An introduction to Cold City Hot War – Part Five: Setting Dials

It’s time for another bite-sized slice of Cold City Hot War. We were talking in part four about the playtest game designer Malcolm Craig ran for his students. In this next episode we get into how players and the GM (called “Control” in this game, for espionage genre reasons) work together on the tone of the game, as part of play at the table.

The Transcript

Because that’s a part of the game isn’t it? I really like the collaborative sort of setting stuff that everyone works together to build, the sort of parts that are going to be in it. That’s really cool. Also, I really like that it’s a formal kind of setting… a dial if you like for the tone of the game? 

Yes. Can you. Yeah. 

So you can you expand on that a bit? 

Yeah, certainly you can basically it’s like, well what what do you want the tone of your game to be. So if you want it to be like black comedy, like Doctor Strangelove is a good touchstone. You can play it like that if you want to make it a noir or like film, you know, like Third Man.

You see, we want it to have these noir-esque overtones, you know, European arthouse cinema, you know, films like Canal and Europa. So you have different choices and can like there’s thematic influences that you can draw on from each of them, just like so everyone is aware of, like the tone of what the game they’re going to be playing.

And this is really good, isn’t it? For in comparison to, other role playing games, let’s say as shorthand, it’s quite good because you know what, the setting in Cold City and particularly the setting’s Berlin. But setting the tone, that’s a really lovely thing, I think, because that brings everyone together and on the same page. 

And all of this is not just, you know the tone – you go through who are our antagonists going to be. And then one of the new bits, the thing that I was actually really wanting to play test, was the elements of the game that are new, that take the load off the GM. 

So it used to be the old versions of the game, the GM would have to create stats for monsters and NPCs and all that.

And if you liked that and that’s a part you love of the game, great. But that’s not in these games now. So now part of this collaborative game creation is assigning dice to different groups, and the GM draws on those dice to provide adversity and antagonism. So in Cold City, they’re internal enemies, external enemies. The city of Berlin itself, monsters and the cold, and then in Hot War, they are internal enemies, external enemies, monsters, London and breakdown.

So it takes the load right off the GM and you just you can see everyone can say, okay, we want monsters to be prioritized in this or internal enemies, so you will load more dice into those. And that indicates to the GM what the players and everyone else at the table wants from the game.

So the mechanics in that sense, are quite a strong pacing device, right? And you can… I’m imagining from what I’ve when I say from what I’ve read, the book, this is, as I like to call it, the entire game. There’s going to be a sort of push and pull on pacing, you know, between the players and the GM.

Yeah, you have a set of mechanics that is a pacing device as well.

So when a certain number of these groups reach zero, that’s you at the end of an act in this story. So that act has to come to some kind of conclusion before you move on to the next part of the story. And then the groups refresh and can be changed and added to and all that kind of thing for you if you want to keep the same themes, or emphasize other things that have come out of play in the previous act or acts before.

So yeah, the act very much as a pacing mechanism and they’re slightly different for if you’re playing a multi session game as opposed to a one short game, the pacing mechanism works differently. But I think satisfi… satisfactorialy, satisfactorily whatever. In both situations. 

Nice. 

Now that’s really good.

Cold City and Hot War: Playtest

Transcript

Yeah. Quickfire questions. Quickfire questions show. It’s me, Jon Hodgson from Handiwork Games. And who are you, for the first quickfire question?

Doctor Malcolm Craig, senior lecturer in American history at Liverpool John Moore’s University and also designer of Cold City and Hot War.

That’s really good to know that you’re here because that’s what we’re talking about today. We’re doing these really quick videos. I like the format. It’s very manageable for me, and we’re talking really fast. We’re talking really fast because to overcome the shorter format, I’m going to ramble in like eighth gear to speed it up. I thought it’d be a nice thing today if we talked about playtesting and things like that.

We’ve got the upcoming public playtest. We’re finalizing stuff for that that will be going out soon at the time of recording, probably not when you watch this, but at the time of recording, you can still sign up to playtest the game ahead of the campaign launch. I said I wasn’t going to do things like this that date it.

It’s too late. I’ve done it. But you have already done quite a bit of, you know, playtesting, internal playtesting, as it were, I believe with some of your students. Is that right?

Yes. So the core mechanics of both Cold City and Hot War are the same as they were. But I had last year a brilliant opportunity, I thought.

I asked my head of department: I’d like to playtest one of my games because it’s involving history. I thought, can I get some undergraduate students? So I put an open call, and I had three of them. We did a four week playtest of Cold City and it was amazing. They were so into it, they didn’t have very much experience of role playing games.

Fantastic. Totally bought into. I understood what it was about. Great time.

So what what kind of what was the scenario they were presented with or who did they play in the scenario, which is so more important to talk about first?

So we went through the process of collaborative situation creation. That’s in a both Cold City and Hot War, and we did this for Cold City. So we collaboratively came up with what they were going to be doing: the enemies, the antagonists, you know, what is happening to them, all of that kind of thing. And then they did their characters and they all kind of like settled on.

They were either kind of like scientists, engineers, technocrats of some kind who had been brought into this one was German, one was Soviet, one was American, and they were brought into this secret organisation in Berlin in 1950. So they were they were all basically scientists and engineers who were suddenly told, oh, you’re secret agents. No, no.

So what do we do? And it was, it was it was great fun. They they were so imaginative about their characters and the I wasn’t expecting 19 year old students to say, oh, yeah, we want this to be like a film noir,

right? And I was like, yeah, but we want it to be like a noir. And I was like, whoa, that’s brilliant.

So, it was it was, you know, lovely. Some great characters, great moments. Yeah, really good fun.

Cold City Hot War: In World Documentation

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.

An introduction to Cold City Hot War Part Three

The Transcript

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.

That sounds really good.

An Introduction to Cold City and Hot War Part 1

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.


Yeah. It just cheers it up a bit.

Cold City How War sign ups

You can now sign up to play test Cold City Hot War, and be notified of the campaign launch.
head to this link:

About Cold City and Hot War

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.

Maskwitches Mask Generator

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.

Using the generator

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.



BEOWULF Annual 2024 – Pre-order opens, PDF out now

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.

FiveEvil: Big Screamin’ Demons

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:

——  

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

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…)

Thanks to Mike, Barry, Paul, Stephan and Ziggy!

morgue