It’s a new +1 Forward, this time with Night Witches. Check out the tight, focused MCing style Jason Morningstar uses. I love how he calls out Moves and guides play, I’ve never experienced anything like it.
Show notes:
Introduction
Jason’s start with Apocalypse World (00:24)
Read a Sitch
Exploring gendered moves in Sagas of the Icelanders (02:07)
Open Your Brain – Night Witches
Overview (06:47)
Marks (09:40)
Character retirement (11:10)
Playing to find out within the game’s structure (11:51)
The game’s origins (15:01)
Ghosts move (17:46)
Political Thought move (18:49)
Act Under Fire
Plussikov (19:46)
Zambrow, Poland (21:02)
A bent push rod (22:18)
The 259th (24:32)
A natural-born Soviet airwoman (25:59)
That side of the line (27:35)
This side of the line (32:53)
Zenya Mirova (35:32)
Links
Get Night Witches: http://bullypulpitgames.com/games/night-witches/
Great episode! Thanks so much for coming on, Jason Morningstar!
Great episode! Thanks so much for coming on, Jason Morningstar!
OMG this was such a good episode, and couple with Jason’s thoughts about Sagas of the Icelander, there was a real focus on gender roles in RPGs. And that AP really gave a great feel for the game.
OMG this was such a good episode, and couple with Jason’s thoughts about Sagas of the Icelander, there was a real focus on gender roles in RPGs. And that AP really gave a great feel for the game.
Top class!
Top class!
Loved it!
Loved it!
Two things that helped me get relaxed about historical RPGing were 1) realising that I/we have no problem enjoying things like Deadwood (Calamity Jane was nothing like that) or Mad Men (none of those people were real) — as soon as you’ve created a PC, you’re in alt-history so don’t worry, and 2) I don’t fret about setting a game in a nebulous “present day”, which is itself a necessarily inaccurate recollection of the recent past, so pushing the date of the game further away from now isn’t that big a deal.
Viewing all your RPGs as taking place in “the past” also offers some interesting ways to address things like fortune points/narrative editing, but that is a whole different discussion.
Two things that helped me get relaxed about historical RPGing were 1) realising that I/we have no problem enjoying things like Deadwood (Calamity Jane was nothing like that) or Mad Men (none of those people were real) — as soon as you’ve created a PC, you’re in alt-history so don’t worry, and 2) I don’t fret about setting a game in a nebulous “present day”, which is itself a necessarily inaccurate recollection of the recent past, so pushing the date of the game further away from now isn’t that big a deal.
Viewing all your RPGs as taking place in “the past” also offers some interesting ways to address things like fortune points/narrative editing, but that is a whole different discussion.
Me again. I appreciated Jason’s comment about letting stuff go that is “wrong” in Night Witches. I had a breakthrough during playtesting of Malandros where one player had a character called Jose and kept saying his name the Spanish way. I forced myself to not correct him and, you know what? Everything was fine.
Me again. I appreciated Jason’s comment about letting stuff go that is “wrong” in Night Witches. I had a breakthrough during playtesting of Malandros where one player had a character called Jose and kept saying his name the Spanish way. I forced myself to not correct him and, you know what? Everything was fine.
Storming episode Richard Rogers
Storming episode Richard Rogers