You may or may not have access to the excellent GURPS Traveller title; First In
http://www.sjgames.com/gurps/traveller/firstin/ but it has an extensive write up of all the various missions the scouts run. Among those is surveillance of cultures within and without the Imperium. They make threat assessments, economic forecasts, cultural surveys, resource surveys, and other types of intelligence gathering activities.
In most intel ops in RL it is these types of activities that make up the most part of “spy” work. There are occasional dirty tricks units which do a bit more, and from what you are saying, your team is likely to be doing some of that.
Frankly I do not think you are going out on a limb to form a “spy” mission team from the Scout Service. They have a paramilitary unit called S-3 that performs extractions, targeted WMD capture and destruction, kidnapping….err…I mean “Forcible Vacation Tours” of hostile leaders, etc. etc. etc.
The scouts pride themselves on discretion and select use of force, unlike the Navy which, in the IISS’ estimation, would prefer to solve all problems by nuking them till the glow. Again this supports using scouts for “spy” missions.
Some of the questions you should ask yourself when designing your adventure are:
1. How deep is this team? Are they an asset that has been in place for years and has just been activated to perform a mission due to some emergency? Or are they being infiltrated to perform one job, one deniable job, and then expected to exfiltrate out?
2. What assets are in place where you are sending this team? Are there deep assets in place which may have their cover blown if they help the team too much? Is the team prepared or able to extract a compromised asset? What if the asset has family with her and refuses to leave without them?
3. Is the team limited as to what sanctions they may execute? Intel gathering only? Kill in self-defense only? Destroy data, tools, buildings, resources, individuals, and cities? What would get them in trouble?
4. What is the mission? Does a local Scout administrator generate it? The Navy? A local noble? A sector level noble? The emperor? Who will benefit by its completion and who will loose? This would apply to those on both the “enemy” side as well as the “good guy” side. There are often plots within plots within plots when performing spook work.
As a general rule of thumb you don’t need to answer all the questions I just posed, but you may want to think about them, because your players are likely to ask some wild ass questions as they set out on whatever job you give them.
For GM advice I would give you these sage words, which I cannot remember from whence they came, “Don’t Worry, You Are Doing Better Than You Think!”
What that means is you only need to paint the roughest strokes of an outline, most of your players will fill in the details. Since roleplaying is an effort in cooperative storytelling, and since Joseph Campbell showed, there are common elements to many stories and we all share a common well of experience, your players will be thinking along the same lines as you. The details may be slightly different, but the overall effect is the same. If you are thinking, “Bond,” don’t worry, your players have seen the same films. If you are thinking “Star Wars,” the same thing applies.
For more detailed guides on how to fake it till you make it I would suggest checking out
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