After a month or so of troubles, I'm delighted to say that both
Hot War and
Cold City 1.1 are now back on sale.
Our first print runs of both games had an issue with curling covers (and then the replacement print run of Hot War had missing pages, which only served to increase our frustration), something that is
recounted here if you are interested. Suffice to say, we tried to make good with all of our customers and I'd like to personally thank everyone for their patience and consideration. Despite the problems, the reaction from people who have bought that books has been wonderful.
If anyone would like to discuss the issues arising out of these problems or if anyone has thoughts about the solutions linked to above, then I'd be delighted to chat about them. One thing this has really reinforced for me is that the great strength of the small press community is the immediacy of contact that we have with the people who buy and play our games. The fact that publishers and customers can have these positive dialogues, even in a situation where things have gone wrong, is something that makes me extremely happy.
So, all of that aside, we now have completely new, pristine, problem free copies of both games in stock at our own
on-line shop and at
Indie Press Revolution. Great!
Not familiar with either of these titles? Then here's a brief run-down of both of these fine games:
Hot War is a game of friends, enemies, secrets and consequences in the aftermath of a horrific war.
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 monster strewn wreckage of 1960s London.
Cold City 1.1 is all about hidden agendas, trust and monster hunting in 1950 Berlin.
In Cold City, players take the role of a member of the Reserve Police Agency, those secretive Cold War monster hunters. Characters are defined not just by who they are and what they are like, but by the views of the other characters and the trust that they have in them. For each character is, at the outset, seen as a national stereotype, a clichéd representative of their chosen nation. But is this really the case? Do they live up to the stereotype or do they show themselves to be wholly unique individuals? And how does this affect the trust that the other character have in them?
Both titles are available from our
on-line shop and from those fine people at
Indie Press Revolution!
Thanks
Malcolm