A couple of questions about the Night Moves:

A couple of questions about the Night Moves:

A couple of questions about the Night Moves:

Does Wheels down always trigger Behind ennemy line or only if “you’re in immediate danger” is chosen?

How can you be Behind enemy lines whithout being going down because of Enemy Fire (then you’re always in combat zone, so always roll guts.)?

So, we had our first run of Night Witches last Friday.

So, we had our first run of Night Witches last Friday.

So, we had our first run of Night Witches last Friday. I had 5 players and it was our first “powered by the apocalypse” game for 5 of us.

Unfortunately, it didn’t go as smoothly as I  expected. I had difficulties to suggest “living scenes” for the daytime. But the night phase was fun.

We played the first Duty Station (Engels) and the second mission (the real one) was deadly: they had an awesome result for Wayfind and Attack run (15 and 12). But they wanted more : so, two more attack runs.

Casualties: 2 dead (one PC, one NPC), and a second plane down : pilot had been captured and the other one survived and made to the airfield.

It was the first time in our 4 years of weekly playing that a PC died. Well done, Night Witches 😉

Do you have tips for using agenda, principles and threats as a gm?

Furthermore, my PCs and I aren’t used to narrative mechanics.

Example: I began to ask the questions suggested in the guided creation:

Me: Where do you lie in your enlisment quizz?

PC: I didn’t lie.

Me:… (mind: ok, what do I do now?)

Fortunately, it went a little better with the others players after that, but it was a tough start.

One remark: infos in the play aids are not consistent: the guided creation suggests two missions but the Duty Station 1 have 3, and they don’t exactly match. There are some minor problems with names of the regimental staff (don’t remember exactly which one but I can look for them if needed)

All in all, it was an interesting evening, and I look forward for a second try

Another session in, we finished training and moved to Trud Gornyaka.

Another session in, we finished training and moved to Trud Gornyaka.

Another session in, we finished training and moved to Trud Gornyaka. Two of our airwomen fell in love just in time to be separated when they shipped out. The Wolf, tail number 088, was destroyed attempting to land after the final Engels mission. Touchingly, in a deal for some extra supplies for their tent, they also managed to pull off a name day party for Dina, an underage navigator in another squadron. Despite a number of disasters setting it up, on the day it went great (and one of our airwomen has adopted Dina as a daughter stand-in).

Moving from busy Engels to the middle of nowhere seems to have affected our section, too. Their first mission went well, but there’s worse waiting for next session.

Here are the play aids I just finished for my french-speaking group of players:

Here are the play aids I just finished for my french-speaking group of players:

Here are the play aids I just finished for my french-speaking group of players:

* PC Kit (http://dudeauclavier.fr/portfolio/night-witche-aides-de-jeu-pour-les-pj/) with translation of the playbooks , a recap of Day and Night Moves + a section sheet

* GM Kit (http://dudeauclavier.fr/portfolio/nnight-witches-aides-de-jeu-mj/) with a recap of all the pc moves (ordered alphabetically) and 2 mini gm screens (illustrated): one with the Threats and one with the Agenda/Principles/GM Move and Regimental Organization

Hope it serves to others.

1. Wayfind

1. Wayfind

1. Wayfind

There seems to be a contradiction between what is stated about Wayfind Moves on p41 and what is stated about Wayfind Moves on p95.

On p41 it reads that if the lead navigator misses her Wayfind roll, she can “scrub the mission” or “make your [her] own Attack Run”. Other planes relying on the lead navigator’s Wayfind roll can choose which of these two miss conditions they prefer. Thus, the other planes (the ones without the lead navigator) have only two choices if the lead navigator’s Wayfind roll is a miss result: either return to base or make their own Attack Run. Thus, ONLY the lead navigator ever makes a Wayfind Move.

This is contradicted by the information on p95 which states that if the lead navigator fails the Wayfind Move then “another PC in a rear seat in the Section can try to find the target” and “If everyone fails to Wayfind, the Section can’t find the target”. The notion that the section gets a second or third chance to make a Wayfind Move undermines the pressure on the lead navigator and also simply contradicts the point that a miss on the Wayfind presents the other planes with only two options: “scrub the mission” or make their “own Attack Run”. The additional statement on p95 that “Multiple navigators can Wayfind individually if they like” similarly seems to contradict the way a mission is planned and executed as outlined on pp40 and 97.

Escalating from a failed Wayfind to multiple Attack Runs also seems consistent with the rule on p41 whereby if the lead pilot gets a miss on her Attack Run roll, the other pilots must choose to “abort the attack” or “press on, Tempting Fate”. The statement on p95 (p107 of the PDF) that “Another PC in a front seat in the section can try to attack the target” makes more sense here although properly speaking the attack is done as a Tempt Fate Move rather than an Attack Run Move to “attack the target” in this situation. 

So to clarify (in my opinion):

a. If the lead navigator gets a miss result on her initial Wayfind Move then all planes must proceed to make individual Attack Run Moves or return to base. No other Wayfind Moves are made. In this situation the lead pilot no longer gets to lead the attack.

b. If the lead pilot gets a miss result when leading the Attack Run, she may still try to attack but now makes a Tempt Fate Move. Other planes may make an Attack Run Move but do not get the +1 forward because the lead pilot did not succeed on the initial Attack Run Move.

c. Any pilot who makes an Attack Run Move and gets a miss result can choose to proceed with an attack but does so by making a Tempt Fate Move.

2. Character Moves

a. Sparrow – Ghosts (p44): Can this Move be used more than once? Logically, a Sparrow could use this move once for every “dead comrade” she has but the term “comrade” is not defined. I would rule that these comrades have to be PCs but a player might argue that any deceased Soviet military person they have some connection to is a “dead comrade”. Also, where it reads “Every time you do this you are also Harmed or Marked” what does doing “this” actually refer to – choosing the dead comrade (that is, making this Move) or spending the hold? The latter seems to be a more appropriate cost for the benefit of an automatic 10+ success. There seems to be some potential for abuse in this Move – a PC could make the Move every time she hears a comrade has died and build up a large number of holds which are then spent for 1-Harm (a reasonable cost if no more than 1 hold is spent per day).

b. Hawk – People’s Hero (p45): Can this Move be used more than once? A PC could end up with a whole cadre of high-ranking officials who have a personal interest in her career.

c. Owl – Greater Good (p45): Can this move be used more than once? Can it be used to rewrite “Embrace Death and face your final destiny”?

d. Pigeon – Shit Talking (p46): Rolling “+regard” does not seem to make any sense in this context. The Regard bonus is “always +1” (p21) and that bonus would apply in this Move automatically if you had Regard for “another player character you despise” and ONLY if you have Regard for “another player character you despise”.  

e. Raven – Fortune’s Fool (p46): When the PC first gains this Move, does she have to nominate one single other Move which Fortune’s Fool ONLY ever applies to thereafter?

f. On p95 it states that when you make a Wayfind Move or an Attack Run Move you can improve the odds by asking “your Vedomaya for help”. This does not seem to make any sense. A Vedomaya’s role is to absorb/suffer some of the consequences that arise from other PCs’ Moves. A Vedomaya cannot add to the Wayfind or Attack Run roll and so in that sense cannot “improve the odds” at all.

These observations and questions have come out of a process of thinking about this game with increasing affection and a desire to explore it further.