[Hot War] Haute Ouare at SteveCon Paris

Steve Dempsey's picture

Yesterday I was in Paris for SteveCon Paris V and I ran Hot War. Unfortunately the game was cut short about 2/3rds of the way through by food poisoning and I spent the next 12 hours asleep, and not gaming. We still had a good time in the few hours we played but because I left in a hurry I don't have the character sheets or any player feedback.

I'd discussed this with Malc beforehand that instead of a fully fledged scenario as I had for Cold City I would try something a bit different. I've written a sort of story arc about something that is going on in and around London and an introductory event for the characters.

The story is that the British are trying to build a rocket to put up a satellite. Whether it's a bomb, or some occult machinery or just a comms device is not specified. Most of what I've written is story hooks as to how the PCs can become involved in all the many different aspects of the operation.

The starting event is that the PCs' SSG unit have been doing some nighttime patrolling in the East End and meet up with the shady Dr Yeuzhny, a member of BERG, who gets them involved. Depending on how the PCs react to him this might be some cushy political number or it could be shovelling crude oil from a leaky tanker by Beachy Head.

But that's rather putting the cart before the horses. Back to yesterday's game.

I had four players, all seasoned gamers two of whom had played Cold City, two of whom hadn't. We started off with a little bit about the background and then we discussed tone. No one seemed fazed by this and engaged from the start.

We decided to go with slightly grimy, occult stuff but no mechs or nazis. We didn't discuss very much what the characters would be doing or what kind of scenes they wanted for a couple of reasons. We didn't have long to play (less time than we thought in fact) and the players weren't terribly familiar with the background. Also the choice of character would to a certain extent decide this. We also decided on an open game.

Next we did character creation. This went pretty smoothly too. Initially everything was hidden but they soon started to ask about each others goals and build interactions. I've got the hidden agendas for each PC and details of their experience scenes.

It was a little harder than expected to explain the experience scene because initially some chose scenes that had they failed, they wouldn't have joined the team. But once I'd shown them how it went with the first one, the others became very easy to do.

Werner Braun - Terrorist (Thomas)
An Austrian assassin with no country
Agendas
Kill the Krays
Get money
Experience scene
He was in a cafe with his girlfriend when these two heavies came in and started breaking up the place. They hit his girlfriend. Without hesitating he jumped in and was badly beaten. His girlfriend disappeared. He later found out these were Kray's heavies collecting protection money.
Trait gained
Impulsive (-)
Game fact
Many more women have died in the war than men.

Lt Hope - Army (Matthieu)
Patriotic and a solid soldier
Agendas:
Use the Krays to support the Army
Implicate superior officer in some failed operation
Experience scene:
Hope was on guard duty whilst the PM was being moved across country secretly. Stopping over for the night they were discovered by a little girl. Hope knew that his duty was to kill any witnesses who might alert Soviet traitors. He ran after the girl and came across her mother who was also looking for her. The conflict was whether the mother could persuade him to turn a blind eye. He lost the conflict so I had her throw herself at him but Hope's superior caught the embrace and shot the woman.
Trait:
Empathy(-)
Game fact:
Many people have been summarily executed, and it's still going on

Douglas Lemmon - Government (Aurelien)
A career diplomat
Agendas:
Find out what happened to his sister in Berlin in the 50s and why she keeps reappearing to him
Gain control of creatures for use by the Government
Experience scene:
He was working in a research establishment just as war broke out having been recalled to the UK. It was his job to liase with the local press. One of them had compromising photographs of what was going on but he did a deal by which he managed the release of the information.
Trait gained:
?
Game fact:
The press is controlled by the Government

Sgt Silver - Police (Jean Christophe)
A racist policeman fascinated by technology
Agendas
Get occult tech
?
Experience scene:
He tried to steal a piece of occult tech from the evidence room. He failed his roll so I gave him the tech but had his brother in law take the rap. Now he's got two families to support whilst his b-i-l faces a possible firing squad.
Trait gained:
Wants to be make amends (-)
Game fact:
Occult technology is around

The game started in media res as the PCs came across a bayonetter killing a young boy. They killed it easily although a high negative trait dice meant one of them was wounded in the crossfire (Go Newman-Dempsey!). The agreed not to mention Yeuzhny's involvement but Sgt Silver, not liking foreigners, put him in the report. Lemmon tried to find out more about Yeuzhny but only succeeded in alerting him to his interest. Dr Y showed up at the bar where Lemmon expected to meet an informant and gave them their orders, evict a band of new age cultists who had set up close to an army firing range on Salisbury Plain (possibly not incorporating enough of the agendas immediately although I did have plans that I didn't have time to use). There were 150 in the cult, including many women and children. It was felt by top brass that rounding them up might have turned into a blood bath and would have been bad for morale as they seemed pretty harmless.

There was plenty for everyone to do and they attacked on two fronts, finding out what the cult was up to directly and discreditting them with the locals people and military.

We managed to play about a week's worth of their planning which involved trying to discredit the hippies with the locals, especially the church, take incriminating photographs of naked dancing (teenagers involved), have one them infiltrate the group (he took a gun and almost succumbed to brainwashing - a very early crisis point after a badly failed roll), and frame the cult for stealing a local farmer's sheep (a bit of a strange one).

We didn't get to the end to discover the source of the cult's apparent power to control spirits not their leaders strange overnight conversion from CoE to Children of the Earth. But I'll leave that until my group has had a chance to play the game on Wednesday.

S.

Nice

Malcolm Craig's picture

Great stuff there Steve, cheers. Shame that food poisoning hit you during the game, that can't have been very much at all.

I do like how people brought in knowledge of the period to their experience scenes and shared it around between scenes. Such as the use of the Krays as a piece of colour, that's nice. Did you suggest them or did the players bring them up themselves? Regardless, I like that a lot.

Did the group find it easy to come up with the facts about the war during the experience scenes? I'm seeing some interesting stuff there and I'm curious how simple or difficult it was for people to create appropriate facts. "Many more women died in the war than men" is a fairly creepy one that just reeks of potential for the game.

Regarding the early crisis point for the character, did this cause problems in the game? One of my concerns is that crisis points may come about too easily.

Thanks very much for running the game.

Cheers
Malcolm

Contested Ground Studios

More feedback

Steve Dempsey's picture

Actually one of the problems for some of my players was lack of background knowledge so when one of them said gangsters I suggested the Krays or the Richardsons. It didn't mean much to them but it helped me.

One of them had watched The War Game on YouTube which put him in the right frame of mind but another one said initially that he was more sort of focussed on the Summer of Love and it took him longer to bring the more grimy aspect to mind. The fact that he'd lived in San Francisco may have had something to do with this.

The players came up with the facts very quickly. There was some discussion about what they meant but it wasn't a problem at all.

The crisis point came up on the second conflict but it wasn't really seen as a problem. Had they been in the thick of action scenes it might have been a bigger issue but the character had been expected to be away for a few days and the scenes the other players were doing took a few days of game time to resolve. So as it was the player didn't miss out on any gaming because there was a natural gap of a few days at the end of which we resolved his brainwashing by the cult and decided that he just managed to reject it.

Players Primer?

Malcolm Craig's picture

Yes, The War Game is one thing guaranteed to get people into the right mindset. Shame I can't package the book with a DVD of it. Did you have the Players Primer from the back of the text handy, or use it at all? I'm curious as to how much that helps with groups that are unfamiliar with some of the source material.

I'm glad the crisis point situation seemed to go well. That's the intention behind it and the rules for taking a crisis point scene. More testig will doubtless tell if it is truly functional.

Thanks again.

Malcolm

Contested Ground Studios

I didn't have the primer at

Steve Dempsey's picture

I didn't have the primer at the time, I was on version 1. I just had to explain things as best I could in my semi-adequate French but I think I covered everything either in the introduction or in the experience scenes.

But everyone said they enjoyed the game and they were definitely well into it. You can put that down to my l33t GMing skills if you like but I think the setting-up discussions at the start really helped.

One comment on the layout though, page numbers are useful for finding one's place.

Looking at the latest version, I like the changes to the consequences. I think the spending of consequences was a sort of house rule in previous game but it's much clearer and more interesting.

About changing trust to relationships. I'm pretty sure it will work, but it means that this is a different system from Cold City. You could have a name for the overall system and mention its modularity so that CC players are clear about the differences. Trust was key in Berlin, relationships are what you need in London. What will the focus be in Salt Lake City, faith perhaps?