War Within RPG - The Cold War Roleplay Game
War Within RPG is a roleplaying game set in a tense Cold War arena. Based in the 1980s in an alternate reality it has been thirty years since a great war tore the world apart. Each player takes on the role of a country's leader alongside a team of Trusted Aides¸ making decisions on behalf of their people. A Nuclear Non-proliferation Treaty hangs over the world. Three of the Non-Player Governments (NPGs) have access to nuclear weapons¸ two of which were at war. They have agreed to not use their nuclear weapons and to not help others acquire them. But their government types are opposed¸ and tension grows. The players¸ as new leaders of their countries¸ find themselves in a fragile Cold War. Will they survive the coming storm?
This purchase brings you the War Within RPG Rule book¸ which includes everything you need to play; the core rules¸ the country event sheet template¸ the deposed sheet template¸ Incident Slip and Breaking News cards and Example Maps. The book comes in an A5 format.
The main aim for the player in War Within RPG is to create a historical narrative during a period of instability and survive potential conflict¸ avoid nuclear war and¸ if so desired¸ strive for world dominance or negotiate for peace. The GM is there to facilitate this through managing events and the actions of the NPG's. There is no set aim in a traditional sense¸ although the Cold War events will require response. There are no winners or losers unless the GM decides otherwise.
The players take control of a country. They have a government type either chosen or allocated. Their Country Record Sheet shows a range of information including their Trusted Aides¸ which they can deploy in game to guarantee results¸ and a series of stats known as points. These include Instability Points¸ Counter Espionage Points and Spy Points. Checks are made against these in game¸ when required¸ using two six-sided die. The GM takes control of the Non-Player Governments¸ usually between 5 and 10 countries¸ and has several tools to use during play. They can deploy Breaking News and Incident Slip cards which describe rumours and events in game and of course roleplay the events that keep the world scene moving forward.
The game revolves around a central map that is adjusted and updated as the game plays out. The threat of nuclear war is very real¸ the Nuclear Non-Proliferation Treaty (NPT) becoming strained by the Cold War.There are a set of pre-written events that can be played by the GM to crank up the tension. The players update their sheets¸ manage their budgets which impacts upon their actions and the map evolves. Peace Treaties¸ Trade Agreements and War Pacts are struck¸ and the GM has a sequence of events tables to help with managing these. All this time the players must try to avoid an uprising in their country or face being deposed. A separate Deposed Record Sheet is provided if this happens and then through cunning and subterfuge¸ they must strive to take back power. The GM carries on playing events and managing the political scene but also making sure that the tension stays in game as the players are pushed to make tough choices over these world events. There is also a Game Setting Guide at the back of the Core Rule Book with tips on how to manage countries and events.