness of the sunlight as it shines through windows is attractive, and the lighting in general looks terrific. The stiff character models and their expressionless glares won't impress you, however, nor will their constant silence. Moment of Truth is a very quiet game, so touches like the music from a creaky phonograph are effective. However, the tension levels could have been further elevated with stronger sound design, and here, the game falters.
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