Showing posts with label cold war. Show all posts
Showing posts with label cold war. Show all posts

Saturday, December 6, 2008

Cold City Recap: We Were Playing It Wrong

Our Cold City one-shot last week was a lot of fun, but in retrospect it’s pretty clear that I was running it incorrectly. I kept clinging to the old way of doing things — namely, keeping narrative control firmly in the hands of the GM (me). Nothing malicious or mean-spirited — I just forgot, repeatedly, to pass off the story narration to the players after they won a conflict. This is how Cold City is supposed to be played; players are supposed to feel invested by devising clever ways to win arguments and deal with combats, which is then rewarded by having them receive a few minutes to narrate the outcome (within reason, of course). It’s a very mature style of roleplaying that I really dig — but in the heat of the moment, I forgot all about it.

That’s not to say we had a bad time. The session was great, in fact, and very moody. I’m a WWII history buff, so I feel like I presented a pretty atmospheric, spooky rendition of postwar Berlin. Plus, Ben’s brother-in-law was at the table for his first-ever pen-and-paper RPG experience. I gave him the British paratrooper character and he warmed up instantly, delivering his lines in a cocky Brit accent for the entire evening. That’s about as much as you can hope for from someone who’s never played tabletop RPGs before!

The plot was fairly straightforward: civil engineering crews composed of German and American workers were trying to repair a sprawling power station in a bombed-out Berlin neighborhood. Something kept happening, though. Every time the engineers would start the generators and power up the turbines, the entire setup would crap out. Fused wires, burnt-out transformers, the whole lot. Then, in the night after each attempt, there would be a horrible attack reported somewhere in the immediate neighborhood. Something was happening — but what? The players discovered a hidden Nazi hospital in a forgotten sub-basement below the power station, dating back to 1939. A little room-by-room exploration revealed a collection of metal sarcophagi, each containing a gruesome-looking humanoid creature.

The lab was hooked into the power station’s supply, so whenever the engineers would attempt to start up the generators, the nefarious operation would draw off some energy, short-circuiting the whole affair and, incidentally, activating one of the stasis coffins and releasing the inhabitant. The players tracked down one of these unfortunate creations, killed him in a blaze of gunfire, and brought the corpse back to the headquarters for research.

We played a little bit beyond there and then stopped abruptly to head out to a bar for some beers. The session was a lot of fun — and really ideal for a newbie who might be intimidated by the math of certain other, more complex games — but I still regret not playing Cold City as the developers intended. I think we would have had a much more robust session if I would have remembered to pass narrative duties around the table a bit more.

Also, the trust mechanic barely came into play. I love the idea behind this element — a multinational gang of cautious allies who are always casting sideways glances at each other — but it didn’t really click for a one-shot. We didn’t have the well-developed interactions and backstories that seem necessary to bring in the trust bonuses. All the same, we shoehorned a few trust-based rolls into a couple scenes, just to try them out. Used as part of a campaign, they would have added a lot of depth to the whole setup.

Regardless, a fun time was had by all, and we pledged to re-try Cold City and/or Hot War again the near future.

Wednesday, November 26, 2008

Cold City: Actual Play Session Pending...

On the agenda for tonight is a one-shot session of Cold City, Malcolm Craig’s atmospheric game of conspiracy and horror set in postwar Berlin. I’m the GM, which is really ideal since WWII/Cold War history is a hobby of mine, and I also speak a little Russian.

The game’s buy-in is that PCs are members of the Reserve Police Agency (RPA), a trans-national group of investigators who roam the alleys and ruins of Berlin, seeking out the crumbling remains of hideous technology, experiments gone awry and otherworldly monsters lurking in the shadows. Heady stuff, to be sure. Players are encouraged to play different nationalities — and the inherent suspicions therein. This is the Cold War, after all. For our game, I’ve pregenerated a group of three disparate characters, all bound together by the common mission of the RPA: a Soviet black marketeer, a doughty British paratrooper, and an over-eager American photojournalist.

I’ll write up a post-game account of the session next week.

Friday, August 1, 2008

From the shadows of a Cold City, a Hot War

Cold City is a lean, keen game about monster hunting in the ruins of postwar Berlin. The players are American, German and Russian agents motivated as much by their mutual distrust of each other than by the actual task at hand. It’s a fun premise, and the game system itself includes a robust trust mechanic to model those complex interpersonal relationships.

To me, Cold City seemed like a great one-off game, something that couldn’t really support campaign play. And although that hypothesis is still untested (I own the game but haven’t yet played it) the mythos got a little richer this summer with the release of Hot War.

Billed as the spiritual sequel to Cold City, Hot War imagines London 1960s as a tense, apocalyptic powderkeg of a city, strewn with scheming politicians, twisted science, demonic creatures and a healthy dose of paranoia. The review is on RPG.net; I don’t know much more, but I’m thoroughly interested in trying out this game.