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Topic: [Cold City] Operation Holle-Kehle
Started by: jasonm
Started on: 9/26/2006
Board: Actual Play


On 9/26/2006 at 11:58am, jasonm wrote:
[Cold City] Operation Holle-Kehle

First session of Cold City with the Durham 3 last night - me, Clinton, Remi, and Andy.  Yes, that's four - we invited Andy to join us because Cold City won't really work with two players.  Plus he's really nice.

So we've got Dr. Louis Trepper, a frail French psychologist interested in the mechanics of fear, Nicholas Bartlett, a dangerously amoral American ex-OSS "Cowboy", and Sergei Denisovich Yezhov, an obdurate and poker-faced MGB tool - or is he?

Cold City's core mechanic is very similar to Sorcerer, and I spent some time going back and forth with Malcolm, so I felt I had a good handle on it.  We're probably playing for three sessions.

We started the game with a bunch of STs (Specialeinsatztruppen, Special Purpose Troops, basically science zombies) in a bombed out sewage treatment plant.  I had envisioned a straight-up monster hunt, but Clinton and Remi both had reasons to recover technology from the heads of the walking corpses, so it wasn't as pyrotechnic as I had envisioned - they were never in any danger, really, and the whole scene came off a bit lackluster.

I'd made up some memoranda, giving each of them some specific goals from their own chains of command, and we all agreed to keep these to ourselves, even though player character hidden agendas are known to all.  This added a little frisson of mystery and distrust which was very pleasant.  I gave these out during a briefing, in which they were assigned to recover some arcano-tech junk from a pair of unscrupulous American black marketeers, Haensel and Mueller.  These guys were real dudes yanked from the steaming pages of history.

There's a second thread, which involves a British RPA officer named Feld who is killed in a mysterious way, ostensibly by people he owed money to.  There are dark hints of debt and badness, but nothing concrete in session one.

The characters immediately form lines of trust - it's France and Russia against America.  Remi, playing the American Bartlett, goes off and makes contact with Guido Zimmer, an aristocratic ex-SS officer who helped broker the German surrender in Italy in May 1945 (another real dude).  They do some verbal sparring and make enemies of each other.  That'll return next session with a vengeance.

Clinton and Andy, whose characters share socialist common feeling, shake down a STASI officer they met earlier and get the dirt on Haensel and Mueller, and the shenanigans begin.  There's some wheeling and dealing, threats and counter-threats, and Dr. Trepper convinces the Russian to actually leave the hangar where they are negotiating with the black marketeers for a few minutes.  Trepper tries to turn the pair to work for French intelligence.  He arranges a clandestine meeting and promises them money.

Bartlett tracks Mueller down himself later, and we learn that they served in OSS together,  Remi wastes no time and beats Mueller senseless, prepared to kill him if he doesn't spill what he knows abotu secret technology.  He wins a huge conflict and Mueller caves.

Two thirds of the way through the session all three characters are working their own angles, lying to each other, and calling in dodgy favors.  Trust is fraying.  At some point the RPA digs up a ducted fan flying saucer buried beneath the tarmac of RAF Gatow, a little morsel Mueller gave up to save his life.

The game went fine, but it wasn't spectacular.  The system didn't help us, really, which was a problem.  Most successes were slight (one over the opposition), so few consequences came into play.  Clinton's Dr. Trepper had exactly zero dice in most physical conflicts (Action 1, plus a negative trait), which was awkward.  I found myself talking more and rolling less.  I don't like arbitrarily assigning challenge as the GM, and in any unopposed conflict I have to do just that.  Trust didn't come into play mechanically very much.  I'll be thinking about ways to correct these issues for next week.  I'm hoping the rest of the crew will weigh in with their impressions. 

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On 9/26/2006 at 12:20pm, Ron Edwards wrote:
Re: [Cold City] Operation Holle-Kehle

Hi Jason,

Idea, off the top of my head ... use lots of so-called unopposed rolls, against lots of dice. Maybe even standardize the latter at "always either one or six dice" or something like that. Mechanically, the effect would mean lots more consequences.

This suggestion runs a little counter to my own habits. Like you, I prefer character-character based rolls even when the characters are far away from one another, and one is using a contact-type skill to influence a political decision while the other is facing killers in an alley.

I guess I'm thinking about the role of Demonic Influence in Dogs in the Vineyard, which are basically the same as the (badly-named) "difficulty" dice in some Sorcerer rolls. I found that Vincent's tweak, which was to give it a name the characters would call it and to standardize its amount based on events in the situation, got rid of the whole "unopposed" conundrum. In other words, the answer to the very reasonable question, why roll?, is, because bad luck is perceived as a conflict-of-interest by the characters.

Whereas instead of Demonic Influence, here it could be "the Cold" (ask Clinton what that means in spy terms) or political ambiguity or something else setting-specific. You could even use it as an add-on to character-based rolls, just like Demonic Influence in Dogs.

Best, Ron

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On 9/26/2006 at 12:28pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
The game went fine, but it wasn't spectacular.  The system didn't help us, really, which was a problem.  Most successes were slight (one over the opposition), so few consequences came into play.  Clinton's Dr. Trepper had exactly zero dice in most physical conflicts (Action 1, plus a negative trait), which was awkward.  I found myself talking more and rolling less.  I don't like arbitrarily assigning challenge as the GM, and in any unopposed conflict I have to do just that.  Trust didn't come into play mechanically very much.  I'll be thinking about ways to correct these issues for next week.  I'm hoping the rest of the crew will weigh in with their impressions. 


The very same issue of zero attribute conflict came into play during a game (for seven players, which was something of a challenge) I ran a couple of days ago. The cirucmstance were exactly the same: characetr had 1 in Action, plus a negative trait that affected physical action, the logical extension of this beingt hat his attribute must be zero in a conflict. Surprisingly, this was actually the first time this issue had reared its head, so I was pondering how to resolve it.

The simplest solution would be to explicitly state that you roll a minimum of one die in any conflict, but this feels somehow unsatisfactory. A more sensible approach might be a re-working of how negative traits are used. Joshua Newman and Steve Dempsey suggested an alternative method of using negative traits, which brings them in in the same manner as positive traits, but if the negative trait die is highest, it affects the outcome.

There have been games I've run where the consequences come thick and fast. While there have been game I've run which replicate the situation you found yourself in: large numbers of slight successess leading to minimal consequences. So, a question for you Jasion: did this outcome from the ssytem negatively impact the enjoyment of play around the table? If the answer to this is yes, then it's something I'd like to address. The views of the other participants would be great in this as well.

Cheers
Malcolm

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On 9/26/2006 at 12:40pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Malcolm wrote:
So, a question for you Jason: did this outcome from the system negatively impact the enjoyment of play around the table?


I'd say yes, if only a little, because characters didn't change very much.  In addition it is something of a challenge to agree on acceptable "slight" successes - it's far easier to deal with granting a regular or extraordinary success.  For example, Dr. Trepper shot an ST in the leg to immobilize it, getting a slight success.  Did he only slow it down?  Did he hit it elsewhere?  How does this advance the story?  Ultimately it had the same impact in play that a complete success would have had. 

Thanks for your thought, Ron, it's a good one. 

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On 9/26/2006 at 12:52pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Oh, and as a note, Malcolm, I just decreed that you always had a single die as a minimum, which fixed Dr. Trepper's problem.  Not a perfect solution but the most obvious one in the moment.

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On 9/26/2006 at 1:03pm, Jonathan Hastings wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
Oh, and as a note, Malcolm, I just decreed that you always had a single die as a minimum, which fixed Dr. Trepper's problem.  Not a perfect solution but the most obvious one in the moment.


You could borrow the rule from Sorcerer that any penalties that drive a score below 1 turn into bonus dice for the opposition.  So, if you have a score of 1 and a negative trait, you'd roll your one die, but your opponent would get a bonus die.

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On 9/26/2006 at 1:15pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Clinton brought that up, Jon, and actually chafed a little at the non-Sorcerer bits of the Cold City mechanic, but I really wanted to play it as written, as I understood it, at least at first. 

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On 9/26/2006 at 1:31pm, Clinton R. Nixon wrote:
RE: Re: [Cold City] Operation Holle-Kehle

I had a lot of fun in this session - I'd rate it below "Deep in the Blue," but above most other first sessions we've had as a group.

The system was functional, although I can't help but pick at systems these days, and it had plenty to pick at. The negative trait + attribute of 1 thing is an obvious one, but it wasn't a big deal. My character (who was shot badly by Germans in the war and now has a pronounced limp and walks with a cane) should outright fail at, say, chasing people. The trust mechanic went a lot better than I expected though. As written, you can use it as much as you want, and it's a renewable resource. We did not, however, overuse it.

Ron - I'm with you on "the Cold." The term got used several times, especially at my character's pivotal moment. He's worked his ass off trying to flip these two assholes to French intelligence and then only one shows up for their meeting, and then, after I put the screws to him, rebuffs me. (I rolled 10 dice vs his 4 and lost.) I found myself way out in the cold, and hated it (that is, as a character. As a player, I saw the potential for the future.)

Jason wrote:
Malcolm wrote:
So, a question for you Jason: did this outcome from the system negatively impact the enjoyment of play around the table?


I'd say yes, if only a little, because characters didn't change very much.


I had the opposite reaction as Jason: this is a very good thing, in my opinion. I was worried we'd have to deal with consequences all the time, and having it restricted to only a few scenes made them way more interesting to me.

----

As far as in-game content goes, I very much enjoyed the lines of intrigue part of the game, and Haansel and Mueller were fun to play with. The weirdo-tech was not so grabby for me, which was not how I expected to react to the game at all. I think the weirdo-tech will be more fun in the future, though, as it's personallized. My favorite scenes were all ones were things shifted between player characters, though. I had an early scene where I lied to Haansel and Mueller, and betrayed my friends; and then I had a final scene with Bartlett where I got drunk and spilled some of my secrets.

I'm really looking forward to next session, particularly exploring my personal agenda more (Trepper owes his life to a woman, Sophie, who was later taken by the Germans, and is searching for her body, dead or alive) and also unexpectedly winning in a physical conflict (although his body's broken, Trepper was an officer in the French Resistance, and was no slouch.) I'd really like to see a happy resolution for Trepper and Sophie, but I'm afraid she'll be dead, or worse, all jimmied up with Nazi weirdo-tech.

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On 9/26/2006 at 1:35pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Ron wrote:
Whereas instead of Demonic Influence, here it could be "the Cold" (ask Clinton what that means in spy terms) or political ambiguity or something else setting-specific. You could even use it as an add-on to character-based rolls, just like Demonic Influence in Dogs.

Best, Ron


Like Jason I find this an interesting thought in terms of a) solving what appears to be a slight mechanical issue and b) potentially adding to the atmosphere of the game. I may introduce the concept of 'The Cold' into a game to see how it works out and see what the players think of it.

Thanks for the thoughts Ron.

Cheers
Malcolm

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On 9/26/2006 at 1:45pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
Oh, and as a note, Malcolm, I just decreed that you always had a single die as a minimum, which fixed Dr. Trepper's problem.  Not a perfect solution but the most obvious one in the moment.


Jason: Agreed. This was the solution I implemented during Sundays game, but it struck me as temporary and unsatisfactory, something I'll need to think on further.

Clinton: I'm glad the session did prove to be enjoyable for you. After your enthusiasm at Gen Con, I would have been left  with the feeling that I had misled you in some way, hand the game not proved to be an enjoyable experience.

The negative trait issue does seem to be a recurring theme that is coming out of many play groups, so obvisouly it's somethingt hat needs to be addressed in order to make it less jarring and more satisfactory in play. The Newman/Dempsey Suggestion (as I've just christened it) involves bring negatives in as a bonus die, but of a different colour to the rest of the pool. If that die comes out as highest, then it has a consequence for the character (if on a success, that trait cannot be flipped to positive, on a failure, you take 2 or more consequences). These are slightly vague thoughts at the moment, but what is really coming through loud and clear is that this is one issue in the game that really needs addressed.

Hidden Agendas, especially personal ones, are the reall driver for me in the game. I love seeing players exploring and using them, even in one off games where there is no extended use of the agendas beyond a single session. Will be good to hear how things work out with Sophie...

Thanks for your thoughts on the game.

Cheers
Malcolm

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On 9/27/2006 at 1:13am, Andy Kitkowski wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Hey all: I had fun in this game as well, but I too felt that getting a "Success" (not a partial success) was a pretty damn hard thing to get, statistically. One side or the other has to get REALLY cold dice (or just low rolls on 1-3 dice) to get those full successes. 

Otherwise, I felt that a lot of the setup was incredibly awesome. Jason did some real homework in laying down the scenes, and I could feel Cold War Era Germany come alive around me as we ran through a broken sewage treatment plant, black market, etc.

However, once we finished the "cinematic in media res intro" bit, it started to feel like the AMBER RPG but in a Cold War setting. That is, the players (not just the PCs) are out to get each other, looking for openings to grab resources and backstab (but uncharacteristically being open about it, and also rolling with it when things go south: As what happened when I pretty much said to Clinton, "I'm destablizing the French Intelligence community in Berlin, is that cool?" and Clinton said "Cool. That's what I want to happen." Awesome. That usually doesn't happen in these kinds of games).

I feel a little like we ended the session in a place that the game intends for us to go, but not dwell in; namely, the backstabby place. Kinda like the Mountain Witch, I see that there's gonna be "the quest" or "the mission(s)", and along the way we'll be doing some potentially backstabby things, but if we put more focus in the long run totally on the backstabby and not at all on the quest, then we're probably playing AMBER (or Spione).

I think, related to that point, the reason that we haven't put much use into the trust mechanics is because we really haven't had in-game opportunities to trust each other yet: At the beginning, we did an in media res situation where we were hunting zombie jews in the tunnels of an abandoned sewage plant; there, we had reason to trust each other (though it was too early int he game to do so meaningfully).  Unless we come together again on a Big Op of some kind, we're going to basically going to be shelving the trust mechanics.

I don't think that's really going to happpen, though; It was the first session and all, and we really got in there and set up some awesome conflicts, NPCs, and lines of conflict. So in the next two sessions, it's probably time to get us in a situation where we're forced to work together for a time. Maybe later, when there is more trust, start turning up the heat a little bit: We start receiving specific mission orders to harm or thwart the people that we're built trust with.  I think that will play out over the course of the next few sessions.  But if we all elect next session to, as players, focus more on the individual missions and backstabbery and stuff... well, we'll definitely have a fun time of it, but we'll probably want to shelve Trust and just operate in a "sorta Cold City, sorta PTA" zone, with some good AMBER interfighty play thrown in there.

I can't wait for the next session, to see where things go. I love the Nazi arcanotech stuff, but more than loving that I'm loving the idea of a 'party' together chasing it down half the time, the other half doing the "backstabby" stuff. I'm kinda thinking we need to start building a foundation if we want to enjoy tearing it down.

-Andy

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On 9/27/2006 at 11:41am, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Dude, those weren't zombie jews. Just to, you know, make it clear.

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On 9/27/2006 at 12:22pm, Andy Kitkowski wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Ahhh, crap, sorry: It was the tattooed arms that threw me off. It really squicked me out (in The Good Way). We'll probably find more about them in the next session, which I'm very much looking forward to.

Thanks!
-Andy

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On 9/27/2006 at 1:55pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

I made the guy a French POW who'd been interned in Dachau, hoping to push Clinton's nationalist buttons. 

I'm really glad you guys are enjoying the game. 

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On 9/27/2006 at 3:47pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
Dude, those weren't zombie jews. Just to, you know, make it clear.


Yeah, this gave me a bit of a moment when I read it, but I see know there was a bit of misinterpretation at work. French POW at Dachau, eh? I'll need to let you have a look at some background material I'm working on for the game, it may be of interest to you.

Anyway, yes. Glad to see people are enjoying the game. Some interesting thoughts there, Andy, about the state of play, especially to do with the 'backstabby' nature of the game and the place in which this puts the characters. To my mind, if it does end up very backstabby, there's still a place for trust in terms of betrayals, but I can see the hidden agendas being greater drivers in that situations, rather than outright trust itself.

Cheers
Malcolm

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On 9/27/2006 at 5:26pm, Storn wrote:
RE: Re: [Cold City] Operation Holle-Kehle

My great grandmother survived Dachau.

She was a mathematician and a jew, although brought up Lutheran... married to a Baron who was a physicist, who was totally a prussian christian.  Therefore, she was safe from the culling.    The Baron refused to work on the bomb.  He died of a broken heart in 1943 as he was a die hard pacifist.  The next night the Gestapo arrived at the door and carried my great grandmother to the ovens at Dachau.

Except, she was his secretary and all his notes on atomic theory were in shorthand code. Notes she had transcribed for him. The germans made her translate it, reams and reams of the stuff.  She had only a week of translating left when the Russians rolled through the east gate.

I never met her.  She died before I was born.  This is from a taped interview of my grandmother while floating down the Rhone by a grad student of history.  I never knew this story until I saw that tape about 4 years ago.

My grandmother didn't fall far from the tree.  She married my grandfather, also a german,and a mathematician.  They met in England during the Blitz.  Oddly, it was one of the happiest times in their lives.  Despite being bombed repeatedly by their own countrymen.

WwII has some really fucked up stories...

This was totally off topic.... but since i"m about to go into a campaign of Cold City... it has been foremost in my mind.

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On 9/27/2006 at 7:33pm, LeSingeSavant wrote:
RE: Re: [Cold City] Operation Holle-Kehle

I don't really have anything to add, my main gripe about the session came from a decision I made that wasn't in keeping with the tone we were setting, and a related outburst on my part which I'm ashamed of. However, most of my family on my paternal grandfather's side died in the Holocaust, as well. I don't think I've said more than this to Jason or Clinton, but both of them were very, very clear in saying that we would probably be dealing with Jewish (it's a proper noun, guys!) zombies, and asked if that was OK with me. I am, and am prepared to face this as part of the setting, but I really appreciate that I'm gaming with people who would be that considerate of what is, on my part, a fairly personal subject.

That's all I have to say.

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On 9/27/2006 at 9:00pm, Andy Kitkowski wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Remi wrote:
I don't really have anything to add, my main gripe about the session came from a decision I made that wasn't in keeping with the tone we were setting,


I think simply playing more will also help iron out more kinks.

and a related outburst on my part which I'm ashamed of.


Hey dude, I don't remember anything like this. What were you referring to here?

-Andy

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On 9/27/2006 at 9:14pm, LeSingeSavant wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Clinton was going to leave my Trust at 1, after I had revealed all my (pertinent) information, including the location of the Saucer under the tarmac. After I had done this I realized I had no material reason to do it, it worked against my assignment, and when Clinton was like, "I still don't trust you," I kind of exasperatedly said, "WHAT?!? I spilled my guts to you!" and he raised his Trust in me. It didn't feel right, and thus I'm ashamed. I should have taken my lumps and played harder towards gaining trust instead of whinging about it.

And that's what I'm going to do next session. Also, I feel like I have a bit of groundwork for a tense relationship with Dr. Trepper next session, now that we've drunkenly revealed stuff to each other. (which was an excellent suggestion for a last scene from Mr. Nixon)

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On 10/3/2006 at 12:09pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Second session last night and the game is picking up - it felt, as Remi put it "like a first session ought to feel".  Having just watched Germania Anno Zero, I tried to hammer home the desperation, and had kids begging for cigarettes, sad German women willing to do anything for a handful of ration coupons, and a tidal wave of human misery coloring every scene where I could.  I'd made it my goal to put a lot of pressure on their personal agendas while giving them an opportunity to work as a team and build trust if they wanted.  So there was a set-piece involving the exploration of a newly-discovered Nazi lab deep beneath Anhalter Bahnhof that had been sealed since '45, a creepy place with an active but trapped Incursor.  The whole point was to introduce the alienness of Incursors, put the characters at some risk, and give them a chance to get creeped out and work together.  It worked just fine.  We even got ridonkulous and turned out the lights to make it scarier.  Their trust in one another skyrocketed.

To hit personal agendas I just pushed back, introducing the things they cared about in ways they would have issues with.  The Russian wanted to meet up with his brother - I introduced an MGB handler with whom he was tasked with returning said brother to Soviet custody.  The American wanted to stay in Berlin - I had him reassigned to Dayton, Ohio by the dirty American RPA-GC being manipulated by evil nemesis Guido Zimmer.  The Frenchman wanted to find out what happened to Sophie, his lost love - He found out, and he wasn't happy about it.  Clinton's going to have to change his personal agenda, in fact, and I think it's going to go in a dark direction for him.  This is a little problematic, since he'd expressed a desire to have a redemptive story arc for Dr. Trepper, which is now largely out the window.  I see a way forward, but my handling of his personal agenda amy have been a little heavy-handed.

We still had dice issues - successes, with only a few exceptions, were slight. 

It's difficult to integrate non-Action conflicts - I found us playing through Instinct conflicts without rolling dice, and there was only one Reason conflict at all, if I recall correctly.  Maybe this is my weakness as a GM. 

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On 10/3/2006 at 1:03pm, Clinton R. Nixon wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
The Frenchman wanted to find out what happened to Sophie, his lost love - He found out, and he wasn't happy about it.  Clinton's going to have to change his personal agenda, in fact, and I think it's going to go in a dark direction for him.  This is a little problematic, since he'd expressed a desire to have a redemptive story arc for Dr. Trepper, which is now largely out the window.  I see a way forward, but my handling of his personal agenda amy have been a little heavy-handed.


I want to talk about this while being constructive, as I think it's instructive for others.

First, I can continue my personal agenda, but not for too long: "Continue to uncover where Sophie was taken by the Germans and either find her alive, or pay respect to her remains." I still can pay respect to her remains. Here's what did bother me, though: I had nothing about my personal agenda in the game up until one scene, where with no conflict at all, it was taken from me. That seems really out of my reach. I think I tried to give other options earlier: I collected a bunch of papers from the Nazi lab, and I acted very interested in Zimmer, hoping he would have information.

The key to narrativist role-playing, I think, is asking what a character will do to achieve his goals. What lengths will one person go to? By eliminating the ability to succeed, you eliminate the ability to see where a character will go to succeed. If Sophie had been in desperate trouble, or maybe she had become, say, the wife of Guido Zimmer, or even the wife of my boss, well, that would have left me with choices as to how to pursue her. (My character was in love with her.) As it is, I can either complete my task easily (hold a funeral) or go all dark and try and use evil Nazi tech to raise her from the dead, but that's just wallowing in depravity, and I'm sick and tired of every game being about being debased.

I can tell you where I will take this, and hopefully, it will work out. I will find out who killed her (I know a Russian did it, recently) and will decide if vengeance is worth it. I will fight to send her remains home to France, and I will search for her child, as I established in my character background that she was a single mother. If I find the child, I will raise it. And I want Louis to find another outlet for his overly romantic notions. There's two women in his life that need saving right now: Varina Meyer, the poor German lady who is a passable look-alike for Sophie, but possibly just a simple lady, and Emma Szabo, who is smart and beautiful and in need, as she is pregnant and the father is dead, but is possibly a war criminal. All of this should give me enough to have an interesting story with lots of choices, and not end up a huge weirdo, which is what I'm trying to avoid, and is what all the pressure in the game seems to be pushing me towards.

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On 10/3/2006 at 1:57pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

I'm glad you can see positive directions for your guy, and I can definitely support that.  One of my motivations for the big reveal of Sophie, dead, was to see how you'd handle the temptation to bring her back to a semblance of life, which is totally within your grasp.  I think on some level we miscommunicated about your overall intentions for Dr. Trepper, and I apologize for that. 

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On 10/3/2006 at 2:07pm, Andy Kitkowski wrote:
RE: Re: [Cold City] Operation Holle-Kehle

I had a great time and found more outlet for my character.  I think playing a revised "I'm Going To Make Your Character Awesome", including "How can I make your character awesome"? was totally needed to cut through some stuff and get us all on the same page of sorts and not flying off in all directions.

Also, I'll just throw this on the table: Retconning? I never have a problem with it, and I don't think a macho attitube need to be taken against it or anything, but if it's a direction that Clinton wasn't interested in going down (or didn't favor it as much as Another Route) then retconning the assassinated person to have been someone else only undoes like 3 minutes of play and might make people more happy.

As it stands, that outcome is ripe with drama for MY dude ("WTF have I done???" When he realizes what that person meant to him), but I'm totally willing to go in another direction if that's what Clinton wants.

Aside (out of curiosity): Do you guys ever retcon? I have this impression that it would be something Never Done, kinda in a macho improv sense (like getting the "Hard Game" at ComedySportz, or the Hard Idea from the audience at the improv-melody-thing). Is that accurate or am I totally misreading?

-Andy

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On 10/3/2006 at 2:14pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

I think we've done very minor retconning, but not much, and not often. 

Andy, thanks for reminding me of another motivation for having Sophie on the slab - reincorporation.  Last week Andy's Russian asked the MGB to "kill a random member of the French intelligence community", which they enthusiastically did.  It brought you and Clinton into indirect conflict, which seemed awesome when I thought it up, but may not play out so amazing in actual fact. 

I'm totally open for rewinding if it'll make the game better.  I've got nothing invested in any particular outcome; I'm just trying to push all your buttons.

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On 10/3/2006 at 2:50pm, Clinton R. Nixon wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
Andy, thanks for reminding me of another motivation for having Sophie on the slab - reincorporation.  Last week Andy's Russian asked the MGB to "kill a random member of the French intelligence community", which they enthusiastically did.  It brought you and Clinton into indirect conflict, which seemed awesome when I thought it up, but may not play out so amazing in actual fact. 


I wouldn't retcon a thing. The fact that it emotionally grabbed me, like I, Clinton R. Nixon, was actually really pissed off, is an awesome and good thing. It makes the story between Andy's character and mine great, as I've just given him the thing he's wanted (the location of his brother) and he's just destroyed my life's quest.

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On 10/3/2006 at 3:00pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
We still had dice issues - successes, with only a few exceptions, were slight. 

It's difficult to integrate non-Action conflicts - I found us playing through Instinct conflicts without rolling dice, and there was only one Reason conflict at all, if I recall correctly.  Maybe this is my weakness as a GM. 


Sounds like an awesome second session.

Perhaps it's not a weakness, just a particular style of play, wherein the group as a whole prefers to move these conflicts along without rolling at all? Actually, I don't see that as a weakness at all. However, I can see how it would lead to a lack of character evolution in mechanical terms, as consequences would rarely enter into the situation. Strangely, Influence and Reason conflicts seem to occur fairly regularly in my own games.

When you say that trust skyrocketed, what happened in order to make this happen? Was it purely through characterisation and conversation, or was it as the result of conflicts (or a combination of the two)? Am always keen to find out more about how and when different groups change trust, the frequency they do this and the effcts it has on their play.

Clinton wrote: The key to narrativist role-playing, I think, is asking what a character will do to achieve his goals. What lengths will one person go to? By eliminating the ability to succeed, you eliminate the ability to see where a character will go to succeed. If Sophie had been in desperate trouble, or maybe she had become, say, the wife of Guido Zimmer, or even the wife of my boss, well, that would have left me with choices as to how to pursue her. (My character was in love with her.) As it is, I can either complete my task easily (hold a funeral) or go all dark and try and use evil Nazi tech to raise her from the dead, but that's just wallowing in depravity, and I'm sick and tired of every game being about being debased.

I can tell you where I will take this, and hopefully, it will work out. I will find out who killed her (I know a Russian did it, recently) and will decide if vengeance is worth it. I will fight to send her remains home to France, and I will search for her child, as I established in my character background that she was a single mother. If I find the child, I will raise it. And I want Louis to find another outlet for his overly romantic notions. There's two women in his life that need saving right now: Varina Meyer, the poor German lady who is a passable look-alike for Sophie, but possibly just a simple lady, and Emma Szabo, who is smart and beautiful and in need, as she is pregnant and the father is dead, but is possibly a war criminal. All of this should give me enough to have an interesting story with lots of choices, and not end up a huge weirdo, which is what I'm trying to avoid, and is what all the pressure in the game seems to be pushing me towards.


I think this is brilliant. I wholeheartedly support the notion of characters in Cold City being human, having human reactions and emotions and not turning into debased weirdos. There is (I have noticed) the temptation (for various reasons) for characters to go in a certain direction, a direction which is sometimes troubling. Which is why I find a response such as this very heartening. So, is this a direction the character will go in or, as Andy suggests, is it worth retconning in order to provide a more satisfactory outcome? Personally,  find both of them fascinating and would love to see how either potential line panned out.

So, in short, I'm thrilled the game seems to be going so well for you guys. It's highlighted a lot of great stuff for me, both in terms of the positive aspects of the game and in a constructively critical manner, which allows me to evolve and improve the game as a whole.

Thanks
Malcolm

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On 10/3/2006 at 3:02pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Clinton wrote:
I wouldn't retcon a thing. The fact that it emotionally grabbed me, like I, Clinton R. Nixon, was actually really pissed off, is an awesome and good thing. It makes the story between Andy's character and mine great, as I've just given him the thing he's wanted (the location of his brother) and he's just destroyed my life's quest.


And that answers the question in my last post to a tee! Thanks Clinton.

Cheers
Malcolm

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On 10/3/2006 at 3:15pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

The principal problem is that a guy like Dr. Trepper, who is optimized for Reason and Instinct, doesn't get a chance to gain consequences in the areas of his strength, and rarely positive ones at all.  Remi's guy Bartlett is also buffed up in Instinct, IIRC.  I think I have a difficulty identifying conflict moments for those attributes.  Reason conflicts feel like they need to be created and are rarely opposed. 

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On 10/3/2006 at 6:03pm, LeSingeSavant wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Malcolm,
I very conciously said, "I'm going to work hard to trust you guys, and earn your trust" at the the beginning of this session. Last session it felt like we were cutting each other's throats at every turn, and thus the trust wasn't coming into play. I was being open with information, and, when it turned out my commanding officer, a creature of a black marketeer, was trying to ship me out, actively tried to recruit Clinton and Andy's character's to my cause. This will make the knife-sticking far, far more brutal and satisfying when it comes down to it (if it does), but it also made the mission more fun, because we were all following each other around, trying to figure out what the heck was going on.

Jason,
Bartlett's buffed in Action. I won that Instinct roll against the kid by luck (I had 2 dice!). I did buff Reason after a big success earlier, but that was temporary. I also had a helluva night last night. I don't think I lost a single conflict, whereas Clinton and Andy both took a ton of damage from the Incursor. I worry that because Action conflicts are so easy to frame, it's easy for me to go into situations where I can just fall back on physicality, and it's more difficult to do that with Reason or Instinct.

Overall, I had a great time, and am on much more solid footing when it comes to what I should be doing and how to interact with the other characters.

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On 10/4/2006 at 11:08am, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Remi wrote:
Malcolm,
I very conciously said, "I'm going to work hard to trust you guys, and earn your trust" at the the beginning of this session. Last session it felt like we were cutting each other's throats at every turn, and thus the trust wasn't coming into play. I was being open with information, and, when it turned out my commanding officer, a creature of a black marketeer, was trying to ship me out, actively tried to recruit Clinton and Andy's character's to my cause. This will make the knife-sticking far, far more brutal and satisfying when it comes down to it (if it does), but it also made the mission more fun, because we were all following each other around, trying to figure out what the heck was going on.


Excellent, this is really great to see. Very seldom have I seen an explicit setting out of trust like this, especially when it comes to postively gaining and giving out trust. So, it appear that this made the entire experience much more satisfying for you (looking at botht he trust situation and the overall game session). Would I be correct in thinking this?

Jason,
Bartlett's buffed in Action. I won that Instinct roll against the kid by luck (I had 2 dice!). I did buff Reason after a big success earlier, but that was temporary. I also had a helluva night last night. I don't think I lost a single conflict, whereas Clinton and Andy both took a ton of damage from the Incursor. I worry that because Action conflicts are so easy to frame, it's easy for me to go into situations where I can just fall back on physicality, and it's more difficult to do that with Reason or Instinct.

Overall, I had a great time, and am on much more solid footing when it comes to what I should be doing and how to interact with the other characters.


Just to correct a few inaccuracies that have cropped up: it's Influence, not Instinct.

I think you're right that it's easier to frame a scene where Action is the dominant attribute in a conflict (e.g.: a physical conflict whith the opposition). However, I'm interested in finding out more about why Influence and Reason-led conflict scenes seem to hard to frame. Is it felt that this difficulty is an artifact of the mechanics, where Action is very easily described ("It relates to all physical actions") and Influence ("It relates to intimidation, seduction, persuasion and so forth") or Reason ("It relates to intellectual ability, reasoning, wisdom and so forth") are much more nebulous and harder for participants to get a grip on in terms of what they can do in a scene containing conflict?

Cheers
Malcolm

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On 10/4/2006 at 11:24am, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Too much TSOY in my diet, sorry about that.

OK, actual play example:  Captain Bartlett storms into Colonel Crossley's office and lays into him for reassigning him to a stateside base.  Remi indicates it is his intention to intimidate him, and Bartlett's a sociopathic nut-job.  I concede that yes, indeed, Crossley is going to be intimidated.  There's no Influence conflict there, although we both feel like there should be, just because it's a rare opportunity for an Influence roll. 

Dr. Trepper is monkeying around with a Nazi arcano-tech artifact that directly relates to his agendas.  Can he figure out its function?  Of course he can, because that is more fun than a brick wall, but we do a Reason roll anyway.  We've never had actively contested Reason rolls, and I'm not sure how they would come up in play. 

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On 10/4/2006 at 3:49pm, LeSingeSavant wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Malcolm wrote: Very seldom have I seen an explicit setting out of trust like this, especially when it comes to postively gaining and giving out trust. So, it appear that this made the entire experience much more satisfying for you (looking at botht he trust situation and the overall game session). Would I be correct in thinking this?


Yes, it made the game more fun for me, because now we have a base from which to start betraying each other. Before we were just sticking the knives into empty (both thematically and mechanically) relationships. Now that we've bonded a bit, opened up, and played hard with each other, it will be that much better when circumstance or characters forces us to play against each other.

Meta-gaming is going to get in the way of trust no matter what, especially in a group that will drive their characters as hard as this one. We're gonna screw each other, we (as players) are going to witness the screwing 'at the table', and that's tough to separate out from 'character knowledge'. It becomes a game of 'what tiny thing can I find that was suspicious so I can justify the lack of trust'. That's where we started last week.

So I decided to metagame the trust-building, as well. Now we all have solid (3-4) trust levels, which were earned in-game, and I think by angling for more trust, we found ways that were satisfying in-game to act that would build that trust.

So yeah, concentrating on building trust has connected me more to the game.

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On 10/4/2006 at 5:55pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
Too much TSOY in my diet, sorry about that.

OK, actual play example:  Captain Bartlett storms into Colonel Crossley's office and lays into him for reassigning him to a stateside base.  Remi indicates it is his intention to intimidate him, and Bartlett's a sociopathic nut-job.  I concede that yes, indeed, Crossley is going to be intimidated.  There's no Influence conflict there, although we both feel like there should be, just because it's a rare opportunity for an Influence roll. 

Dr. Trepper is monkeying around with a Nazi arcano-tech artifact that directly relates to his agendas.  Can he figure out its function?  Of course he can, because that is more fun than a brick wall, but we do a Reason roll anyway.  We've never had actively contested Reason rolls, and I'm not sure how they would come up in play. 


Cool. Yeah, I see what you're saying, so here's a recent AP example from my own experience:

The characters are at the S-Bahn station near the Anhalter Bahnhof. Huddled under the iron piling which hold up the S-Bahn line a group of down and outs. Two characters (both female) approach one down and out on the edge of the group. he his huddled in a tatty, ancient greatcoat and barely illuminated by the wan light filtering down from above. The characters want to know if the man has seen anything unsusual, particularly related to dogs, in the recent past. He's quite scared of them, especially as they are French and British and he's recently returned from a Soviet POW camp, traumatised by his experiences. he's also addicted to something (the characters surmise morphine).

Anyway, the scene is set. The characters (one active and one supporting) set the following stakes:

"We want the man to tells us that he has seen strange stuff going on and what that strange stuff is." It is decalred that they are using unfluence, trying to persuade the man to give the information willingly, teasing it out of him.

On the flipside, the man will only give up the information for payment. He wants to get something out of this transaction, rather than just helping out these two unknown women (he is using influence as a resistive attribute, steeling himself against their queries and determined not to be taken for a ride). So, if he is victorious, he will give some info, but the characters will be compelled to give him money or goods in return. If the characters are victorious, they get the info they want (on the strange goings on).

In short, the characters were successful and got the info out of the down and out. That's pretty much how the scene played out.

As far as Reason conflicts go, I've often found players using it in conflicts where one side may be using Influence, but they decide to adopt a reasoned, logical approach to the debate or argument, rather than the tack taken when someone uses Influence.

Hope this makes some kind of sense. I'll try to recall other, more precise examples of Reason being used in conflict.

Cheers
Malcolm

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On 10/10/2006 at 12:29pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Session three was last night and we had fun.  Interestingly, the characters have vascillated between free agency and team work - they started out apart in part one, came together in part two, then split up again in part three.  By all accounts they'll return to teamwork for the conclusion next week.

With good players any game can run itself and Cold City is no exception - everybody had powerful motivations and I just tried to either help challenge or help resolve those.  Thus Trepper got a cold-ass lecture on the exingencies of intelligence work and also killed the man he thought responsible for the death of his beloved Sophie (wrong!), Yezhov found his brother (and more than he bargained for), and Bartlett made his move to become King of the Berlin underground. 

Worth noting - Clinton's play experience suffered a little because he resolved his personal hidden agenda - again.  So first it was "find Sophie and either keep her safe or honor her remains", which he did.  Then it was "Punish the dude who killed her", which, to Trepper's knowledge, he also did.  Andy's Russian sold him a bill of goods and persuaded Trepper to kill his MGB handler - convenient for everybody, and a satisfyingly awful scene.  But it leaves Trepper a little directionless at present.  Personal agendas can change fast.

Another thing - Remi won a conflict with nine successes. This is sort of an atom bomb level of victory.  He'd shepherded his resources toward a conflict that was critically important to his guy, and it turned out great, but the possibility of an upward success spiral became apparent.  In play it was really cool - his intention was "I want to own this guy" - this guy being Guido Zimmer, ex-nazi underground kingpin and all around dangerous creep.  So what do nine successes mean?  I decided to take it literally.  Zimmer revealed himself as a deeply kinky submissive and accepted Bartlett as his literal master.  So this scary villain suddenly becomes a complete and utter tool.  I think it was a good move.

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On 10/10/2006 at 1:09pm, Clinton R. Nixon wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
Worth noting - Clinton's play experience suffered a little because he resolved his personal hidden agenda - again.  So first it was "find Sophie and either keep her safe or honor her remains", which he did.  Then it was "Punish the dude who killed her", which, to Trepper's knowledge, he also did.  Andy's Russian sold him a bill of goods and persuaded Trepper to kill his MGB handler - convenient for everybody, and a satisfyingly awful scene.  But it leaves Trepper a little directionless at present.  Personal agendas can change fast.


It suffered a little because I've had, at my count, two marginal successes (no consequences) and two successes with 1 consequence each total the entire game. This is an epic level of failure.

It's not as bad as I make it sound, though. I've had the opportunity to go to the abyss two or three times in this game, and have avoided it. Maybe that's Trepper's real ambition: "I will not let myself or my friends fall into the abyss." He's proven himself as a man who can stare it in the face, and walk away, except for the time he choked a man - and even in that scene, we don't know if Trepper would have killed him. Yezhov killed him before we could find out. I appreciated that, as it leaves my character as a moral pillar, which is weird, yet fun to play.

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On 10/11/2006 at 11:22am, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Clinton wrote:
Jason wrote:
Worth noting - Clinton's play experience suffered a little because he resolved his personal hidden agenda - again.  So first it was "find Sophie and either keep her safe or honor her remains", which he did.  Then it was "Punish the dude who killed her", which, to Trepper's knowledge, he also did.  Andy's Russian sold him a bill of goods and persuaded Trepper to kill his MGB handler - convenient for everybody, and a satisfyingly awful scene.  But it leaves Trepper a little directionless at present.  Personal agendas can change fast.


It suffered a little because I've had, at my count, two marginal successes (no consequences) and two successes with 1 consequence each total the entire game. This is an epic level of failure.


This is really interesting. Do you consider it an epic level of failure on the part of the character or on the part of the system? I'm seeing quite a few instances here of the slight success (and how common it appear to be) being a cause of disatisfaction.

Jason wrote: Another thing - Remi won a conflict with nine successes. This is sort of an atom bomb level of victory.  He'd shepherded his resources toward a conflict that was critically important to his guy, and it turned out great, but the possibility of an upward success spiral became apparent.  In play it was really cool - his intention was "I want to own this guy" - this guy being Guido Zimmer, ex-nazi underground kingpin and all around dangerous creep.  So what do nine successes mean?  I decided to take it literally.  Zimmer revealed himself as a deeply kinky submissive and accepted Bartlett as his literal master.  So this scary villain suddenly becomes a complete and utter tool.  I think it was a good move.


9 successes? Good heavens! Anyway, I think the choice made is a good one. Even at the ultimate level of success noted in the text (5 successes), it's still a powerful thing, allowing you to go beyond what you initially set out and really  get stuff that's out of the ordinary. Did this level of success alter the game for you in any way at all?

Cheers
Malcolm

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On 10/11/2006 at 11:37am, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Remi's dominance of Guido Zimmer didn't alter the game especially, although in the back of my mind I'd imagined a big reveal that won't be possible now that they've got a man on the inside who knows pretty much everything - no big deal.  It opens up other, funner possibilities.  The mechanical concerns are bigger - he's topped out on positive consequences that he can roll back into future conflicts, which he will invariably win. 

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On 10/11/2006 at 12:35pm, Clinton R. Nixon wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Malcolm wrote:
Clinton wrote:
It suffered a little because I've had, at my count, two marginal successes (no consequences) and two successes with 1 consequence each total the entire game. This is an epic level of failure.


This is really interesting. Do you consider it an epic level of failure on the part of the character or on the part of the system? I'm seeing quite a few instances here of the slight success (and how common it appear to be) being a cause of disatisfaction.


Only on the character's part, and just the luck of my dice. I have some honest concerns with the system, but they aren't big and aren't that worrisome, really.

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On 10/18/2006 at 2:48am, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

We had our fourth and last session of Cold City last night.  It was really just the tail end of the story arc, about two hours of play, wrapping up a lot of loose ends and bringing all the characters to their (bloody) conclusions. 

Of note:  The final betrayal featured Andy and Remi each rolling upward of 25 dice, which was a little ridonkulous.  We had to ask Clinton's cat, Violet, for the d10 she was playing with to beef up our numbers.

I had some trouble with representing environmental hazards.  There were these two guys who'd been hacked by the Nazis into screaming machines (see title of post) and could emit a 190 decibel sound, louder than a gun fired at one meter, almost loud enough to be turned into pure heat.  And the players successfully beat the scream to "keep their shit together".  After that, I wasn't sure how to include it in future conflicts - I couldn't assign a penalty die like I'm used to in TSOY. 

Various bits were dissatisfying, like Clinton's character never succeeding at anything, ever, but we played by the rules as written and wrapped up our tale. 

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On 10/18/2006 at 9:54am, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Clinton wrote:
Only on the character's part, and just the luck of my dice. I have some honest concerns with the system, but they aren't big and aren't that worrisome, really.


Well, it's always good to hear what peoples concerns are, provides good learning points for the future. If you'd like to let me know what they are, that would be great.

Jason wrote: We had our fourth and last session of Cold City last night.  It was really just the tail end of the story arc, about two hours of play, wrapping up a lot of loose ends and bringing all the characters to their (bloody) conclusions. 

Of note:  The final betrayal featured Andy and Remi each rolling upward of 25 dice, which was a little ridonkulous.  We had to ask Clinton's cat, Violet, for the d10 she was playing with to beef up our numbers.


25? really? Good heavens! I'm intrigued by such a high number of dice needing to be rolled, enevr having come across such a situation myself. How did that come about? I've been attempting to work out in my head how such a pool could be created (maximum attribute, doubled for a hidden agenda, pklus betraying two toher characters who trust you at 5, plus 5 positive traits, but that seems a little extreme!).

I had some trouble with representing environmental hazards.  There were these two guys who'd been hacked by the Nazis into screaming machines (see title of post) and could emit a 190 decibel sound, louder than a gun fired at one meter, almost loud enough to be turned into pure heat.  And the players successfully beat the scream to "keep their shit together".  After that, I wasn't sure how to include it in future conflicts - I couldn't assign a penalty die like I'm used to in TSOY.


As I'm only marginally familiar with TSOY and penalty dice, how would that work in play? Is it a simple matter of removing dice from the pool of a given players to represent the hazards encountered by the character?

Various bits were dissatisfying, like Clinton's character never succeeding at anything, ever, but we played by the rules as written and wrapped up our tale. 


It's certainly come through that there were dissatisfying elements in this game, that's for sure. What was the feeling around the table at the end of the game?

Cheers
Malcolm

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On 10/18/2006 at 10:58am, Clinton R. Nixon wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Malcolm wrote:
25? really? Good heavens! I'm intrigued by such a high number of dice needing to be rolled, enevr having come across such a situation myself. How did that come about? I've been attempting to work out in my head how such a pool could be created (maximum attribute, doubled for a hidden agenda, pklus betraying two toher characters who trust you at 5, plus 5 positive traits, but that seems a little extreme!).


There was a wave of dice coming off an Action roll with a few successes. The way you can spend positive consquences for more dice in your next roll builds upon itself. Remi would often have 5-10 successes, which meant his next roll would start at 9-14 dice. Doubling that for a hidden agenda (which may well be wrong, now that I think about it, but the book doesn't address this that I know of) means you'll have 18-28 dice. (Even if it's wrong, you'd have 13-18 dice.)

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On 10/18/2006 at 11:34am, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

How it works in TSOY doesn't really matter, the point is that there is a mechanism for increasing or decreasing objective hazard.  I wasn't sure how to do this in Cold City.  Should I just give myself more dice in every conflict because of the hell-throat was screaming?

After finishing the fourth session, my overall impression was that the setting of Cold City is brilliant, but that the mechanics don't always help support it.  It's possible, likely even, that we were playing wrong, but I was unsatisfied by the way the dice worked and the outcomes of straight conflicts most of the time. 

Marginal successes were extremely common, and they are the hardest to narrate.  We had, if I recall correctly, three successes the entire game that involved more than a two die advantage.  We'd roll and groan at another partial success, usually in the GM's favor. 

Reason conflicts were difficult to frame and didn't occur very much - we tended to be deep into an organic conflict where Reason decision points had been roleplayed over before realizing it.  This particularly hurt Clinton, who'd built a cerebral character.

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On 10/18/2006 at 12:42pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Clinton wrote:
Malcolm wrote:
25? really? Good heavens! I'm intrigued by such a high number of dice needing to be rolled, enevr having come across such a situation myself. How did that come about? I've been attempting to work out in my head how such a pool could be created (maximum attribute, doubled for a hidden agenda, pklus betraying two toher characters who trust you at 5, plus 5 positive traits, but that seems a little extreme!).


There was a wave of dice coming off an Action roll with a few successes. The way you can spend positive consquences for more dice in your next roll builds upon itself. Remi would often have 5-10 successes, which meant his next roll would start at 9-14 dice. Doubling that for a hidden agenda (which may well be wrong, now that I think about it, but the book doesn't address this that I know of) means you'll have 18-28 dice. (Even if it's wrong, you'd have 13-18 dice.)


Before moving into this any further, could I ask if you guys were:

a) Doubling the basic attribute that was used when a Hidden Agenda came into play?

or

b) Doubling the entire dice pool when a Hidden Agenda came into play?

If it were (b), then this may explain the surprising size of dice pools encountered. However, I can think of some rare occasions when very large pools may result out of (a).

Cheers
Malcolm

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On 10/18/2006 at 12:49pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Jason wrote:
After finishing the fourth session, my overall impression was that the setting of Cold City is brilliant, but that the mechanics don't always help support it.  It's possible, likely even, that we were playing wrong, but I was unsatisfied by the way the dice worked and the outcomes of straight conflicts most of the time.

Marginal successes were extremely common, and they are the hardest to narrate.  We had, if I recall correctly, three successes the entire game that involved more than a two die advantage.  We'd roll and groan at another partial success, usually in the GM's favor. 

Reason conflicts were difficult to frame and didn't occur very much - we tended to be deep into an organic conflict where Reason decision points had been roleplayed over before realizing it.  This particularly hurt Clinton, who'd built a cerebral character.


The things that in particular that have come out of this thread for me (in relation to the mechanics) are:

i) A need to look at the role of the Negative Trait and how it functions in the game

ii) Slight successes and their coomon appearance in some games (I say 'some' based purely on personal experience running my own games, where they do not appear with undue regularity). However, this is a point that has been hgihlighted by more that one group, so deserves consideration

iii) The framing of non-Action conflicts and how this is done. Whilst Influence may be relatively easy to frame, it seems that Reason offers the greatest challenge and can provide a point of disatisfaction for characters with a strong bias towards Reason.

I am, however, very glad you liked the setting elements of the game. I'd like to thank all of you (Jason, Remi, Clinton and Andy) for taking the time to post about your thoughts and experiences, it really is very much appreciated and goes a long way to helping with the future development of Cold City.

Cheers
Malcolm

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On 10/18/2006 at 1:20pm, jasonm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Malcolm, it was "a" that we did in play.  Maybe Remi can do a breakdown of how his dice were assembled.

And you are certainly welcome!  We had a good time overall.

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On 10/18/2006 at 1:58pm, Clinton R. Nixon wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Malcolm wrote:
The things that in particular that have come out of this thread for me (in relation to the mechanics) are: ...


Malcolm,

There's one other thing I'd like to bring up: consequences. There's too much of them. The reward system for this game is a mash-up of Sorcerer and Dogs in the Vineyard (not to slight the game: I can just see both of them there) and it's way too busy. The giant rolls occur from this as well: successes rolling into new rolls is also in Sorcerer, but the wave crests and dies because it has to be a related roll, instead of just the next roll any time later.

- Clinton

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On 10/18/2006 at 2:23pm, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Clinton wrote:
Malcolm wrote:
The things that in particular that have come out of this thread for me (in relation to the mechanics) are: ...


Malcolm,

There's one other thing I'd like to bring up: consequences. There's too much of them. The reward system for this game is a mash-up of Sorcerer and Dogs in the Vineyard (not to slight the game: I can just see both of them there) and it's way too busy. The giant rolls occur from this as well: successes rolling into new rolls is also in Sorcerer, but the wave crests and dies because it has to be a related roll, instead of just the next roll any time later.

- Clinton


Clinton,

Absolutely no slight taken, your observation is quite correct regarding the influence of Sorcerer and Dogs. Again, this is another good piece of feedback to come out of this thread, which pleases me greatly. I'm very interested in how and why these large rolls come about, something I'll be investigating in my own games to see how they crop up and what the possible solutions might be.

Cheers
Malcolm

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On 10/18/2006 at 7:02pm, LeSingeSavant wrote:
RE: Re: [Cold City] Operation Holle-Kehle

I see where we screwed up, now. What is an attributes maximum? I was playing (and we all might have been) playing with no roof for an attribute. I was wandering around with an Action of 14 at one point.

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On 10/18/2006 at 8:14pm, Gregor Hutton wrote:
RE: Re: [Cold City] Operation Holle-Kehle

The maximum for a PC is 5 -- almost superhuman (p. 27).

And just to note that success consequences (p. 53) can be spent to temporarily increase an appropriate attribute for only the next conflict involving that attribute, i.e. it doesn't carry and it's not just extra dice. It's not explicit, but I assumed that you couldn't bump an attribute above 5 with consequences, though I've never played or run Cold City myself.

I do think you have hit the nail on  the head though with the setting and system comments. Malcolm creates great settings that are pregnant with gaming potential. The system part is the bit that he is learning on, so feedback threads like this are worth their weight in gold.

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On 10/19/2006 at 11:24am, Malcolm wrote:
RE: Re: [Cold City] Operation Holle-Kehle

Remi wrote:
I see where we screwed up, now. What is an attributes maximum? I was playing (and we all might have been) playing with no roof for an attribute. I was wandering around with an Action of 14 at one point.


Aha, yes, this could be a case of the text not being clear enough to provide guidance at this point. As Gregor has already mentioend, human attributes max out at 5, although I would allow a character with a starting attribute of five to temporarily go up to 6 with a consequence.

Gregor wrote: I do think you have hit the nail on  the head though with the setting and system comments. Malcolm creates great settings that are pregnant with gaming potential. The system part is the bit that he is learning on, so feedback threads like this are worth their weight in gold.


Thanks Gregor, I think you're quite right there. Setting and place is something I am very confident about creating, whereas mechanical elements are stuff that I feel I still have a lot to learn. I'm very pleased with the overall way Cold City works, but I realise that it does benefit from serious constructive critique such as this, which is very much appreciated. As you say, worth their weight in gold. So, again, Remi, Andy, Clinton and Jason: thanks.

Cheers
Malcolm

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