Just a stupid observation, but the “Bully Pulpit Games” link in the community description links the Kickstarter…

Just a stupid observation, but the “Bully Pulpit Games” link in the community description links the Kickstarter…

Just a stupid observation, but the “Bully Pulpit Games” link in the community description links the Kickstarter page, instead.

We’re working up a more formal FAQ but here are the questions and answers we have right now.

We’re working up a more formal FAQ but here are the questions and answers we have right now.

We’re working up a more formal FAQ but here are the questions and answers we have right now.

Training

Since everyone must make at least one successful Wayfind and Attack Run Move while in training to qualify for combat duty, what happens if my character … doesn’t?

Your character shows up at Trud Gornyaka without her combat flight certification, which is shameful and inconvenient. She’ll be a trainee, under the watchful eye of the overworked and under-staffed Regimental training officer, until she earns her wings.

Duty Stations

Are the questions in the Duty Stations meant to be answered by the group at the beginning of the Station, or should they be answered and discovered mostly during play?

You can mix those two approaches according to your group’s preferences. Do answer some though, to give the current GM something to work with.

Medals

You can only choose the “honor and pride” (gain a medal) Advance four times. Since medals are awarded in ascending sequence of honor and rarity, doesn’t that mean that characters can only earn the first four medals, ending in Order of the Great Patriotic War?

Every playbook offers four different medals within that sequence, always ending with the HSU. 

Sparrow is MV, OPW, ORS, HSU and Hawk is MV, OG, ORB, HSU for example.

Also worth noting that whole-Regiment medals and banners, achieved by surviving various duty stations, do not count toward either advancement or medal count and don’t raise your +medals score.

This also means you can award the Order of Battle Merit to a Sparrow as pure color, if the need arises. She’ll never earn it normally because it isn’t in her playbook’s sequence.

Roles: Dreamer

The Dreamer role doesn’t list an action for Advancement. Should it?

Yes. Unfortunately that bit was left out of the role’s description in the book. It is included on the playbooks however:

“When you change Duty Stations, advance if you shared a premonition and it came true.”

Roles: Zealot

On page 46, it says “Call out another player character you despise at a Debriefing and roll +regard. On a 10+ hold three; on 7-9 hold one. Spend your holds, one for one, to give your enemy -1 forward.” Arent’ the Germans the enemy?

In this case “enemy” refers to the person you’ve called out – a fellow airwoman your character has a grudge against. 

 

Night Moves: Vedomaya

If I want to help a plane I’m not Vedomaya-ing on, I can’t use my hold, so am I Tempting Fate?

The Vedomaya move just allows you to cover them – to draw danger onto yourself. otherwise, follow the fiction. Trying to help them is probably Tempting Fate. Under ideal circumstances you might even be able to Eyeball them. Maybe it is impossible to help at all. 

Do player characters have to be assigned as Vedomyye? Can anyone be a Vedomaya?

No one is required to serve as a Vedomaya, but it is a useful function and you’ll want to apportion the role tactically. Omitting it will lead to trouble. Both pilots and navigators can serve as Vedomyye.

Night Moves: Wayfind

If I’ve been assigned to navigate a mission for the section and fail my Wayfind roll, what happens?

You have two options: Scrub the mission and fly home or attack late and alone. Each other plane in your section has the same two options, and can choose however they like.

Night Moves: Attack Run

If I’ve been assigned to lead the attack on a mission for the section and fail my Attack Run roll, what happens?

You have two options: Scrub the mission and fly home or press on, Tempting Fate first. Each other plane in your section has the same two options, and can choose however they like.

Day Moves: Reach Out

Does the “change regard” option for the Reach Out move only change the Regard of the character making the move?

Yes, you are changing your Regard for another. Fictionally, by Reaching Out perhaps your feelings change during the scene. You hated them, now you fear them. You loved them, now you hate them.

Day Moves: Act Up

On a 10+, can you choose the same option more than once?

Yes, although it is a bad idea.

After a first reading of the rules, there is some rule I’m not sure about (sorry if some answer is already in the…

After a first reading of the rules, there is some rule I’m not sure about (sorry if some answer is already in the…

After a first reading of the rules, there is some rule I’m not sure about (sorry if some answer is already in the rules, I must have missed them); between «» quotes from the rules:

• If I want to help a plane I’m not Vedomaya-ing on, I can’t use my hold, so it’s Tempting Fate?

• Pag. 39: «Assign one player character as a navigator to Wayfind and one as a pilot to lead the Attack Run. The remaining player characters are Vedomyye, or “wing women.” Assign them planes other than their own to protect using the Vedomaya move. A pilot or navigator can be a Vedomaya».

So, one PC is navigator, one is pilot, the other are Vedomyye; they must be, or can be? From here, it seem they must, but on page 41 it says «Anyone […] who wasn’t assigned a primary mission function […] can be assigned a plane to watch over as Vedomyye» (bold added). On page 94, it says «All other player characters must be assigned other planes to serve as Vedomayas» (bold added, almost same thing on page 97). So, other PCs must, or can, be assigned as Vedomayas?

Moreover, what does it means «A pilot or navigator can be a Vedomaya»? If it refers to pilot and navigator who Wayfind and Attack Run, I don’t get the «the other are»; so I think it just says no matter your role you can be Vedomaya… just looking for confirmation, about this.

• Pag. 41: «On a miss, either scrub the mission and return to the airbase in shame, or strike the target late and alone, forcing you to make your own Attack Run. Planes relying on your navigation can choose which miss condition they would prefer».

Here I’m not sure about the «Planes relying on your navigation can choose which miss condition they would prefer» part: does it means they have to choose if either scrub the mission, or strike the target late and alone?

Same doubt for Attack Run move.

• Pag. 46: «Call out another player character you despise at a Debriefing and roll +regard. On a 10+ hold three; on 7-9 hold one. Spend your holds, one for one, to give your enemy -1 forward. For more on holds, see “Rolling the Dice” on page 11».

«To your enemy» could mean Germans, right? Not (just) the PC you despise.

• Pag. 104: «Everyone must make at least one successful Wayfind and Attack Run Move while in training to qualify for combat duty.»

So, if some PC isn’t successful in those moves she just begins the second Duty Station without being able (officially, at least) to be pilot or navigator?

• Pag. 140: «You could also choose Mission Pool twice»

So if I have three holds I can choose three times the same option?

• Last, I’m not sure about what happens in Replay:

«I want our lead navigator, Lieutenant Gordievskaya, in plane 079 with Lieutenant [Zoya] Kovalyova. And in the lead plane, 122, will be myself [Tamara] and our new Junior Lieutenant. [Valya]». So Gordievskaya and Zoya in 079 and Tamara with Valya in 122. “Lead navigator” means the one rolling Wayfind? On page 97 it says, «The lead navigator will usually make the Wayfind Move» (bold added), and Gordievskaya is an NPC, so I’d say no; but later on Grace (as Tamara) says, «Uh, I’m lead navigator, obviously»; the lead navigator wasn’t Gordievskaya? O_o

Then: «I want Valya looking out for the crew of 079 when they lead the attack. I’ll cover them as well. Anna, I want Zoya watching us in 122»; so 079 is covering 122 and 122 is covering 079.

Then: «Zoya’s been through this before. She’s flying close to 079, close enough to see Valya and Tamara»; so Zoya, now in 122, flyes close 079? O_o Indeed, it’s 122 that distracts enemies: «A searchlight is about to find us but 122 races ahead and distracts it».

There was a switch where it’s said «Yeah, switching duties mid-mission is weird. But it makes sense 122 could cover 079»? But 122 is covering 079 is from the beginning.

So… am I missing something amidst all the names and numbers? O_o

I am digging in the rules.

I am digging in the rules.

I am digging in the rules.

I have two doubts:

1- the questions in the Duty Stations are meant to be answered by the group at the beginning of the Stations? or should be answered and discovered mostly during the game play?

2-the change regard option for the Reach Out move is only towards the regards of the PC, not the regards that are towards the PC, right?

Perhaps this will give you an insight into the editing process between Jason Morningstar and Steve Segedy.

Perhaps this will give you an insight into the editing process between Jason Morningstar and Steve Segedy.

Perhaps this will give you an insight into the editing process between Jason Morningstar and Steve Segedy. I will let you choose who is who here.

Originally shared by null

LOL, cat SLAP! ❤

#Cats #Caturday

Played our first session!

Played our first session!

Played our first session!

I didn’t have enough time to read the rulebook more than once, and I was a little reluctant to jump in without a more thorough understanding of how all the pieces fit together, but we couldn’t resist. Luckily, the “Airfield on the Borderlands” introductory scenario was there to hold my hand.

It was a bit of a struggle for me at first to figure out how to bring the Day turns to life, and it took me a while to get a handle on the different moves and their application, but I attribute that to me not doing my homework, plus just needing to get better at it with practice. I can’t imagine a better way for Bully Pulpit to have structured and laid out the information, in any case — everything is super-clear and well-organized, such that even having only read through the rules once, I was still able to run a 3-hour session with minimal hiccups.

The two most memorable bits:

* Liza, our Pigeon and stolid farmgirl, noticed Galya, her NPC bunkmate/Navigator trying to conceal the fact that she was scratching her head too much. Realizing it was lice, Liza offered to shave Galya’s hair, and her own in solidarity. This won Galya’s respect and gratitude, but a bad Scrounge roll for a straight razor led to using a sharpened butter knife. They gave each other terrible haircuts, which led to them wearing their flight caps everywhere, and the lice didn’t go away, but they were close comrades from then on. And between later training missions, when Liza finally Scrounged a straight razor, they managed to shave each other’s heads clean.

* Tasha, our Sparrow, and Lyuda, our Raven, took an immediate dislike to one another, manifested at first by the stylish and cosmopolitan Lyuda openly mocking Tasha’s peasant background. This built over the course of their time at Duty Station One, with Tasha reporting Lyuda to the NKVD and Lyuda reporting Tasha to the Major. By the end of their time at Engels Airdome, they were at each other’s throats, and then the Section Leader rearranged the planes so that Lyuda was the Pilot and Tasha the Navigator of the same plane. Lyuda complained to her Captain and demanded a reversal of the order, but she was told to obey her Section Leader (failed Act Up). So when Duty Station Two kicks off they will be forced to fly in the same plane. Lyuda is contemplating sabotage.

The start was a little shaky, but by the end of it we were having a blast. They all want to play Duty Station Two the next time we have another backup game night. I’ll definitely take more time to prep and get in the right frame of mind before that session, but I’m still pretty amazed at the fact that I was able to run it tonight without really knowing the rules very well at all.

On that note, “144 Night Witch-y Things” is PURE SOVIET GOLD.

Thanks again Jason and Steve and everyone else who contributed their hard work, playtesting, and talent to this project (everyone was ooing and aahing over Claudia Cangini’s character cards). This thing is brimming with love, care, clarity of communication, respect for the real lives of real people, and terrific attention to detail. It’s one inspiring package.

I am eagerly looking forward to Duty Station Two, and whatever unforeseen trials await the 588th!