We’re playing in a break from a long game of The One Ring.

We’re playing in a break from a long game of The One Ring.

We’re playing in a break from a long game of The One Ring. Nice to see that after only two sessions of play, there’s already tension and friendships building up quick between the airwomen.

Our two training missions so far have been tough – lots of damaged planes, marks, harm came out of each of them. Mission pool is now being pursued aggressively by most of the section.

Looking forward to the next game – I feel like everything is still building so far, and we’re going to get some really good characters and development in the crucible of action once we hit the front lines.

Dear friends

Dear friends

Dear friends,

Please use the below link for a write-up of our first game that may be of interest to you. It is strictly narrative so has no reference to the mechanics of the game. Please forgive the turgid prose and the length of the piece.

www.dropbox.com/s/67c00mz0v2clqxs/NKVD%20Report.pdf?dl=0

For context, this was a one-off with one GM (me) and six players, forming one complete air section. The game session lasted four hours; the players made their character individually beforehand and they started play with only five remaining Marks which worked out to be a good number for create a bit of tension and suspense when they did get marked (even in a one -off Embracing Death was a real possibility).

Before play started properly, we did a collaborative introduction process where I asked some question, the players introduced themselves and established Regard for each other. We then collaboratively mapped out the airfield. The session was set at Trud Gornyaka.

The whole session worked very well – it was in fact one of the best games I’ve ever run and involved players with greatly varying degrees of experience in role playing. The most important lesson I learned was to work out when to stop creating complications in the narrative and start pulling all the narrative threads together into a satisfying and cohesive story. I wouldn’t have been so concerned about doing this in an ongoing campaign but for a one-off I wanted a clear sense of narrative conclusion. Hopefully the attached write-up will give some sense of that.

Any comments are welcome.

Jerry 

I just received my copy in the mail today, it looks good.

I just received my copy in the mail today, it looks good.

I just received my copy in the mail today, it looks good. I’m a longtime WW2 reader/wargamer with a side interest in women at war, so this was right in my gunsights. I ran a WWI fighter-pilot game using Savage Worlds last year, so I am looking forward most to seeing how NW executes air missions.

In each duty station, why are the Night intro and missions listed before the Day intro?

In each duty station, why are the Night intro and missions listed before the Day intro?

In each duty station, why are the Night intro and missions listed before the Day intro? Should we start each new duty station with some Nighttime action? My instinct would be to start with some daytime scenes.

Does anyone know where I can read the original four step breakdown of Apocalypse World style play by Kasper Brohus…

Does anyone know where I can read the original four step breakdown of Apocalypse World style play by Kasper Brohus…

Does anyone know where I can read the original four step breakdown of Apocalypse World style play by Kasper Brohus Allerslav? (Mentioned and adapted on page 70 of the Night Witches RPG)