Originally published in their first editions in 2007 and 2008, we’re honoured and delighted to announce our plan to publish new editions of both Cold City and Hot War in 2024.
These won’t just be new editions of these cult UK indie games: designer Malcolm Craig, now a senior lecturer in history at Liverpool John Moores University, will be working with Handiwork Games as an integral part of his research work into the history of nuclear war in roleplaying games.
In this second episode of Games in History, History in Games series, Malcolm Craig and Jon Hodgson discuss (at least initially for a few moments) the idea of how change in historical research is received, and what that has meant for their own games.
About the series After two successful talks on the topic, at both UK Games Expo, and Liverpool John Moores University, Dr Malcolm Craig and not-Dr Jon Hodgson bring their rambling style of anecdote and deep passion for historical subjects in gaming to YouTube for your delight and wonderment. Dr Malcolm Craig is a senior lecturer in history at Liverpool John Moores University. Jon Hodgson is a games designer, artist and writer, as well as the owner of Handiwork Games. Together they fight crime er talk about history in games and games in history!
The third slice of Cold City Hot War Report is out!
In this free PDF, author Malcolm Craig takes a look at upcoming changes to the mechanics of the game, as well as a look at the technology of the Cold War era in which these two RPGs are set.
The second Cold City/Hot War report is out now! These regular free PDF reports will bring you behind-the-scenes info, extra historical inspiration, and ideas on things to read to learn more about the Cold War period in the run up to the release of Cold City/Hot War Second Edition.
In Report Two author Malcolm Craig talks answers the question “Will there be any changes?” in the new edition. And the answer is yes. And in History Report Two, Malcolm has further reading recommendations on the topic of all history being provisional…
Following last month’s Episode Zero, we bring you Episode One of History in Games, Games in History. Following Malcolm and Jon’s successful talks at UK Games Expo and Liverpool John Moores University, we decided to bring the same themes to a more widely-accessible format, and make it a series.
We made our RPG Maskwitches of Forgotten Doggerland as an art experiment with an early version of AI. Which very quickly proved itself to be something we were not keen to be involved in: over a very short space of time it moved from an interesting new planet to explore to something else entirely. So we’ve left it behind.
But the Maskwitches game remains good, and we want to remake it with new all handmade artwork, which is well within our powers to achieve. It’ll be a long term project, but that’s ok.
While we will lose some of the especially weird reflexive nature of exploring the deep past through the eyes of something so contemporary and unknown as AI, we feel it’s worth continuing the game in a new direction.
And so here is a candid look at the first outing of the model we’ve made for the cover, a sort of horrific “Girl’s World” from the other side. Enjoy.
A few people have asked questions about this topic, and there are some heroes in the sorry tale which I would like to highlight. It also feels like a story that should be told definitively and in one place. So without further ado, the whole sorry tale of our missing Twin Seas pallet, in detail, for your reading pleasure. And once this story is told here, we can point to this post without having to retell the story. ever. again.
(Sign ups are open right now for the KING BEOWULF campaign, which launches on Tuesday 17th October)
When we first set about seriously nailing the aims of BEOWULF Age of Heroes, several themes came out:
To solve a problem for 5e players. We all liked 5e, but we knew “just another 5e book” wasn’t an option for us. It needed to identify something that players struggle with, and provide a solution. For BEOWULF, that’s duet play: the ability to have a satisfying 5e gaming session with one GM and one player. The delight in the voices of playtesters when they realised they need only find one other player to get a BEOWULF game going will stick with us forever!
We also wanted to make use of what we were good at: adapting source material, knowing a bunch about the early medieval period and the deep influences we learned about working on Tolkien games, as well as an aptitude for the kind of art Jon is known for.
KING BEOWULF is no different in this regard. We wanted to identify a problem and present an elegant solution, one which allows players to have more fun, and be more creative than ever before.
KING BEOWULF is a supplement for BEOWULF Age of Heroes 5e. It provides rules for your characters to step up from being a wandering, monster-slaying Hero to become a Ruler with their own mythic early-medieval kingdom.
It’ll be a hardcover, full colour book, just like BEOWULF Age of Heroes, and The Trials of the Twin Seas. We’re looking at around 176 pages, but it’s very likely to go over that in both production (every single book we’ve ever made has gone over our estimates, and that’s unlikely to change), and if we’re lucky to unlock some stretch goals on the campaign we’ll add more content to it.
BEOWULF Age of Heroes is an ENnie-nominated setting and rules addition for 5e. It presents rules for play with one player and one GM – “duet play” in the half-remembered story-world of the Early Medieval period. It’s a book packed with setting, rules, monsters, generative tables and more! It’s won critical and popular acclaim for its rules additions like the Portent, the Inspiration Pool, Followers and the Alignment Die. Check out the free pdf introductory scenario The Hermit’s Sanctuary here.
Can I use KING BEOWULF for other 5e settings?
Yes! The rules in KING BEOWULF can be used for any setting. There are of course some setting-specific terms used, and we always weave our rules into the setting – in this case the myths and stories of the Early Medieval setting of BEOWULF. Nonetheless, this is easily adapted to suit your chosen setting, and then you’re good to use KB to run a kingdom anywhere. Just like BEOWULF Age of Heroes, it’s a goldmine of ideas. Arguably the main “thing” KING BEOWULF is giving you is the structure and processes to run a kingdom through the year in a way that’s easy and fun to do.
Do I need BEOWULF Age of Heroes to make use of KING BEOWULF?
It would certainly be useful if you want to play in the Age of Heroes, and build up a Hero character in duet play prior to making the switch to Ruler. But if you’re just looking for ideas to mine for your own setting, then there’s plenty here to dig into without BEOWULF Age of Heroes.
Of course we will have a bundle of all the BEOWULF titles available as part of the kickstarter both in print and in PDF. (And we want to warn everyone that mail ordering 3 hardcover books can get quite pricey, so if you’re excited for BEOWULF, consider grabbing the currently released books right now!)
Running a kingdom? Is this going to have a lot of book keeping?
Our primary goals in development were two-fold: to keep book-keeping to a minimum, and to use systems you’re already familiar with. Rather than track massively detailed aspects of a kingdom, we’ve cooked things down to a manageable and flavourful model, which is easy to grasp, and which won’t require you learn a whole new set of rules.
KING BEOWULF presents the idea of your kingdom as a character in its own right. It has a class, ability scores, skills, gains XP, and a new ability score, Prosperity. All of which means you’ll be using rules you’re already familiar with, at an entirely new scale. You’ll be recording some things you go, but no more than your average 5e character.
The process of creating your kingdom takes the form of a special adventure which both fills in your Kingdom sheet, as well as providing the in-game bridge to this new type of play. You’ll play through the process of discovering with what kind of kingdom you’ll start your rule.
Are there mass battle rules?
Yes! With some options on how you choose to tackle battles. By default, you’ll creating the story of the battle with a series of skill checks, leveraging your various advisors and aspects of your kingdom that help you in a battle. There are additionally other options too for more direct combat between kingdoms.
Can we use KING BEOWULF for our multi-player game or is it only for duet play?
You can totally use KING BEOWULF for multiplayer games, and there’s a section in the book about that, just as there is in BEOWULF Age of Heroes. You’ll have several options on how to approach it, whether your players share rulership, or one player is the overall ruler with the others taking prominent roles within the kingdom.
What’s actually in the KING BEOWULF book?
Rules for:
Founding/inheriting/conquering a kingdom and thereby filling out your Kingdom sheet
Everything needed to create your Kingdom as a character – classes, levels, XP, skills in the form of advisors and more!
Building your Meadhall
Running your kingdom through each year, with four seasonal festivals
Expanding and developing your kingdom with loads of creative details to describe its nature and improvement
Things that happen to your kingdom
Gathering information in the state of the world around your kingdom
Trading
Raiding
Exploring
How your neighbours react to your decisions and actions with actions of their own
Monsters at a scale to truly threaten your kingdom
Kingdom adventures
Plus lots of advice:
For GMs and players on making the switch from wandering Hero to Ruler with power and responsibilities.
Naming your kingdom
For creating and running kingdom adventures
There’s loads more details to explore – this book has been a long time in development!
What is “a kingdom adventure?”
When you’re playing regular 5e, your character moves through a series of locations and events. With a kingdom adventure, a series of events move through the location of your kingdom. It’s a different way to play and an exciting twist on a regular adventure.
Development of this idea has been a truly fascinating task – taking the norms of a 5e adventure and what your character does, and scaling it up to allow a scenario structure that allows events to move through your kingdom. It’s been really interesting, and we hope you really enjoy reading the results of the develpment process.
If my Hero character becomes a Ruler can I still do regular adventures?
Yes! You can still head out in your ship like you always did. There might be a cost to your kingdom if you’re away too long though!
The book contains a lot of help and guidance about when events require the Kingdom sheet and when your character might step in and take a personal interest, and use their own character sheet. Mostly this is a matter of scale and scope. Some things just can’t be handled by a lone Hero.
How far along is the project in terms of completion?
All the rules and procedures are designed and tested. A large proportion of the final text is written, but not all. We have a lot of art made, but want to make more.
We’re now at the point where it’s time to seek your help finding the rest of the book. As you may have heard, we were hit with some serious setbacks during our last BEOWULF campaign, when all the books for US backers, along with a bunch of other books, were stolen. That’s still being investigated by law enforcement, but it’s been a tough blow to endure. We replaced all the books and resent them to US backers at our own expense. Usually we reinvest everything beyond our wages back into the next book’s development. That’s proved very tough this time around, so we need your help!
When will the book come out?
If we’re lucky enough to fund, we’re aiming to have the PDF done in the first quarter of 2024, to give ourselves plenty of time to finish it and polish it. As ever we want to make a glorious celebration of art and meticulously researched gaming content. So we’re giving ourselves time to do it.
The book will then need to be printed, and hopefully delivered in the first half of 2024. Which sounds like the distant future, but in fact is scarily close!