[Hot War] The First Playtest

Malcolm Craig's picture

One of my current projects (as outlined in this thread) is the thematic follow on to Cold City, Hot War. I say 'thematic'. because it isn't necessarily a direct continuation of the game setting. Indeed, something I want to avoid is an overarching metaplot of any kind, so the game has, as it's starting point, the German twisted technology experiments of World War Two, but makes no reference to the events in 1950 Berlin. The RPA may have existed in the time line of Hot War, it might not have. That is up to individual interpretation.

With a somewhat smaller group than anticipated (myself, Morgan Davie and Stephen Hickey), we set out to go through the game and character creation process. The mechanics of Hot War are an 'evolved' version of the mechanics used in Cold City. In future threads, these changes will become more apparent.

If you are familiar with the Cold City Companion, you'll have seen the section on collaborative game creation and Hot War uses this as its starting point. Although there are some very well defined setting elements in the game, the group is encouraged to embellish and expand upon this through the game and character creation process. Hot War is still, however, a game that features a strong GM role, where the GM is expected to flesh out NPCs, frames scenes and so forth. But more on that later.

The first stage of game creation is the Tone. At this stage I actually had no idea about what sample tones to offer, but this section of the playtest actually proved to be very helpful in this regard. Morgan suggested that he would like the tone to be similar to a 1960's BBC drama, serious, but entertaining, something in the style of Quatermass and Doomwatch. Steve was leaning more towards the feel evoked by 1980s American movies such as Escape From New York, while my input into this was that I kind of like the 'default' tone assumption of the John Wyndham style British apocalypse novel, in the mould of Day of the Triffids. In the end, we settled up the 60's drama style, but with a more modern sensibility when it comes to action scenes.

Next we moved on to the all-important 'what are we doing' phase. The setting makes it clear that all the PCs are attached to the Special Patrol Group, an outfit tasked with hunting monsters, uncovering spies and seditionists, rooting out pockets of Soviet behind the lines troops and so forth. This section of game creation focuses heavily on exactly what the group would like their 'mission' to be. In this case, Morgue and Steve went down a route that I hadn't anticipated, but was nonetheless interesting. The suggestion was that they be undercover in Battersea, attempting to investigate a well-connected local politician who is attempting to create his own power base, a personal fiefdom where he is sole ruler. A sub plot would concern a monster that is terrorising the local area, something that the politician is desperately trying to control or sweep under the carpet.

Next, we moved on to antagonists and, from the preceding section, it was easy to see that the politician would be a major antagonist. He was un-named at this stage, but we knew that his pre-war position was as a local councillor, a petty local official, now elevated through horrific circumstance t being in a position of greater power. It was also established that he would have a gang of thugs supporting him, former local traffic wardens! Then, there was also the monster. At this stage, the NPCs are very loosely sketched and it's up to the GM to determine more of the details, stats, etc.

Other NPCs come into the game in the form of the 'who else' section. Again, these are briefly sketched in general terms and the two main personalities that came out of this were an 'inside man' who is working with the politician and a respected local figure (such as a doctor?) who is not part of the hierarchy.

Finally, we come to scenes that the the players (specifically NOT the GM) would like to see in the game. Steve immediately dropped in that he would like to see a scene where the leader of the gang of thugs hands him a pistol to execute a citizen to prove his loyalty. Morgue gave a very simple suggestion that he'd like a scene that takes place on the water.

Feedback On This Section

Both Morgue and Steve noted that the first two questions took a lot longer to get through than the others. It was suggested that this is, in part, due to the fact that the setting doesn't have the same cultural familiarity that Cold City has. In Cold City, there's a lot of real world stuff you can draw on, but Hot War is more distant from reality, so requires more setting knowledge. Having plenty of examples and suggestions in the text was given as one way of getting round this. On thing i noticed is that this is a game that will require a certain amount of setting knowledge on the part of the GM.

Another valuable comment that came in was that it should be explicit that the game creating section should not be allowed to over plot the game, essentially creating a 'story before' situation. The suggesting of scenes by the players came in for particular attention in this regard but a very neat solution came out of this. Scenes should be suggested in the form of a black and white photograph. I really like this approach as it fits in with how I see the game, both in play and in terms of the design of the physical book. So, returning to the scene suggested by Steve as an example, using the photographic method it would be described thus "Picture of character being handed a revolver by the leader of the thugs. The leader has a significant look on his face."

Character Creation

We moved into character creation and, as there were only three of us present, I decided to create a character as well. Again, if you are familiar with Cold City, then the method of character creation will not be surprising. Things that are different are the replacement of the National Hidden Agenda with a Factional Hidden Agenda. it serves the same purpose in the game, but given that the SPG is made up of numerous little factions all struggling for power and looking to see who will come out on top during the re-building of society, the factions are things like the Army, Navy, Government and so forth. The 'Draw Scene' from the Cold City Companion is also made an explicit part of the creation process, but altered slightly for the needs of the game. It is re-named the Experience Scene and must take place in the first few days after the War has broken out. The scene has the following requirements:

1) The scene must take place in the immediate aftermath of the War, preferably in the first few days, when the struggle for survival was at its most brutal.

2) There must be conflict in the scene. This conflict can be whatever the player
chooses for their character.

3) There must be achievable stakes for the character that will not result in them
either being killed or prevent them from being part of the SPG.

4) The scene must establish a fact about the War. This can be something very personal, such as the fate of the characters home town or it can be large scale, such as an event which affects many thousands of people.

The Experience Scene is one of three scene types in the game where the player has framing authority (the other two are a scene resolving a hidden agenda and a scene resolving a crisis point for the character), in all other scenes, the GM has scene framing authority.

Another difference is that hidden agendas are now 'rated' with an odd number between 5 and 19. This shows the number of times the agenda can be brought in to conflicts before it must reach a resolution point.

Anyway, the characters turned out like this:

Steve

Constable Bill Neams

A London policeman before the war.

Action: 4
Influence: 3
Reason: 1

Traits

You killed her and you're gonna pay (+)
"Cop" is just another word for someone who knows what shits people are (+)
This is where I grew up (+)
I've taken too many beatings (-)
My anger often gets the better of me (-)
Violence has a way of backfiring on me (-) - This trait came from the Experience Scene

Agendas

Factional: ID the monster and bring it back alive for the British Experimental Rocket Group (rating: 9)

Personal: I'm gonna kill him for what he did to my Nan (13)

Experience Scene

Neams at the head of a mob in Battersea, facing down a line of troops who have evicted people and are sealing the area off. The scene is tense with potential violence. The scene represents a failure for Neams and the Army open fire on the people.
Fact: Battersea is cordoned off by the military and access is tightly controlled.

Morgue

John Perkins

A young ne'erdowell from London. His father was in the Army during World War Two.

Action: 3
Influence: 3
Reason: 2

Traits

Brimming with the confidence of youth (+)
Always wise to the scam (+)
Trying to be responsible now (+)
Doesn't think things through (-)
Fond of the drink (-)
Keeps his nerve when horrible things happen (+) - This trait came from the experience scene

Agendas

Factional: Undermine the Navy monopoly in power generation (this is for the Army, who have got to John and encouraged him to work for them "..because it's what his Dad would have wanted.") (13)

Personal: Get Mary Pike to marry me (11)

Experience Scene

John and his mate Barry are rolling Old Des for a bottle of wine when they are found by Johns dad who has, much to his despair, be called up to the Army again. Dad is furious and waving his old war trophy, a German Luger. Creatures come down the alley, carrying strange bayonets and wearing disturbing gas masks. John manages to get his dads attention long enough so that his dad goes down fighting, rather than being stabbed din the back. John runs.
Fact: Strange, gas-masked foot soldier infiltrated London shortly after the war began and killed people with bayonets.

Me

Lieutenant Commander Ralph Beaumont

A Royal Navy officer with a dubious history of mental fragility.

Action: 3
Influence: 4
Reason: 1

Traits

I cover up my mistakes (+)
Handsome and popular (+)
Well drilled in weapons (+)
Hates himself for what he has done (-)
Irrational and easily spooked (-)
Decorated war hero (+) - This came from the experience scene

Agendas

Factional: Isolate Army personnel working in the SPG and get them to reveal the location of hidden fuel dumps (5).
Personal: Set as many refugees as possible free and give them a better life outside of London (15)

Experience Scene

The Battle of Romney Marsh was a Pyrrhic victory for the Navy, fighting against a beached Soviet landing ship that was carrying an attack gate. Beaumont was in charge of the land forces and made a complete hash of things, causing most of the force to be killed. He, however, survived and was decorated with the Military Medal for his leadership. The medal is pinned on him by an Admiral and parts of London burn behind him.
Fact: The Battle of Romney Marsh was a narrow victory for the Navy.

A comment that came out of this stage was that the initial questions setting up the game should include something about how long the game is intended to last. This would give better guidance for setting the ratings for hidden agendas.

Overall, I was quite pleased with how this session went. There is food for thought in terms of the processes involved and so great ideas came out of it. There was also some good colour in terms of the facts established in the experience scenes, which was one of the aims of including fact creation in the character creation process.

Hopefully Steve and Morgue might pitch in with their thoughts on how it all went.

The next session will showcase more of the changes to the mechanics and most importantly, give an initial indication of how functional they are in play!

Cheers
Malc

Malcolm, thsi sounds really

Andrew Watson's picture

Malcolm, thsi sounds really interesting. Are you able to give a little more information about the setting for the game. from the description it sounds like a post WW3 type game of some description. I want to say post apocalyptic but that isnt the flavour that I'm getting from your description.

Also, I am curious about any rules changes you might have made. Ratings on agendas are new, is there anything else you are happy to reveal?

Currently Playing: Cold City, Pendragon
Currently Testing: Duty and Honour

Some background

Malcolm Craig's picture
Andrew Watson wrote:

Malcolm, thsi sounds really interesting. Are you able to give a little more information about the setting for the game. from the description it sounds like a post WW3 type game of some description. I want to say post apocalyptic but that isnt the flavour that I'm getting from your description.

Also, I am curious about any rules changes you might have made. Ratings on agendas are new, is there anything else you are happy to reveal?

Currently Playing: Cold City, Pendragon
Currently Testing: Duty and Honour

Thanks for the interest. The initial paragraphs of setting information go kind of like this:

Welcome to Hell

People around the world were only too aware of the threat posed by nuclear Armageddon. Cold War posturing, brinkmanship, puffed-up military parades, wars by proxy and boastful national pride all did their part. The public were not aware of the hidden apocalypse science.

By mutual consent, the erstwhile allies of Britain, France, the USA and the USSR kept what they had found in secret German facilities during World War Two hidden from view. They never mentioned the ongoing 'Underground War conducted throughout the 40's and 50's, a war that combated the remnants of wartime madness. A war in the shadows. They never talked about the frantic attempts to utilise the technology and find out what the other sides had in their arsenal. The atom weapons, intercontinental bombers and fledgling missile programmes were nothing compared to what could be unleashed by the twisted technology. Nothing.

On October 27th, 1962, the world ended.

Nobody is clear why, or how. The Cuban Missile Crisis was in full swing and tension was high. But to this day, there is no agreement over who fired the first shots, who decided to unleash Hell.

Most people expected the flash and wind of nuclear weapons. Most people did not expect the other weapons. Flotillas of Soviet landing ships appeared off the East Coast of the UK. The waiting troops were never briefed on what might come out of them. The country was being peppered by nuclear bombs. Miraculously, London was never suffered a direct hit.

Wireless and telephone reports trickled in from the Continent as mushroom clouds rose over Berlin, Warsaw and Paris. The reports talked of other things, of black masses moving across the land, of hordes of seemingly unkillable soldiers, of holes appearing in the sky. Then the continent stopped talking. Waves of static and precious little else.

The English countryside became a battlefield. Whatever the landing ships and aircraft unleashed swept down lanes and over dales. Britain fought back in kind. But things started to go wrong. command and control started to falter, communications broke down, discipline started to waver. All communications north of Newcastle simply stopped. Then the RAF carried out it's most controversial mission since Dresden. Someone ordered the crew of a remaining Vulcan to drop a YELLOW SUN nuclear bomb on the research facility at Porton Down. Thus was born the infamous Operation INDIGO DIAMOND. It was later assumed that something had gone horribly, terribly wrong at Porton. The reputation of the RAF would be irrevocably damaged from then on.

Now there is only Hell. And Hell is right here.

However, the main thrust of background information will (if my intentions are anything to go by) be inferred from Government information posters, memos, bulletins and so forth. They will cover one day after the war starts, one month after the war starts, up to a full year from when it all kicked off.

And example of this would be:

1 Month After: Notification of restrictions poster, London

Members of the public are reminded that the following rules are PERMANENTLY in force until such times as the RESPONSIBLE CIVIL or MILITARY AUTHORITY approves their replacement.

You and every member of your family MUST carry your IDENTIFICATION PAPERS and RATION CARD on your person AT ALL TIMES

Any person, regardless of age, who is seen outwith their HOME or APPROVED FACILITY between the hours of 7pm and 7am WITHOUT PROVIDING PROOF OF LAWFUL OR OFFICIAL BUSINESS will be ARRESTED

LOOTING, DISOBEDIANCE OF CIVIL or MILITARY AUTHORITIES, any form of ASSAULT on CIVIL or MILITARY AUTHORITIES may be subject to immediate punishment by SHOOTING at the discretion of a responsible official

Failure to report sightings of SUSPICIOUS INDIVIDUALS is a crime punishable by WITHDRAWAL of RATION CARDS FOR ALL FAMILY MEMBERS

God Save The Queen

27th November, 1962

Or:

8 Months After: Civil Authority Notification Poster, London

Residents of ALL AREAS are reminded that water should not be drunk unless APPROPRIATELY TREATED, i.e.: through BOILING or CHEMICAL treatment.

The RIVER THAMES should not be used for drinking or washing purposes dues to the chances of contracting COMMUNICABLE DISEASE.

Please be reminded that the sewage system is non-functional and waste must be discharged directly into the river where ever possible. Clean drinking water and water purification chemicals are being made available at your BOROUGH DISTRIBUTION CENTRE. The availability of these articles will vary from borough to borough.

Any individual found ILLEGALLY TAPPING WATER SUPPLIES will be SHOT WITHOUT TRIAL by the appropriate police or military authority.

If you or any member of your family are bitten by RATS or other VERMIN, please visit you local BOROUGH MEDICAL OFFICER IMMEDIATELY.

You are also once again reminded that any sighting of, or information about SOVIET MOBILE BIOLOGICAL WEAPONS should be passed WITHOUT HESITATION to the nearest civil, military or police authority.

God Save The Queen

June 28th, 1963

I suppose it is kind of post apocalyptic, but of a kind more akin to novels such as Day of the Triffids, films like Children of Men (which I just watched tonight and was thoroughly blown away by) and documentaries such as The War Game (a 1966 BBC documentary hypothesising about the effects of nuclear war. It was deemed so disturbing that it wasn't shown until 1985. You can view the entire thing on Google Video. If anything will give you an idea of what I'm aiming for, it's The War Game).

There are a number of mechanical alterations, but I'd prefer to discuss them once we've had the next session and I've had the chance to see how they work in play.

Cheers
Malcolm

Contested Ground Studios

CoM

Neil Gow's picture

As soon as you talked about telling the background through the artifacts of the setting I thought of Children of Men. I was more interested (at the beginning) reading the posters than with the film. And then I was hooked. Great film but a really interesting way of getting the viewer up to date with what has changed. Good call.

Neil

Take the King's shilling at http://www.omnihedron.co.uk/dutyandhonour/

Interesting...

Rich Stokes's picture

This is an interesting project, and I'm very fond of this approach myself. All the early versions of Urban Mythos used fake documents as the vector for conveying the tone of the setting and I think it works really well.

I look forward to hearing more as things progress.

Hadrian's Wall

Neil Gow's picture

I've just read through it and noticed the 'all communication north of Newcastle stopped' bit. Now I'm hooked. Newcastle as a border outpost against horrors from the North and a newly constructed Hadrian's Wall built from wreckage - oh thats the stuff.

Neil

Take the King's shilling at http://www.omnihedron.co.uk/dutyandhonour/

Open To Interpretation

Malcolm Craig's picture
Neil Gow wrote:

I've just read through it and noticed the 'all communication north of Newcastle stopped' bit. Now I'm hooked. Newcastle as a border outpost against horrors from the North and a newly constructed Hadrian's Wall built from wreckage - oh thats the stuff.

Actually, that's just the kind of personal interpretation that I'd like to see people take from the game. My intention, at this stage, is to concentrate solely on London and the immediate South East. There will be no solid detail on anywhere else in the UK, Europe or the world at large. Just the occasional hint here and there, scattered through background, characters, images and so on. People are then free to interpret and embellish the larger environment.

One of the reasons to keep the game focused on a relatively small area is to keep that feeling of claustrophobia and fear, the feeling that we are not safe, but where do we go?

Cheers
Malc

Chilling

Neil Gow's picture

I just watched the War Game. Scary stuff but amazingly well done when you consider the time that it was made. I can see why they thought it was too scary to be seen at the time!

Neil

Take the King's shilling at http://www.omnihedron.co.uk/dutyandhonour/

Cool.

Tim Gray's picture

I'm guessing the nuke on Porton Down was to release whatever was in there. Scorched earth policy cos someone thought we'd lost?

BTW - in your 1 month after post - English people don't say "outwith". They might possibly say "without", but really "outside" is more likely.

In fact, I think you're the only person I've ever encountered who says "outwith". :p

Tim Gray
Silver Branch Games
www.silverbranch.co.uk

Lexical Quirks!

Malcolm Craig's picture

I guess it's a lexical quirk of mine that I should learn to stop!

The nuke on Porton was to stop stuff going horribly wrong, making things worse rather than better.

Cheers
Malcolm

Contested Ground Studios

It's Scottish

Gregor Hutton's picture

Outwith is in the Oxford English Dictionary, but it is a Scottish term. (For what it's worth, it's actually a useful term as inside/outside are opposites as are as within/outwith. And "outwith" is preferable to "without" as that is most commonly the opposite of "with".)

Anyway, English people would say "outside" as Tim notes, and they also seem to say "shall" far more than north of the border, in Scotland we'd almost always say "will".

I say outwith as well,

Shevaun's picture

I say outwith as well, actually, and I'm not Scottish. Though as a Yank my vocabulary is lacking at the best of times, wot wot?

Shevaun

See, you do this thing,

Joe Murphy's picture

See, you do this thing, Malcolm.

Berlin, 1950-something? Couldn't give a fuck. Cold City? Oooooh.

Post-apoc Britain? Whatevs. Hot War? OooOOOooh.