[3] A secret American government agency called AEGIS has been aware since the Roswell Incident of 1947 that there is an extraterrestrial presence on Earth, characterized by supernatural and paranormal phenomena.
The game also touches on many modern popular conspiracy theories including the CIA involvement with psychics and the alien cover up from MKULTRA.
[4] Players then act communally to plan "the Cell", the base of operations they will be using for the adventure, including details of location, facilities, staff, and equipment.
Players can also try to use their character's psychic abilities by utilising Zener cards (square, star, cross, wave or circle).
It combines a setting and style that will be familiar enough for players and referees to easily understand with an incredibly detailed and atmospheric background, clear, simple rules and an impressive range of original and clever ideas.
Swan also liked the use of the Zener Test for psychic abilities, calling it cool that "the character’s success depends on the player’s real-life 'psychic' powers.
[4] In a 1996 reader poll conducted by Arcane magazine to determine the 50 most popular roleplaying games of all time, Conspiracy X was ranked 23rd.
Editor Paul Pettengale commented: "By far the best of the modern-day horror games inspired by The X-Files, Conspiracy X has a meticulously constructed background which combined reality and fiction to create a frighteningly plausible setting.
The rules are simple and quick, while still allowing for a fair degree of complexity, and feature a unique and interesting system for dealing with psychic powers.
Yes, the mechanic sucks in many ways; yes, it often borders on unplayable, but nonetheless the work needed to come to a workable understanding (read 'house ruleset') is ultimately worth it for the fun you can have.