Greetings
These game reports go a way back. I got the book in January and played the sessions in May. I wrote them soon after that, but because I couldn’t sign in to the Contested Ground Studios’ forums, I never got a chance to publish them. Then, in August, I ran into the Contested Endeavour and noticed that here’s also an Actual Play forum, where these reports would fit in.
I remember reading Cold City through right away and liking it very much: there’s a special place in my heart for a Hellboy-ish game. Furthermore, while having a neat setting, its system is sewn together from fabulous games; Dogs in the Vineyard being one of my favourite games. However, there seemed to be certain vagueness in CC, which was felt in the actual play as well. On the other hand I’m far from judging the game; I’ve just taken the first spoonfuls and maybe we didn’t give the game a fair chance. Read this as a first encounter, not the final stand.
I and a couple of my pals wanted to play a roleplaying game. From my comprehensive game list we chose Cold City probably because of its colour ie. setting. I know that it’s clearly a campaign game and set for four players, but we still wanted to give it a shot. My friends haven’t played games which support so heavily on narrativism before. Or actually there was a long The Shadow of Yesterday campaign last summer, it ended up being quite traditional, adventurous roleplaying.
The Prodigal Son
Agent’s name: James Bond (British)
National agenda: Acquiring Nazi military technology for the security and wealth of the country
Personal: Find Nazis’ gold stocks
Agent’s name: Andrei Primakov (Soviet)
National: Acquire technology
Personal: Keep the technology to myself
After the characters were made, I fine-tuned the example scenario to fit for these characters. The debriefing was given by the American, an outsider, leaving thus room for Bond to make his own decisions. Bond also had "ladies’ man" trait, so I emphasized that Werner had a pretty sister, who took care of him. On the other hand I framed a scene for Andrei, where a Soviet general ordered him to bring the ST’s controlling device to them. And to bring in wider aspects to the situation, Werner was a son of the editor in chief of Berlin’s biggest newspaper and the ST was perceived by a Volkspolizei officer. In other words, they should have a lot to consider before making any decision and whatever they would choose, it should bring in wider consequences.
I ran the game with tv-series aesthetics: I told where the camera would be, cut sharply from a scene to scene and left out anything uninteresting. For an example, I started from the debrief room but cut then straight to the railway station, where the sighting was made, skipping the equipping part. Once the characters had made their way to the station past the guarding police officer, I dropped in the Soviet assigning as a flashback. I had fun doing this, but other players didn’t follow the metaphoric approach as easily and didn’t imitate this style in their own descriptions.
Anyway, I took the game rather quickly to the interesting part, the confrontation with Werner. I framed his sister Anna speaking to him. The players, or at least their characters, didn’t care about this a bit and stormed in. I managed to prevent the end with sheer luck, as Bond’s player lost the conflict about capturing the ST. I then explained the whole situation from the sister’s point of view (you know, "Werner is alive, he is no danger to anyone, his family loves him" and all that), but to my amazement the agents’ hearts were steel. Bond explained how Werner was long gone and now a mere threat to the humankind, if some fiend would ever get their hands on the ST controlling technology. And since it was clear that she was an eye-witness, he executed her in cold blood. Andrei didn’t have any problem with this; after all, it was he who had the "ruthless" trait.
Werner’s stats aren’t great, so they had no problem taking him out in the next scene. After that the players had a lengthy discussion about what they should do to the corpses (at this point Andrei’s player had to leave, but another player arrived and made his character. He is presented in the beginning of the next session). They knew that it if they left the bodies there, Werner’s powerful family and the police investigation would make the thing public. Finally they come up with some sort of plan, placing corpses so that someone might think that Werner first shot his sister and was then shot by the agents. A bit problematic, as the agents weren’t supposed to be there in the first place, but I really didn’t wish to make this a problem. The interesting question (to me at least) was who would take the ST controlling device, but since Andrei’s player left, there was no argue about it. They brought it back the HQ, mission accomplished. It took maybe about 3,5 hours to complete, excluding the character creation. Needless to say, I didn’t find the session too entertaining.
The servant of the Devil
We took a little break and ate something, and decided then to give Cold City another run. This was especially so because the third player didn’t have a chance the play the previous one (he arrived too late). At this point, I realize now, I should’ve raised the question about how the game was supposed to be played. I didn’t, which left us a bit in the blue about our different expectations concerning the game.
Agent’s name: René Chevalier (French)
National: Investigate Nazi technology
Personal: Avenge to the Germans
I wanted to create my own scenario for this one, as it seemed that I had to hit the agendas in order to cause any reaction in the players: human tragedies, like The Prodigal Son and Transformations, are my own favourites, but these players didn’t seem to share my opinion. So I started with the apparent conflict: if Bond was extremely loyal and Chevalier wanted to avenge, then the order had to be about not hurting Germans. Another conflict seemed to be about who would gain the technology. And finally, to make Bond’s player think, there had to be a conflict between his character’s Personal agenda and loyalty to his own government. The result was this:
1.1. A German scientist has escaped. Bring him back alive.
1.2. None, except an idea where the scientist escaped.
1.3. Stasi, which is receiving the scientist.
2.1. British Wright orders Bond not to investigate any information they might find.
2.2. Brits and Nazis had some serious cooperation – and maybe still have. This is why Wright wants to deny all access to the data files.
2.3. The scientist is looking for medical applications of Nazis’ technology.
3.1. The scientist promises Nazis’ gold for the payment for his release in case the agents capture him.
So the whole situation: A German scientist found out that Nazis had also some humane medical applications to heal the disabled veterans’ wounds. This is something that the people would need. However, should the RPA find out about them, they would share the technology between the occupying forces. Therefore he decided to run for it, acquire the medical knowledge and gain Stasi’s protection. Unfortunately the medical information was stored in Charlottenburg Castle, the very same place, where were the files about British – Nazi-Germany cooperation. The British officer in the RPA couldn’t allow this scandalous information to be spread, so he had to stop the scientist. The agents would do the dirty job if the scientist would be presented as a defector.
I know see that this isn’t as good a scenario as I thought it would be. It’s strange that I recognized what I ought to do, but I just didn’t make the scenario to follow my perceptions about the characters: I made the plot too complex. It does touch the different agendas, but it still has several flaws: it holds a moral dilemma, but it didn’t stop the players last time; it doesn’t produce an inevitable conflict between Bond and Chevalier (taking the scientist back serves them both); it is too easy to deny the chance of acquiring the gold; in short, it might be not enough to threat the loyalties and to produce a juicy tension. I wish I would’ve noticed these before the scenario was played.
And, unfortunately, it didn’t rock. Bond and Chevalier got inside the Carlottenburg Castle past the Stasi guards, slipped past some STs (or simply left them alone) and captured the scientist. They were pretty darn close to gag the guy before I had a chance to explain his point of view, but eventually I did get to say the word. Bond didn’t care a bit about the well-being of the German people and didn’t believe about the gold offer either. Crap. I was hanging on Chevalier to cause some dramatic tension. The players entered into a lengthy discussion about what they should do next: Bond wanted to exit, Chevalier wanted to take a look at the medical files. Finally Bond agreed to let Chevalier peek them, but absolutely nothing more. They went through a hellhound and its lair surprisingly easily (I had a chance on the first turn, their 9 dice against my 8, but the doggy was down after three rounds) and made it to the file cabinet. The clear implications about cooperation between Brits and Nazis didn’t move Bond a bit, he was adamantly supporting his own government and not interested in discovering its dirty secrets. They underwent another discussion about whether Chevalier could read some medical files or not – finally Chevalier gave up without calling a conflict (after all, he had already filled his personal agenda). There was a slight after-tension when they went past the Stasi guards second time, but again they were victorious in the conflict explaining their authorised activity there. As they returned to the HQ, they reported everything, even about the Nazis’ gold. Bond asked for a small provision for providing this valuable information, to which his superior answered with laughter. This, to my surprise, caused Bond to get angry a bit.
If we return to this game and storyline at some point (though it’s more likely that I play CC with some other folk you actually like it), I’d have an idea how to make Bond react: he’s willing to follow blindly any order from his government, but what if his own superiors showed no respect or gratitude to him? Would that make him rethink his loyalty? This session took about 1,5 hours.
And finally, the pondering part or constructive criticism:
- The game is probably great, if you play it like you should: not to win (fulfil one’s agendas) but to create drama by facing dilemmas. This is the Dogs-influence, but I love it because CC’s setting gives a foundation to multiply consequences, which the characters are quite likely to encounter due to their staying in Berlin. As it usually goes with these kinds of games, challenge-approach doesn’t give any real satisfaction.
- Creating scenarios is a bit better than I initially thought and I like its idea to build the situation on top of different agendas: what the RPA wants? what the different nations want? what the characters want? what the public wants (after all, as secret agents PCs have considerable status in the game setting)? However, it seems to be too far from the characters’ agendas, so that I really have to think the scenario instead of letting the system create it for me, but the guidelines do direct the GM’s attention neatly to various levels. The powerfully described setting (p. 47-57), with various factions does help in this a lot.
- "The number of dice rolled by the GM should be appropriate to the situation" (p. 47). Malcolm Craig, what were you thinking? This is, for me, the worst flaw in the entire game. There are no guidelines whatsoever about how much there should be resistance. I had no clue what to do with it. I ended up using the same system as the players do. But since the NPCs have no agendas or trust, they usually don’t seem to gain more than five dice, while the players’ dice pool can easily go near ten (but not always and even if they had more dice, they don’t win by default). You guys must have some sort of guidelines for this, so let’s hear them.
- As I already mentioned, the game system is a patchwork. Nothing wrong here, provided that the result works. After playing the game only for two undermanned test sessions I cannot say what’s the case. Dogs and The Mountain Witch are different kinds of games, but tossing them together in CC might work. I can see how the Trust points would become a kind of feedback system, through which one can show admiration or contempt towards others’ moral judgements. Interestingly the judgements come from the other players, not from the GM as in many other games.


CGS forums
Submitted by Paul CGS on Wed, 22/08/2007 - 12:37.
Hi Sami
I noticed you said you had a problem signing up to the CGS forums. We have had some problems with the forums over the past few months, so if you want to try and sign up again, I'll make sure your account gets verified.
Thanks
Paul
Nah, no need for that. I can
Submitted by Sami on Mon, 27/08/2007 - 13:36.
Nah, no need for that. I can use this forum just as well and I've already signed up here.
So, here I am sitting in a
Submitted by Malcolm Craig on Mon, 17/09/2007 - 07:13.
So, here I am sitting in a coffee shop, having an in-depth browse of the CE forums for the first time sin ages and I suddenly realise there is a thread about CC that completely escaped my attention.
So, sorry about that Sami. I'll endeavour to answer the points you have raised once I've digested your comments and have a chance to formulate my thoughts.
But, I thought I'd post this first, as it would otherwise seem extremely discourteous of me not to have replied to you.
Cheers
Malcolm
Contested Ground Studios
And finally, a response
Submitted by Malcolm Craig on Mon, 17/09/2007 - 10:09.
So, again, sorry for the delay in replying to this AP thread. Let's get into the meat of it:
First off, it's a shame that the two short samplers you played didn't live up to the expectations you had. That in and of itself is disappointing. However, I think there is a lot of good to be taken from your AP experiences here.
One thing that your comments do raise is that CC is not so suitable for running with only two players. I've found that in many games, the required minimum is 3 players plus a GM. This is not in any way meant to invalidate your experience it's just a useful data point for me to keep in mind. With 3 or more players you have almost instant tension and confrontation built in to the game. With 2 players, I feel this is lessened somewhat (especially given that the level of Trust between characters in a 2 player game will always begin at 2).
To address you point by point summation:
1.I think it's an entirely correct interpretation to say that the game is not about winning. Hidden Agendas are keys, flags, whatever you want to call them that say “This is what my character, and by extension me as a player, is interested in within the context of the story being created,' It's stuff that the person playing wants to see involved in the game. In many, many games, Hidden Agendas are never fulfilled, but they always provide drive and motivation for the character and contact points for the player and the other participants (particularly the GM).
2.As far as the scenario creation guidelines presented in the main book go, it does place a lot of work on the shoulder of the GM. However, in many respects, CC does have a large traditional element to play. To my mind, the advice contained within the Cold City Companion does a very good job of taking some of this weight from the shoulders of the GM and making the creation of the basics for play a much more collaborative process. However, as you were playing with just the basic book, what is contained within the Companion isn't really germane to this discussion.
3.Well, there is a GM figure in the game and he/she does have the authority to set the difficulty of conflicts that the characters come up against. Giving the GM that power isn't, in my opinion, a problem. There is guidance in the form of the stats for NPCs, various creatures and so forth, which illustrate the level of threat that a conflict might throw up. The examples given in the text do show some sample levels of opposition for certain situations. I'm not, however, totally in disagreement with you here. The game text might well have benefited from more example levels of dice for the GM to roll in a conflict.
4 I wouldn't agree with the game system being a 'patchwork'. Yes, it does take a great deal of influence from many other games, but on a fundamental level, it achieves the aims that it sets out. The basic pool mechanic, the trust dice and the hidden agendas all function to create the kind of game experience that the premise focusses on.
One thing I'd be interested in hearing is more about the player experiences and expectations during these two sessions. How did they feel it went? Did they enjoy the characters that were created or did the entire experience sour them on the game as a whole? What was their commentary on the game during and after the fact? I'd love to hear more about why the game just didn't take off for the group as a whole.
I'd be delighted if you had the time to post more on this, as it is very instructive and interesting.
Cheers
Malcolm
Contested Ground Studios
Further comments
Submitted by Sami on Sat, 29/09/2007 - 22:10.
And now I haven't noticed that you answered. Anyway, here's more my thoughts.
The first thing I pick up from that game session is simple: When people say "any game goes for me", they probably don't mean that. Cold City, as any game, gets somewhat thorny, if you don't get the catch. One of my players happened to be an old-school tactician / Gamist, if it's okey to label people. For him Cold City sounded like James Bond vs. the nazi monsters and he played accordingly (Hellboy-ism refers to the colour only, not to the actual meat of CC). Small wonder that it was a rough, unsatisfying downfall for us all: he didn't get to make important tactic moves (fights were too easy) and the rest of us couldn't produce a collaborative story. Well, not that I could say anything certain about others' gaming motivations (the other one, who played René, seems to be a kind of dramatist / narrativist / storyteller, like myself).
These players as a whole are traditional gamers. They don't ask about the game's idea nor do they look at what's been written on their character sheet. Like, there's a difference if all you've got are fighting skills and hit points compared to the instance where you have "Trust" written all over the sheet. For them, role-playing is about violent adventure, rolling dice and hanging out with some friends. They are casual players, whereas I'm more of a hardcore player. Some of them (two of them in this case) have played The Shadow of Yesterday campaign previous summer, so they should have a hunch about the narrativistic tendency these games have. Well, at least I know them now better.
All in all, I'm looking forward to play CC with a right crew. I know it has potential, I know how to deal with it (I suppose) and I love its Hellboy-like aesthetics. In my eyes CC seems to have the potential to combine cool action / adventure and dramatic loyalty issues.
2) Yup, what I said about the scenario creating is just about what pleases me. I like it when I don't have to take any special stance like the traditional GM has to. I prefer the game system and cooperation to take care of that. I have to check out that Companion since Eero's got a couple to sell (leftovers from CE's visit to the Ropecon).
3) C'mon, you can do better than that. Help me out. Am I supposed to perceive the dramatic tension or the realistic approach or my own desires? The last one gives easily room for Gamism ("oh no you won't beat my superduper ST general that easily!"), and the realism isn't easy in an abstract game as this - one could assign traits endlessly. The first alternative's problem is that it's solely my idea of dramatic moments: and what, the characters should lose when things get dramatic? So, how do you (or other CC-veteran GMs) deal with it? Hm, maybe this is a topic for another thread. (Sure, if there are threads concerning this issue in the CGS forums or here, do provide a link or two.)
4) I didn't mean to offend. It was just that I had recently read Dogs and The Mountain Witch and recognized parts from them immediately. It also touches my thoughts about my own game design: do I have to be able to produce all new mechanics, or can I just copy them from existing games? The answer is, of course, that as long as the final product is a coherent game, copying is fine. And if I cannot find fitting mechanics, I have to design them myself.