Can you believe Liza's the best pilot in the squadron?
Yeah! It takes real skill to fly right into some German Flak!
One of my group has been talking about running Night Witches, but we only play by Skype so I don't know if we will use a Hardcopy.A very appropriate ending, but really the Night Witches won. Now Major Popov can never have closure. Victory!
That was quite the cinematic ending there. I can totally imagine such a thing in a WWII pilot movie.The Apocalypse Engine intrigues me, but I've never really gotten a chance to play with it. The one other Actual Play podcast I've been listening to recently (YouDon'tAllMeetInAnInn) has been playing Monsterhearts. That looks like a good time, too (maybe a little less depressing than Night Witches).
In addition to Dungeon World, I've got Spirit of '77, an action-comedy pastiche of 70s exploitation movies--*definitely* less depressing than Night Witches!Thanks for the heads up on that A-P podcast. Looks like they play a lot of cool systems!
I listen to Fandible, which also has done a Monsterheart playthrough which left me feeling slightly uncomfortable. It wasn't as bad as their Dungeon World playthrough which almost drove them to the breaking point as a group. This one went better where people went out in a blaze of glory, but at least everyone's still friends until the next Cthulhu adventure... where they'll probably all die again I guess?
Yikes! Color me morbidly intrigued...
It seems like just general frustration with the rules. For the longest time they didn't release Dungeon World and just alluded to how horrifying the experience was. The actual game doesn't seem too bad, but armed with knowledge you can pick up on growing tension among people getting frustrated with the rules.They did a third Apocalypse-powered adventure that went quite well, but still featured those moments of "Oh, my character's just gone from lightly wounded to dead."
Court a Lady: Roll +courtesy. 10+: Get all three: She loses 1 reluctance, nobody finds out about it, +1 glory.7-9: Pick one of the above.Less than 6: GM picks one: She's insulted and +1 reluctance, the wrong person finds out, the wrong lady thinks you're romancing her.#PendragonWorld #Ididn'twantthat
I've also been listening to You Don't Meet In an Inn. Their Monster Hearts episodes have been the second highlight of my week (after you guys naturally). They have a certain amounth of friction between characters most of the time and I have a feeling people sometimes get a little frustrated. That is one reason I did not enjoy their Apocalypse World/Savage World episodes. It worked brilliantly in All Flesh Must Be Eaten and Lasers & Feelings though.The Night Witches campaign was intriguing and I'm so glad I got hold of David for the book. I'm planning on running it during the spring over roll20.net for the people who can't usually make it to Pendragon.
It's a fantastic pick-up game if the group doesn't mind things a bit dark and heavy.Be sure to download the "Handouts" packet at the link below. Unlike most such packets, it isn't just copies of stuff from the book--it's got all the duty stations, play sheets, and other indispensable documents, none of which are in the actual rulebook!http://www.bullypulpitgames.com/downloads/
Thanks for the pointer. Looks great.
did the successful bombing runs do anything mechanically? I was thinking maybe that if you kept selecting 'bomb doesn't do much damage' that you get brought in for an interview, is that it?
Yes, that's exactly it. Instead of the usual model of positive reinforcement in RPGs (do Activity X to earn a reward; you earn nothing if you fail to do the activity), it's negative reinforcement (do Activity X to simply maintain the status quo; you earn a punishment if you fail to do the activity).
so it applies real world job reinforcement.