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[Hot War] is awesome

Started by The Butcher, June 18, 2010, 02:15:49 PM

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Ghost Whistler

Why is thuis in the open games forum?
"Ghost Whistler" is rated PG-13 (Parents strongly cautioned). Parental death, alien battles and annihilated worlds.

Daztur

Quote from: Ghost Whistler;388897Why is thuis in the open games forum?

Because Pundy was feeling petty.

Malcolm Craig

Quote from: silva;388770Hot War is cool.

But Cold City is genius. :cool: (a shame it doesnt have the same visual treatment of Hot War)

Thanks. There's certainly been a evolution in the visual treatment of our stuff (all thanks to Paul, really), from a|state, through Cold City, to where we're at with Hot War. Maybe a some point in the future there will be a second edition of Cold City that really goes to town with all the fake memos, photographs, and post-war paraphenalia. That's something I'd certainly love to see.

Quote from: SpinachatMalcolm, you should consider talking with Chaosium about doing a CoC-Cold City setting book...and a Hot War one too. CoC players would snatch that book up like free pizza at game session.

Heh, now that would be something to think about! There have certainly been a lot of hardcore CoC players (such as over at the Yog Sothoth forums) who have taken the stuff in Cold City and run with it for CoC games. If people are using bits of the setting and enjoying it, then more power to them.

Quote from: RoninAs to what I liked? (I'll focus on Hot War) It has the perfect balance between a full description and enough leaway for the GM to make it their own. Complete without being overbearing or a massive tome. Chapter 2 by itself is made of gold. The poster/advert illustrations through out the book really do illustrate the world you are presenting. They match very well.

That really does bring a smile to my face, so thanks for brightening up my morning! One of the big aims with the visual presentation of the game was to have exactly that effect. I'm so glad it has worked!

Quote from: Ghost WhistlerWhy is thuis in the open games forum?

I guess neither Hot War nor Cold City figure in what Pundit thinks a roleplaying game is. Both have a very strong, well defined GM role, very strong, well defined character roles, and so on. Still, it's his playground, so he can do what he wants. Doesn't mean we can't have a fun discussion!

This has been a really heartening thread. I'm delighted to see people enjoying different bits of the games, whether that be setting or system. Thanks for all the feedback.

Cheers
Malcolm
Malcolm Craig - Contested Ground Studios
Hot War, available now! You can also buy the PDF from DTRPG.
Cold City v1.1 - available now!  
Find our stuff on Indie Press Revolution and The Collective Endeavour
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Jason Morningstar

Trail of Cthulhu would be a great fit, actually, if you were interested in branching out. I'm not sure how you'd do trust, which to me is essential, but I'm sure it could be sorted out.
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Silverlion

Quote from: Jason Morningstar;389037Trail of Cthulhu would be a great fit, actually, if you were interested in branching out. I'm not sure how you'd do trust, which to me is essential, but I'm sure it could be sorted out.

Could be an add in mechanic I imagine.
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Joshua Ford

Well the books turned up in the post today - I'm going to start with Cold War. Excellent turnaround thank you.
 

Spinachcat

Quote from: Malcolm Craig;388909There have certainly been a lot of hardcore CoC players (such as over at the Yog Sothoth forums) who have taken the stuff in Cold City and run with it for CoC games. If people are using bits of the setting and enjoying it, then more power to them.

There is a segment of the gaming population who will play mix & match with systems and settings.  However, the core population is much more tied to "official" product.  

And the Yog Sothoth posts will be great for negotiations with Chaosium since you obviously already have a fanbase among their customers.

Malcolm Craig

Quote from: Joshua Ford;389132Well the books turned up in the post today - I'm going to start with Cold War. Excellent turnaround thank you.

Ah, fantastic! I'm glad they arrived safe and sound. If you've any feedback on them at all, don't hesitate to let me know. Did you get the PDFs as well? They should have been sent to you ASAP through DrivethruRPG, but sometimes there are glitches!

It's exciting times for Hot War at the moment. Just had the final editing comments in for the first issue of The Hot War Transmission, our upcoming quarterly Hot War mini-supplement/scenario thingy. Looking pretty cool, I must admit. Normally we'll be selling the PDF for a few dollars, but the first issue is going to be free, so people check it out and see if it's worthwhile. Try before you buy and all that sort of thing.

Cheers
Malcolm
Malcolm Craig - Contested Ground Studios
Hot War, available now! You can also buy the PDF from DTRPG.
Cold City v1.1 - available now!  
Find our stuff on Indie Press Revolution and The Collective Endeavour
Keep up to date with our news on Facebook and Twitter

RPGPundit

Well, let's see. I don't actually know this game, so there is a chance that I was wrong.
But this is what people on this thread have told me about it:
1. Malcolm Craig wrote it.
2. Freeform traits (not in and of itself proof of anything, but it adds to the evidence).
3. The game has a "central theme- trust".
4. This "Theme" has a "mechanical weight in the game".
5. This "trust mechanic" is "inspired by The Mountain Witch" (a notable NON-RPG STORYGAME).
6. Characters have fixed "agendas".


Now, on the other hand, Malcolm says that the game has "a very strong, well defined GM role, very strong, well defined character roles, and so on". But what are these roles? Can the GM say "NO" to a player, without any prevarication? Can a player decide something about the world and the GM has to go with it?
Saying "the GM and players have strong well-defined roles" means fuck all if those roles are being strongly defined as "The GM has no power and the player can do whatever the fuck he wants with the world".

So if you guys want this thread back on the main RPG forum, go ahead, convince me. In particular convince me that a game with a central mechanical feature borrowed from one of the most infamous cases of the worst excesses of Forge Swine Storygaming is somehow regular.

RPGPundit
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Malcolm Craig

Quote from: RPGPundit;3900635. This "trust mechanic" is "inspired by The Mountain Witch" (a notable NON-RPG STORYGAME).

That's Cold City. Hot War doesn't have trust mechanics. By the by, Mountain Witch is a really fun game. The best time I had with it was when my friend Simon, who lived in Japan and has wide knowledge of Japanese mythology, ran it. Really good times. You should play it sometime, if you haven't already.

QuoteNow, on the other hand, Malcolm says that the game has "a very strong, well defined GM role, very strong, well defined character roles, and so on". But what are these roles? Can the GM say "NO" to a player, without any prevarication? Can a player decide something about the world and the GM has to go with it?
Saying "the GM and players have strong well-defined roles" means fuck all if those roles are being strongly defined as "The GM has no power and the player can do whatever the fuck he wants with the world".

So if you guys want this thread back on the main RPG forum, go ahead, convince me. In particular convince me that a game with a central mechanical feature borrowed from one of the most infamous cases of the worst excesses of Forge Swine Storygaming is somehow regular.

Nope, I don' think that's necessary. And, let's be honest with each other, nothing I say about either game will shift your position in any way at all. We seem to be having a good thread right here without it being shifted back to the main forum. I mean, everyone I've played Cold City and Hot War with think they are both RPGs. But, if you don't, it's your call. I think you're wrong, but it's not such a huge issue that I can't live with it.

Cheers
Malcolm
Malcolm Craig - Contested Ground Studios
Hot War, available now! You can also buy the PDF from DTRPG.
Cold City v1.1 - available now!  
Find our stuff on Indie Press Revolution and The Collective Endeavour
Keep up to date with our news on Facebook and Twitter

Ronin

Quote1. Malcolm Craig wrote it.
2. Freeform traits (not in and of itself proof of anything, but it adds to the evidence).
3. The game has a "central theme- trust".
4. This "Theme" has a "mechanical weight in the game".
5. This "trust mechanic" is "inspired by The Mountain Witch" (a notable NON-RPG STORYGAME).
6. Characters have fixed "agendas".

1. RPG Pundit wrote it.
2. Lack of traits, skills, classes or anything else to customize or make a character your own.
3. The game has a "central theme- gnome murder".
4. This "Theme" has a "mechanical weight in the game".
5. This "gnome murder" is "inspired by a coin flip" (a notable NON-RPG GAME).
6. Characters have fixed "agendas".

Yet this "game" still has its very own section on a purportedly RPG only site. Perhaps those who live in glass houses should not throw stones.
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Silverlion

I've not yet had time to sit down and read Hot War.

Still, I am planning on it soon. (I don't read and understand on the computer as readily than with a book in my hand. I'm old..I'll blame that this time.)
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TrekkieKT

Cold City and Hot War are roleplaying games, very good ones, despite what Pajero/Pundit seems to think.

My $.02.

TrekkieKT
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RPGPundit

Quote from: Ronin;3901371. RPG Pundit wrote it.
2. Lack of traits, skills, classes or anything else to customize or make a character your own.
3. The game has a "central theme- gnome murder".
4. This "Theme" has a "mechanical weight in the game".
5. This "gnome murder" is "inspired by a coin flip" (a notable NON-RPG GAME).
6. Characters have fixed "agendas".

Yet this "game" still has its very own section on a purportedly RPG only site. Perhaps those who live in glass houses should not throw stones.

Hehe... you're right about every point there except the last one.  Unless you consider "don't get killed by Gnomes while doing everything else" an "agenda".
Also, point 5 is a little misleading, since the central mechanic is a die roll, not a coin flip (though I get the essence of your point, since its a 50-50 chance usually).

Of course, Gnomemurdered is an RPG; it has a traditional GM-player dynamic, it doesn't centrally involve the "creation of story", and it doesn't let players direct the setting.

But you do get, also, that Gnomemurdered is at least in part a parody of pretentious rules-lite games, right?

Anyways, this is me still waiting to hear a good set of arguments as to how Hot War is not a Storygame.

RPGpundit
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NEW!
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Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Ronin

Quote from: RPGPundit;390195Hehe... you're right about every point there except the last one.  Unless you consider "don't get killed by Gnomes while doing everything else" an "agenda".
Also, point 5 is a little misleading, since the central mechanic is a die roll, not a coin flip (though I get the essence of your point, since its a 50-50 chance usually).

Of course, Gnomemurdered is an RPG; it has a traditional GM-player dynamic, it doesn't centrally involve the "creation of story", and it doesn't let players direct the setting.

But you do get, also, that Gnomemurdered is at least in part a parody of pretentious rules-lite games, right?

Anyways, this is me still waiting to hear a good set of arguments as to how Hot War is not a Storygame.

RPGpundit


OK I'll bite pundy.
Your points 3-6 are all false. There is no central trust theme in hot war. So it holds no "mechanical weight', and is not inspired by "The Mountain Witch". The characters may have agendas. But in the sense that all RPG characters have agendas, tendencies, likes, dislikes, and etc.
Now that being said, it is written in story game style. I think it really pushes player/GM advise in the section explaining the traits. But it is the DM that "frames" the scene. (I know I dont like the term either but you get my meaning.) The traits, (which agendas and relationships are in reality as well) add or subtract to a dice pool. It reminds me of Over the Edge.
So sure the system has some story game terminology, and ideas. But it is definitely a traditional game. But even if you dont care for the system, the setting is really great Pundit. Over all I dont care for the system. I would totally use something else. But as I said before the game is worth purchasing for the setting alone. Because when it comes down to it. Its an RPG about surviving in 1960's post apoc London and fighting supernatural horrors unleashed in World War III.
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