Something you might remember from the first editions of Cold City and Hot War is the idea of presenting setting through in-world documents and ephemera. The second edition will build on this, and having read the absolute wealth of such setting material in the opening section of Cold City, we think it’s going to be really immersive book.
There’s just so much tone and content in these kinds of documents. You can learn about characters within the setting, what their conflicts, concerns, needs and wants are all about. The organisations within world of Cold City and Hot War are presented in the way they speak, and their relationships and actions in the world, demonstrated by these fragments of documentiaon.
The examples here aren’t the final thing – these still need to undergo some editing and corrections, but we wanted to share some of what you can expect to see inside the book, all in glorious colour. The two games will be presented as digest-sized hardcovers, with the option to have both in a slipcase.
If you’d like to help us playtest this new edition, then you can sign up over at the campaign preview. While you’re there you can sign up to be notified of the launch, and grab the free Reports which detail our road to these new editions.
Something I really like about [Cold City Hot War] is that that character interaction: it’s not quite what what the youth of today would call PvP ,you know, player versus player, but that can happen, right? And it is about a drama, isn’t it, between characters?
In Cold City you have trust, and people can be betrayed. You can use people’s trust in you against them. So the characters can use trust positively, but you can also betray the hell out of everyone, perhaps to advance one of your hidden agendas
In Hot War, it’s slightly different. Instead of trust, you have relationships because it’s about a society undergoing breakdown.So therefore you can use relationships in positive and negative ways. And again, you might betray the person that you love the most in the world in order to advance something that you perhaps hold even deeper than their love for you.
So all of this interpersonal stuff is built into the very heart of how the games actually work.
Yeah, actually, yeah. This is about relationships, isn’t it?
Cool stuff.
I know I was going to ask you. So these are second editions. What’s changed from the first editions?
Yeah. So the first edition of Cold City came out
2006. Hot War came out in 2008. And it was a kind of an evolution of that and hewed to my interest in the nuclear age.
So what has changed? The biggest change, I think that people who know the games already will notice is that they are now much less traditional on the game side.
So in the previous iterations, the GM had to do this kind of fiddle work of creating NPCs and outputting all that stuff there. That’s all gone now.
What the GM uses to provide opposition and conflicts is groups of dice that relate to different parts of the setting, so you can have in Cold City, for example, you have internal enemies, external enemies, monsters, the city of Berlin itself, and the cold which is the wider influence of the Cold War as an idea, as a system, as a series of events and the history of the Cold War.
But and then in Hot War the GM, “Control”, has a similar kind of like set of things, going on they again have internal enemies, external enemies, monsters, London, the environment of the city itself.
But then instead of the cold, you have breakdown, which is the breakdown of society and of politics and just the destruction wrought by a nuclear and occult apocalypse.
Cold City and Hot War are coming to Kickstarter in early March (we want to let the Zinequest folks do their thing first!) In preparation for that we bring you the first in a short series of compact videos unpacking the basics of what these two tabletop RPGs are all about!
If you prefer to read rather than watch and listen, here’s the transcript: Hello. My name is Jon Hodgson from Handiwork Games, and we thought it would be a nice idea to make some little short videos explaining, to start off with, just the basics of Cold City and Hot War. I am joined today by Malcolm Craig, the creator and designer of Cold City and Hot War, whose name I always get the wrong way round, and I’m trying really hard to not do that.
Malcolm, could you give us a bit of an introduction on who you are?
So I’m, Malcolm Craig in my day job, which I’m currently in, as you can probably tell, I am a senior lecturer in American history at Liverpool John Moore’s University, Liverpool in the UK. Remarkably enough. And by night. I am a games designer. A Has-been games designer of yesteryear! But now back, you know, like a greying superhero with limited powers.
So. You say you’re back. This is the second edition of Cold City and Hot War.
Yes.
Some folks I know who will have already signed up at the campaign. There’ll probably be a link somewhere to do that. They will be well aware of these games. Could you give us kind of the elevator pitch for what this is? It’s two games, right? What’s the elevator pitch for both games?
Well, they’re thematically linked games. Cold City is a game of, hidden agendas, trust, and monster hunting in Berlin in 1950, as the Cold War is really taking off. And Hot War is a game of friends, enemies, relationships, and the breakdown of society in the aftermath of nuclear war in London in the winter of 1963. So, they are both thematically linked by the history that they portray, but also by the fact that the they take a slightly alternative history, science fictional approach to the Cold War and that technologies were developed in 1939 and 1945 that still linger on in the present day.
I was going to say it’s really strongly inspired, obviously, by your professional-level now knowledge of the history of the Cold War. But also there is a sort of that that element we might expect in games of a little bit of a more fantastical edge to things. If people are looking for that, it’s there.
Yeah. And, and otherwise it becomes unrelentingly bleak. Yes. I think the, the, your science fictional or cultish horror weirdly takes away from the bleakness slightly.
Cold City and Hot War second editions are twin RPGs that explore hidden agendas, trust, and relationships during an alternative Cold War and its terrifying ultimate conclusion.
Cold City
In the divided city of post-World War II Berlin, terrors hide in the darkness. The legacies of war, suffering, and fringe science lurk beneath the surface, feared and desired by former allies and defeated enemies. Those that seek out these horrors are riven by suspicion, mistrust and political ambition. The four occupying powers of Britain, France, the USA and the USSR all have their own agendas. In Cold City, characters are defined not just by who they are and what they are like, but by the views of the other characters and the trust that they have in them.
Hot War
London. Winter. 1963. It is a year since the Cold War went hot. This was not just a nuclear war, as darker weapons with their roots in World War II’s suffering and fringe science were deployed. Survival and re-building are all that matter now. But human nature and the breakdown of society mean that everyone has their own ambitions. Into this maelstrom steps a motley band of women and men tasked with the jobs too dirty or dangerous for anyone else. They have to deal with relationships, loves, hatred, and hidden agendas in a collapsing, ravaged, horror-strewn Britain.
A new edition
Revised and reimagined from their first editions that appeared in 2006 and 2008 respectively, Cold City and Hot War keep all that was great about these critically-acclaimed RPGs while bringing fresh ideas to the texts and the mechanics. Both books hold up a mirror to – and reflect upon – the Cold War era’s real history to help readers and players better understand the games and their settings.
Designed and written by Malcolm Craig, now a senior lecturer in Cold War history at Liverpool John Moore’s University, with art and graphic design by Paul Bourne of Handiwork Games, Cold City and Hot War will be presented as two books in a beautiful slipcase.
Previews
Grab 31 pages of insights and inspirations free on DrivethruRPG in the Cold City Hot War Reports.
So! 2024. What a year. It seems very few people we know have actively enjoyed it, but we persevere! I thought it might be nice to take a little ramble through what we’ve been up to in 2024, and share any arising thoughts along the way!
To enhance your Maskwitches games we present the Maskwitches of Forgotten Doggerland mask generator! This free web app will let you generate random masks, and then customise them. It’s the first of several generators like this we’re bringing to Maskwitches.
Simple click the button to open the app in your browser. Hitting random will generate you a mask. Click the various buttons to change that one element. You can also change the background display. When you hit the Print button you’ll generate a PDF without a background and have the option to print it. Appropriately-scaled you can even print them as wearable masks for your table!
Required specs
The generator works in all major browsers apart from Apple Safari, where the print option does not work currently.
The generator was coded by Simon Proctor, to whom we confer the blessings of the giant invisible pitch worm.
Hwaet! The BEOWULF Annual 2024 collects all the written material from BEOWULF Digital Packs Fourteen to Seventeen, and the adventure The Serpent of Glinreddin into one handsome hoard of treasures!
Inside you’ll find:
• Old Ways temples and NPCs • A guide to pre-Christian belief • A guide to Followers in BEOWULF • The Isle of the Warrior Woman • Algaec the Troll • Fisc-Wisc the River Troll of Plunnog • The Serpent of Glinnredïn And more!
The BEOWULF Annual 2024 is a must have for all players and GMs of BEOWULF Age of Adventures.
Morgan Davie is the creator of FiveEvil, and he’s got some things to share.
# GOOD PLAYTEST
Hi all! I am buzzing after a really great bit of FiveEvil play and I just wanted to share the good energy!
As you know there are five scenarios in the FiveEvil: Fiendish 5E Horror core book, and this is the book’s closer. If this was a horror film festival this would be the Closing Night Special Screening, a crowd pleasing epic to send everyone out on a high.
The scenario is called Big Screamin’ Demons. It has a different tone to the others in the book. While horror almost always works well with humour laced through it, and most (but not all!) of the other scenarios will surely lead to hilarious moments at your table as you play, this is the only one that actively leans into comedic tones. It’s still a horror film, but it plays big and wild and encourages the players to meet it at that level. (FiveEvil, it contains multitudes!)
Here’s the summary:
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BIG SCREAMIN’ DEMONS
You said you’d go to hell before you’d play with them again. Well, life is long and billionaires are rich and now you’re getting the band back together for a one-off payday that could change your life. One concert on a private island, you can manage that without going to hell. So long as hell doesn’t come to you instead…
Big Screamin’ Demons is an over-the-top horror rock opera with blood, guts, and monsters. It sets a big stage and then spills blood and guts all over it, with tongue in bloody cheek the whole time. Watch out, this one goes up to 11 on every single dial. Horns up!
Genre: Raucous bloody monster horror
Size: 3-6 players
Duration: 1-3 sessions
Play this if you like: Evil Dead 2, Cabin in the Woods, Brain Dead
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We didn’t use pregenerated characters for this test, making our own from scratch. The players first came up with their characters as members of a rock band whose most popular song is called Big Screamin’ Demons. (They named the band ‘Creative Indifference’ which made me laugh and laugh) and worked out their personalities and relationships, all out in public with lots of cross-collaboration.
Then we jumped forward to the present day, 20 years on from the band’s acrimonious split, and everyone added another layer to their character to say where they had ended up. This layer was kept secret so they could discover what became of each other in play.
(Quick rules aside: FiveEvil characters have two descriptions, which are like a combination of 5E’s character class and background. Every scenario in the book is a demonstration of some of the different tools and options in the game, such as different ways of using descriptions. Here, one description is your present day life, and the other is your youth, lying dormant within you, ready to be reawakened… It works really well!)
With characters worked out, and some idea of why the band split up, we started to play. The game begins with all these middle-aged characters given an offer they can’t refuse to reunite for a special one-night concert on a private island. And I won’t go any further than that in terms of spoilers – there are some big twists and turns in here!
What I can say is that we’re two sessions deep, one session to go, and I am loving it. The first session was good fun and also informative (I see how I can streamline a bunch of early stages in the scenario and add some space for more fun action, which is exactly what a good test run can show you). But the second session, oh my gosh, that was a ride! It delivered everything I hoped for as all that character setup came roaring to the front of the action, and the players had an amazing time riffing off each other, enjoying the horror as well as the comedy, and just generally seizing on everything the scenario was built to do and making it sing.
One more session will bring this run to an end, and I am so excited! I expect Big Screamin’ Demons is going to get played a lot. I can’t wait to hear the name you give your band!
(This run is also the official end of FiveEvil playtesting! Extensive testing of all five scenarios over the last few years has been a huge part of the project, not just to make sure the scenarios all work well, but also to make sure the FiveEvil rules do their job. It’s been a long-running process and this is the very end of it, and I’m incredibly grateful to everyone who has taken part along the way. One more session to go…)
BEOWULF Digital Pack 17 is out now! We have the 11-page The Isle of the Warrior Woman by the renowned-for-his-redoubtableness Gareth Hanrahan which is just packed with stuff! AND an introduction to a new kind of BEOWULF adventure – the Trial.
We were delighted to be commissioned by Reisswitz Press to do the illustration, graphic design and layout for Midgard Heroic Battles, by James Morris.
We’ve worked with James in the past on his Warhammer Historical titles Age of Arthur and El Cid, so it was a delight to revisit the world of war-games in his company!
To be really clear: Midgard is a standalone war-game – it’s not a part of our own game lines. The book is full colour and soft back, coming in at 136 pages. Our stock is limited, so grab one now!