Hot War: This Is It

Hot War Cover

NAME OF GAME:
Hot War

AUTHOR:
Malcolm Craig

PUBLISHER:
Contested Ground Studios

ILLUSTRATORS:
Paul Bourne

PRICE:
$28/£15

PAGES:
204

SIZE:
Digest

DUE FOR RELEASE:
Pre-order from Indie Press Revolutionduring July 2008 (order the hardcopy and get the PDF free, pre-order period begins duringt he week of 7th July), see it at GenCon US (14-17 August 2008) on the Play Collective booth

DESCRIPTION:
A game of friends, enemies, secrets and consequences in the aftermath of a horrifying war.

Features stunning and terrifying artwork by Paul Bourne. Many elements of information in the game are shown through propaganda posters, protest sheets, memos, diaries and documents, giving a real feel for the world.

This alternative history/horror game for three or more participants has players dealing with life a year after the apocalypse. You’ll confront hidden agendas, sinister factional machinations and see the changes in relations with friends and enemies.

Hot War allows both short term and campaign play, with a system that allows the group to work out exactly the kind of game they want to play amongst the wreckage of 1960s London.

You can find out more about the game on the CGS forums.

Hot War: Playtesting

hot war banner

A while back, I mentioned that one of the game I was working on was Hot War. You can find out more about the game in this post. Well, playtesting for the game has now kicked off in a big way and the feedback is rolling on in.

In fact, here’s some threads on that very topic:

Shevaun Frazier starts her game.

Neil Gow visits London in 1963.

I kick off my own playtest.

I should also take this opportunity to mention Playtesting.co.uk, a site set up by my good friend Iain McAllister to facilitate communication between those looking for playtesters and those looking to playtest. Check it out.

Cheers
Malcolm

Upcoming Goodies

We’re playing Beowulf for the first time tonight! Very exciting! Shreyas Sampat will join Emily Care Boss, Vincent Baker, and me as I figure out of I know the rules better than I think I do.

I also had a bit of a challenge with Dreamation: I’m running two games of Shock: in addition to the Beowulf playtest, and the Shock: games were filled to 200% capacity. Thank you Mel White, Judd, and Vincent for stepping up to help out!

Incidentally, Judd’s game Dictionary of Mu is in the coveted 10th place on the bestseller list over at Indie Press Revolution I haven’t been able to catch up! If you want to help me out on that, go buy one of the last two copies of Shock: or, if you can’t decide, buy a copy of Dictionary of Mu, too!

(Don’t worry. I’ve got a handful of copies of Shock: to sell at Dreamation if you’re waiting until then to get one!)

Wicked Preorders

I’m releasing In a Wicked Age at Dreamation, and the time of preorders has arrived.

But more importantly, check out the cover illustration!

The fold goes between the topless sorceress and the whispering spirit.

In a Wicked Age illo teaser

In honor of J’s goat god and Julia’s queen…

Fighting With Monsters, ANOTHER Way!

hot war banner

It seems that battling monsters is becoming something of a theme with the Play Collective. That being the case, this seems as good a time as any to talk about one of my current projects: Hot War.

First off, what is Hot War, I hear you cry!

Well, it’s something of a thematic follow on to Cold City. It takes the same premise: that weird German technology was taken by the Allies at the end of WW2. The timeline is further forward, though. The Cuban Missile Crisis went pear shaped and the world became enveloped in war. In fact, why am I repeating myself? Here’s some intro stuff from the text:

“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.”

The focuses on London and the Southeast of England. I’m very deliberately not talking in the game about anywhere else, expect in the vaguest and briefest terms. I want to keep it focussed and claustrophobic. There are a bunch of misfits, the Special Patrol Group, who have the unenviable task of rooting out monsters, spies, seditionists, Soviet troop remnants in the ghettoised, partially ruined streets of London one years after the war, when some semblance of order is returning. Oh, and the Thames Estuary is home to ‘internment camps’ housing refugees from continental Europe and the rest of the UK in miserable, filthy, half-starved conditions.

If you want to know what I’m aiming for, then you can do no better than watch The War Game, a BBC programme from 1966 that was considered so disturbing that it wasn’t shown until 1985. This is one of the visual touchstones for the game.

The mechanics of the game are an evolved version of those used in Cold City and the first draft of the Hot War text will be finished by the end of December and be ready to go out for some external playtesting at that point.

So I’m soliciting volunteers who would be able to playtest it for a bit, be that one session, a few sessions, longer, even. Feedback on both the system and setting elements would be great and I’ll provide outlines of some of the stuff I’d particularly like looked at to each group.

Bear in mind this is early stage testing, so there are quite a few rough edges!

If you’d like to give it a go, then please do express your interest by emailing me at: malcolm [at, t

Threads that have so far been talking about the game:

The first thread, talking about the basics

Some locations in London

Some organisations of a military nature

The recent first playtest

Cheers
Malcolm

Fighting With Monsters MY Way

Grendel

OK, I’m stopping with the hemming and hawing.

I’m getting to work on Beowulf. I’m making it in a form similar to Ben Lehman’s Drifter’s Escape, where there’s a story on one side and a game on the other.

In this case, the story is Beowulf, the complete epic poem. I’ve got the (flawed) 19th century translation from the Gutenberg Project and will be doing my damdest to make this a beautiful edition of the book. This alone is a project I’ve wanted to do for years — I’ve got it started here on my hard drive twice, but I think I’m up to it this time around.

The back (I have some book form ideas that I think will work nicely) — the “game” as it were — will be a hack of Vincent Baker’s Anthology Engine, the system behind his upcoming In a Wicked Age.

Stick around, both here and at Monkey Do, Monkey See to learn more as it develops! I’ll eventually be looking for playtesters, so if you’re interested, comment below!

-J

Misspent Youth, the 2008 plan

As I am finishing my degree, I’m going to have a lot more free time. I also anticipate my tax refund coming in to fund the game in February or so. Therefore, the following goals:

  1. January 1, 2008: Finish a rules-outline redesign on Misspent Youth.
  2. January 31, 2008: Finish a month of exhaustive alpha playtesting on the new ruleset (hopefully at least 4 games).
  3. February 15, 2008: Provided a re-redesign isn’t needed, have a first draft game text to show to artists and a copy editor.
  4. February 28, 2008: Pay for art, layout, editing and other costs for the book, setting aside some money for a 50-100 copy print-run via Lulu or Lightning Source.
  5. March - April 2008: Beta testing, redesigning as needed.
  6. April - May 2008: Work on an ashcan or if I’m confident enough, a final version of the text.
  7. May - June 2008: More beta playtests, refining draft.
  8. July 2008: Printing 50-100 books or ashcans.
  9. August 2008: Gen Con release, hopefully at the Playcollective booth.

Robert Bohl

Photos From Gen Con

Posted by Malcolm

So, the Big Show is now over. We’ll all be commenting on our experiences at the booth in due course. For my part, it was a delight to spend time with a bunch of marvellous, enthusiastic and talented people. I felt very honoured to be part of the Collective.

So, here a smattering of photos of the booth:

Here we see our wonderful and striking banner:

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The hectic nature of setup before the show:

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The proud collectivists:

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Pointing towards a glorious future:

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We Couldn’t Get Overalls Done

The Playcollective shirt