You wouldn't expect that this game would be able to conform to the True Campaign model, but keep reading and you'll see where I'm coming from.
I'm using the original cover for a reason, because this was originally a spinoff of the Shadowfist Collectable Card Game and thus shares its setting. That setting is "The Secret War", which is really an excuse to throw together what was--at that time--all of the popular genres of Hong Kong Action Film together into a massive time-travelling Weird Tales adventure wargame.
That's right, this RPG--despite being inspired by a film industry and its output--is still all about fighting a war. That means you can still do 1:1 Time, Rules-as-Written, Patron Level Play, etc. and all the rest without any issue whatsover. The game explicitly handwaves logistics, but the setting encourages parallel development because it is a wartime setting with active belligerants managing operations across all five theaters of war (the four time periods and the Netherworld connecting them). Furthermore, the setting encourages seizing and hold territory in order to remap that territory; everything that applies to TORG applies here.
This means that you can have multiple groups of Secret Warriors doing things at the same time. This means you can have Patron Level Players running faction leaders and other similar figures organizing operations and executing strategies with the intent of gaining advantage and eliminating enemies. This means that--as you see with Trollopoulos--you actually get the dynamic setting full of emergent events that the game promises but ordinarily never delivers upon because players AND publishers are doing it wrong.
The first edition can be had here; there is a second edition, but Atlas Games is pozzed so buy used or not at all.
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