Night Witches isn’t working for us
Night Witches isn’t working for us
I’m running a game of Night Witches at my local club, for four players. Despite all our best efforts, it’s not working.
The game is hard work for everybody. Nothing’s really flowing from the fiction into play. For instance, one of the PCs decided to open a book on an aerobatics competition between a couple of NPC pilots. Another PC decided to make a bet on it. What should she bet? Cigarettes? Choccolate? A week of doing the chores around the base? Whoever won, what would the consequences be for how the game unfolded? What was really at stake for the players (not the PCs)?
Another example: when a plane is damaged during a mission, how does the fiction inform me (as GM) whether the section’s mechanics can repair the plane themselves, whether the PCs need to help with the plane, or whether they need to scrounge for parts first? If they need parts, how does the fiction inform me about how hard it will be to get those parts?
Now, I can just make this stuff up, which is what I’ve been doing. But it’s hard work, as it’s hard to be able to point to things in the fiction that compel me to introduce situations and consequences.
The other main problem we have is with character goals and motivations. The PCs are spending a lot of time simply reacting to events that I, as GM, are throwing at them. The players aren’t finding much they can latch on to as things for their characters to strive for. War stories/films/biographies are full of things like soldiers striving for the basic staples of life: chocolate, cigarettes, sex, warm boots. Those are really important to people who are suffering from a lack of them, but those basic drives and wants are really hard to translate into feelings in players at the table. (Reflecting on this, I don’t think it’s a coincidence that most goals suggested for PCs in most games are rather higher up Maslow’s hierarchy.)
The military hierarchy plays its part in this too: to a great extent, it doesn’t matter what the PCs do in the game, they’ll still get the basics of food and shelter, and they’ll still have to fly on their missions every night.
Finally, a smaller problem (but a problem nevertheless): the characters, especially at first, are all very similar. Without a bunch of custom moves, there’s not much to differentiate the character natures from each other.
These problems didn’t become huge until the third and fourth session. Before then, excitement about the game and the general novelty of the characters carried us through. That’s not enough any more.
Moving on to questions: how to fix this? My usual approaches to making games interesting are to have a dynamic, unstable situation with real consequences, and hence have factions/Fronts/threats taking action. But the military setting makes the situation rather static (apart from character deaths), and the book suggests that factions/Fronts/threats aren’t something that the game should have.
We’d all like the game to work. Everyone’s got a lot of experience with various story games, including a whole bunch of PBtA games. But in this game, the fiction being created isn’t doing anything to drive the game forward.
Help.