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 2

Catch Part One here.

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 second in a short series of compact videos unpacking the basics of what these two tabletop RPGs are all about! In part two we discuss who you play, and a little bit about the system that powers the game:

Here’s the transcript:
Jon: Your characters are the foreground, right? That setting stuff is the background. What do your characters do in both games?

Malcolm: Well, in Cold City, for example, you’re part of this secret agency set up by the occupying powers, the victorious allies, including the Soviet Union, in Berlin.

And you’re there to hunt down and deal with the legacies of, monsters and experiments and cracks in reality that emerged because of the suffering of the war. So you are essentially secret agents fighting an underground war, to try and paper over the cracks and conceal all this from, from everyone else in the world.

And then in Hot War, your characters occupy a very, similar role, but it takes place in London in the winter of 1963, 64. And you are again agents of the state. But it is a state that is turning horribly towards awful forms of government and is already there. So you are pushing your own hidden agendas, and perhaps you’re trying to do stuff that is against the interests of the state, whilst you’re dealing with all these monsters and horrors and the breakdown of society.

Very good, very good.

And what kind of system can we expect to see here? This is not 5e, right? What what kind of system is this? 

So it is at a simple level. It’s, based on, based on d10s, but it is very much focused on story, producing story at the table, the game situation in both games that you start off playing is created at the table by everyone.

It reduces the cognitive load on the GM, called Control, for obvious reasons harking back to spy fiction, and the dice, as with many other games, help you interpret the story. It emerges, what’s happening at the table. We can push it off in interesting directions make interesting things happen. The system allows you to mechanically bring in things like trust, relationships, the hidden agendas that the characters have. And all of that contributes towards the play at the table.

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 Hot War Slip Case

We know that the new editions of Cold City and Hot War will be presented in a handsome slipcase. We’re delighted to share the design of that slipcase by Paul Bourne. We all want one, and we hope you do too. Sign up to be notified of the campaign launch here.

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.

Cold City Play Test Two

Cold City/Hot war creator Malcolm Craig is playtesting the upcoming new edition. Here’s his report of the second session with his new play test group:

Play Session 1

Content Warning: Self harm

If you’ve read the first blog post about playesting the revised version of Cold City, you’ll know how things are starting. If you’ve not read it, then follow the link!

For this session Harvey was sadly absent because of unforeseen circumstances. However, Connor and Amy decided to press on regardless (incorporating the absence of Harvey’s character Edward Richthofen into the story. Nice work).

We got through six significant scenes before the act’s conclusion. We open with a chase by Amy’s character Dr Julia Whitely into the U-Bahn and the capture of a mysterious man (who had a stolen document that gave them some insights into who they might be looking for – a mysterious, though-to-be-dead-in-1945 Nazi scientist called Karl Geissler). Then we had a flashback scene to how the chase started and Connor’s character Kyril Kantarin being left in an apartment with a dead body.

Continue reading “Cold City Play Test Two”

Cold City Hot War Report Five is out now!

In the fifth free Cold City Hot War Report, designer Malcolm discusses the fruits of the first playtests of the new edition, and the history of the so-called “Malayan Emergency”.

These regular free reports bring you behind-the-scenes info, extra historical inspiration, and ideas on things to read to learn more about the Cold War period: the setting for both Cold City and Hot War. 

These reports are also available for free download at DrivethruRPG.com, where they will be added to your DrivethruRPG cloud library at no charge, for easy access from all your devices.

Cold City Play Test One

Cold City/Hot war creator Malcolm Craig is playtesting the upcoming new edition. Here’s his report of the first session with his new playtest group:

1: Situation and Character Creation

Cold City – an RPG of trust, hidden agendas, and monster hunting in early Cold War Berlin – is changing a little. That’s why we’re (re)playtesting a game that came out a long, long time ago. Well, there’s that and the fact that some mechanical elements have changed significantly.

The first thing you do in any Cold City game is decide on the situation. This involves nailing down the tone, who the antagonists are, what the characters are doing, scenes everyone would like to see, and so on. I’ve been very lucky to be accompanied in this playtest by three of my students: Amy, Connor, and Harvey. They all enthusiastically volunteered to playtest the game.

Continue reading “Cold City Play Test One”

Cold City Hot War Report Four is out now!

In this fourth free PDF, Cold City/ Hot War author Malcolm discusses the “Bren Gun Effect” and the Strath Report.

About Cold City and Hot War

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. 

Continue reading “Cold City Hot War Report Four is out now!”