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/tg/ - Traditional Games

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I got something of a burst of inspiration last night, and put pen to paper for some ideas.

For a long time I've wanted to run\create a game based off the 1940's style Action Serials\Comics - basically Fighter Pilots doing daring heroics in the sky, and commando stuff on the ground, kicking axis ass, foiling sinister plots. Things like Black Sheep Squadron and the old war movies are good examples of this.

Also Crimson Skies.

So, with no viable system in my grasp, I decided to work some idea using Savage Worlds - I ran a Macross game with it, and it performed very well.

Some of my ideas...

>plane stats split between three values
>Agility - The Speed and Maneuverability of a Plane
>Strength - The Brute Force of a Plane, Ability to withstand G's
>Vigor - Ruggedness of a Plane, ability to fly with damage
>these values are rolled to represent the Plane's Attributes, and accompany skill rolls from the Pilot.
>The planes attributes are rolled in all maneuvers and dogfights
>Plane Derived Values, such as its own Toughness rating, as it relates to damage, etc
>Pilot Derived Values, like a redone version of Grit to withstand G's, a Perception rating, and something
relating to Situational Awareness that, if overcome, allows an enemy to get the drop on you

Dogfighting mechanics are where I'm stuck
My original idea was to have their be a Predator\Prey mechanic, with the Prey setting his Maneuvers first, and having the Predator pre'empt of prevent. Maneuvers chosen would receive bonuses or negatives depending on how it relates to the oppositions maneuver, and how it relates to the Plane (something involving a turn would be easy for a Zero, but difficult for a P40 - but a P40 can counter a turn with an Immelman (looping turn).

However, I really don't want to much up Savage Worlds with too much extra stuff, and I want the Dogfighting to be fluid, considering the people I'd be running this for know very little of Air Combat compared to myself.

Any tips or ideas?
I had some other ideas too.

Most notably I wanted each players Plane to feel unique to them - not really hard if each player used a different model, but the original story idea was for the characters to be members of The Flying Tigers - and that means everyone gets a P40.

Some of the ideas I had were things like...
>Enhanced torque, which gives bonuses in certain maneuvers (or an enhancement to some part of the engine)
>a notable increase to one particular attribute
>a good luck charm that has some affect
>a noticeable personality that can affect rolls (similar to Machine Spirits in Rogue Trader)
>A modification that changes the Planes role (like heavy bomb racks over standard)
>A modification to the stock weaponry

Things like that.

I'll dump some Aviation Art and Wallpapers while waiting for any replies
>Black Sheep Squadron

Damn, son. I hadn't expected such good taste.
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>Plane has a personality

THIS. I've wanted this as a mechanic in a game for forever. Bombers got names for a reason, ya know. For example, Old Triple Six:
I've had similar thoughts, a few years ago, and I, too, decided I would use Savage Worlds if I ever did it.

The Flying Tigers' era is really interesting and kind of underused in WWII-style games. Late 30s, flying missions against the Japanese over China and Southeast Asia, and interesting historical figures who could make appearances, like Mao Tse Tung, who was one of the "good guys" at the time!

Also, the Japanese were up to some disturbing stuff in China. I'd probably introduce Unit 731 or something like it as an recurring background villain group, especially if you wanted to introduce something weirdly pulpy and mad sciency.
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Thats a great example of what I mean.

I want each Player to have a very personal connection to their plane, enough so that it leads to some of the hijinx that I love in this kind of media
>doing everything possible to get it home shot to shit instead of just bailing to save your life
>arguing with the crew chief over just whose plane it actually is

But really, the big reason is for attachment - as I said, my pool of players arent nearly as interesting in this stuff as I am - despite showing interest in this kind of a game - so, I really want to make it seem like the Planes they have are important, and are important to them.

Exactly. Plus I can introduce interesting asian themes like Buddhist\Hindu\Tibetan mysticism and other interesting stuff.

Missions against Japanese terror against China, and thwarting nefarious super science from groups like Unit 731.

I can also introduce likable signature enemies, like Japanese Aces who always seem to get the upper hand, or honor bound commanders who might let the PC's go if the situation warrants.

The campaign ideas itself have a lot of merit.

I'm just really struggling with the Mechanics side of things
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I'm guessing you've seen the Crimson Skies "conversion" for Savage Worlds? It incorporates some of those mechanical quirks...

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I actually havent, thank you!

Some more campaign stuff I thought of - notably a rivalry with some of the other fighter squadrons in the area - by 1942, one of the most notable is the 80th Pursuit "The Burma Banshee's" - I had almost considered making this the PC's squadron...
But yeah, basically lots of competition, rivalries, fist fights, buying of beers, and saving of necks.

As far the Air Combat...
One of the things I had also considered is trying to make it as streamlined as possible, and pare everything down to a "best of 3" opposed piloting checks - then I narrate the fight, and describe all the maneuvers.

Bonuses and Negatives of course given in the differences between fighters.

My problem with this idea is that it takes a lot of decision out of the Players hand, and I feel like they wouldnt have as much control over what they want to do. Plus, it makes the differences in Planes purely black and white - and doesnt take into account that tactics and maneuvers can overcome performance.
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I wish I could help more with the mechanics, but unfortunately that's one of the areas I'm weak with.

So instead, I dug out my external drive and looked up my old notes I made on this idea. Maybe it'll help you out with some ideas, or at least, sparing you some research time:

NPCs -

Triad / Tong criminal enterprises
Japanese aces as archenemies
Russian advisors (maybe a Femme Fatale?)
"Dragon Lady" (how to subvert? Or embrace, as a Tong leader?)
Eccentric former warlord

Chiang Kai-shek - Unwilling to fight Japanese; preferred to defeat Mao's Red Army, but was overruled by the Kuomintang

Soong May-ling [Michelle Yeoh] - "Madame Chiang"

General Joseph Stilwell - "Vinegar Joe", "Uncle Joe"; American advisor to Chiang, driven to fury over Chiang shunning battle with the Japanese. Has contempt for formal military dress, concerned for the enlisted man, and has a caustic personality, all of which earned him his nicknames

Mao Tse-tung [Chow Yun-fat] - Age 47-48; Leader of the Red Army; allied to Nationalists to fight Japanese

Chou En-lai - Mao's silver-tongued diplomat, CCP ambassador to Chiang's wartime government in Chongqing; negotiated an end to the Nationalist-Communist Civil War with the Second CCP-KMT United Front; famous for saying "Chinese should not fight Chinese but a common enemy: the invader."

General Chu Teh - Helped Chiang subdue the Northern warlords, tried to found a new Communist China around Nanchang, fled to the mountains, met Mao Tse-tung, recognized him as a political genius, and partnered with him;

Chang Hsueh-liang - Heroic Young Marshal, put in prison for kidnapping Chiang Kai-shek to force him to negotiate a treaty with the Red Army against Japan

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Emperor Pu Yi - Age 35, the former child-emperor, last of the Qing Dynasty, now a Japanese puppet ruling Manchuria ("Manchukuo" - Japanese name, invaded in 1931), an "independent nation"; a tragic young figure, forced to do things by the Japanese, constantly at odds with them in private but submissive in public as they continue the work of Japanization of Manchukuo. Used to be known as "Henry" (in reference to King Henry VIII) in communication with Westerners between 1920-1932. His brother Prince Pujie, age 34, was named as heir, leaving his first wife (Manchu princess Tung Shih-hsia) and, after graduating from the Imperial Japanese Army Academy, agreed to an arranged marriage to Lady Hiro Saga, a relative of the Emperor Hirohito. They married in 1938.

General Claire Chennault [Robert De Niro] - Age 48; "Old Man", Head of the Flying Tigers

Lt. Gregory Boyington [Giovanni Ribisi] - Age 29; flight leader of the AVG 1st Squadron, former USMC flight instructor; frequently in trouble with Gen. Chennault; breaks his contract with the AVG in spring, 1942, to be re-instated to the USMC (where he will become known as "Gramps", and then "Pappy"

Lieutenant General Shiro Ishii, Commander of Unit 731

The Kuomintang (KMT) - The Chinese Nationalist Party, often given to factionalism

July, 1937 - WWII begins for China, starting with an exchange of gunfire between Chinese and Japanese troops outside Peking, July 7. Japan attacks and captures Peking and Tientsin; Chinese radio reports several Kuomintang triumphs as propaganda, and the brigands Japan installed in Hopei panic, revolting and slaughtering Japanese to avoid being captured as collaborators. Japan remembers this, and conquers Nanking in December, committing brutal atrocities. Chiang Kai-shek retreats to Chungking, and the Japanese spread out over China.

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The Flying Tigers - Campaign Outline

1. Christmas in Burma - The PCs get to know each other and prepare for their first mission.

2. Black Skies Over Rangoon - 23 December 1941: The PCs face the Japs for the first time, three days after the 1st and 2nd squadron defeated them handily over Kwantung. The PCs try to defend Rangoon from Japanese bombing runs over the next few days.

3. Auld Lang Syne - New Year's Eve celebrations in town lead to interesting situations and new rivalries.

4. The Mingaladon Gambit - 24 January: The Japanese attack Allied airfields at Mingaladon. The Tigers, tired, harried and significantly outnumbered, have to hold them off.

5. The Tigers of Mandalay - On leave in Mandalay, the PCs run afoul of opium-running gangsters.

6. Zai Jian, Rangoon

7. Unit 731 (or Unit 8604, if in Canton) - Shot down, the PCs are taken to a horrific POW camp and escape with the help of a captured American nurse and the unexpected assistance of the Red Army.

8. Army Nurses of Rangoon - Recovering from their wounds in Rangoon, the PCs help out their British nurses with a little problem.

9. Payback in Payloads - All healed up, the PCs prepare to dish out a little revenge, escorting a major bombing run on the factory that manufactured the Japanese "rocket plane" and facing the Japanese ace(s) that shot them down.

10. Dawn of the Rising Sun - The PCs face danger when the Japanese attack their base. Burma is falling to the Japanese, and the Tigers have to pack up and leave.

11. Zai Jian, Mandalay - Friends and/or loved ones of the PCs need help getting out of Mandalay. The Japanese bomb the city while they're helping, and the city is engulfed in chaos.

12. ...

...And that's as far as I got. Well, that and a playlist on my iTunes.

Thats a great amount of information, wonderful, thank you!

I especially love the campaign outline.

I think one of the biggest reasons I want to splice in commando style stuff is to make things seem varied, so that Players aren't just forced to be in planes all the time. Its inaccurate historically, but my campaign theme is designed to be one based off comic books and radio serials - spicy air tales kinda stuff.

Its one of the reasons I'm preferring Savage Worlds versus a system thats more designed for pure aircombat - since those systems usually have no ground combat aspects to them

Yeah, that's a great idea. Bringing in some of the commando stuff gives a nice mix of conflict types, and allows you to do some more face-to-face interaction (so to speak) with both various allies and the enemy forces. Letting the historical details and background provide flavor and atmosphere while embracing the pulp/comic/radio serial mindset to really have fun with it all; using it as a springboard instead of a constraint.

Sounds like it's going to be a great game. Best of luck with it!
>Sounds like it's going to be a great game. Best of luck with it!

It's all concept right now. Originally I was planning on doing it when I got a hold of a copy of some sort of Air Combat RPG system - notably Aces & Angels (http://www.rpg.net/reviews/archive/15/15515.phtml)
However, trying to get a hold of that book was a bit tough.

In any case, I recently hit on the idea of Savage Worlds, and now I've kinda gone into swing generating ideas.

Most like I'm going to try and design out a detailed (but streamlined) air combat system like I outlined in the OP - something with a Predator\Prey mechanic, and maneuvers to oppose or overcome. In a lot of ways, its somewhat similar to the way Riddle of Steel does its melee combat - with an init system based on attack or defense, and maneuvers outlining what your doing, and how your doing it.

I wont know how much I muddy up the system until I actually come up with something, so that will probably be my next step.
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Forgot my pic.

The great thing is that I've actually got some direction I want to go in.

The really big next step is pitching it to the right set of players. I know I have one player who will be excited immediately (a fellow Flying Tiger enthusiast like myself) - another who knows nothing about planes but is at least interested - another who likes to troll me that the P51 was best plane of the war (friendly banter) - and another who, most likely, will be as far from interested as can be (he prefers fantasy\D&D stuff)

So, we'll see
>plane is destroyed in dogfight
>players treat it like a PK
>go to extreme lengths to haul the wreckage to a hanger and rebuild her

>pilot has to fly a new plane
>psychological block keeping them from being at the top of their game
>"this isn't my plane"

Consider my interest peaked.
If you want there to be an opportunity to reclaim that lost plane, have it disappear in uncertain circumstances.

The player could encounter their lost plane after years of pain and suffering, and finally take to the skies with their full strength for an epic finale.

Bonus points if the planes talk to their pilot in some unexplained way
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>the P51 was best plane of the war
What a nerd. Everyone knows the P-40 is where it's at.

This brings up an interesting concept though. What about individual stats for different types of planes? Zeros are faster with less armor, Messerschmitts are slower with more armor. Obviously it would be implemented in the enemies, but what if the squadron was a ragtag team made up of random planes? That could be neat.

Another question, what if the players wanted to play as Axis? I can't image why, but that might be interesting to explore as well.
>The player could encounter their lost plane after years of pain and suffering, and finally take to the skies with their full strength for an epic finale.
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>Bonus points if the planes talk to their pilot in some unexplained way

I had thought of maybe incorporating "Plane Spirits" - something the artist Glen Angus had come up with in his "Victory Gals" art.

Essentially, its a physical manifestation of a spirit and personality of the plane, that can help it fight, keep it alive, nurture the pilot, and be something of an inspiration.

>This brings up an interesting concept though. What about individual stats for different types of planes? Zeros are faster with less armor, Messerschmitts are slower with more armor. Obviously it would be implemented in the enemies, but what if the squadron was a ragtag team made up of random planes? That could be neat.

Essentially, yes. With each plane having its own Character Attributes, they change depending on what it is. A Zero has more agility, but atrocious ability to soak up damage - represented by a shitty Vigor and equally shitty Toughness.
Something like an Me109(Bf109) has a nice high mix of stats, representing an incredible climb rate, ability to withstand high G's, and even some extras like combat flaps which git it a bonus in turning maneuvers (but kill its energy and can cause stalls)

>Another question, what if the players wanted to play as Axis? I can't image why, but that might be interesting to explore as well.

That was an interesting alternate concept - basically a game of "Knights of the Air" with characters having to maintain their own sense of honor amidst horrific conditions, sinister propaganda, nefarious Gestapo\SS, and an eroding feel of confidence and victory in the wake of the war turning against Germany. The take is less "stars, stripes, and heroism" (Capt America), and more of a tragic romanticism in the face of the inevitable.

That campaign would also be, by design, eastern front. Its better for the players to be flying against someone that they don't feel a personal affiliation with.
>That was an interesting alternate concept - basically a game of "Knights of the Air" with characters having to maintain their own sense of honor amidst horrific conditions, sinister propaganda, nefarious Gestapo\SS, and an eroding feel of confidence and victory in the wake of the war turning against Germany. The take is less "stars, stripes, and heroism" (Capt America), and more of a tragic romanticism in the face of the inevitable.
>That campaign would also be, by design, eastern front. Its better for the players to be flying against someone that they don't feel a personal affiliation with.

You have to remember, most of the soldiers fighting on the front lines had no idea what was happening back home. They didn't know about the camps and the evil they were defending. Also, I'm sure Germans and /pol/ would love fighting spitfires. The mechanics should just be left open to play either side. Player mechanics for all the planes. That would also make every encounter feel like you're battling other ace pilots in a close match determined by skill.
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I'm aware that the level of information was varied, and that most of the Wehrmacht\Luftwaffe were just fighting men. Howeverm the propaganda was very specific, and officers were required to at least be aware of it, if not full behind the heavy line that Germany was taking against its enemies - I imagine that individual characters would have to decide on what level they are truly behind their country: fully in line with all of hitlers bullshit, or simply fighting for the honor of their country and their families, or somewhere in between.

At the same time, npc's, both fellow pilots, and superiors, may be walking through the ranks, looking for any reason to give over a PC to the gestapo for "less than faithful service to the furher" much like an inquisition. That might even come from a PC, whose 110% SS and would inform on the other characters in a heartbeat if he thought them disloyal.

As for players, I'm more talking about my home group
Sorry, I just get excited when new systems are proposed. All I meant was this system could very easily support any level of grim dark or noble bright and any side of the conflict. Just leave it open so DM's can run the game they want. To be fair, I'd much rather play the game you described than a super gritty German one.
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I like the idea that you have various options, and could basically do it from any perspective.

British, Russian, Japanese, even Italian.

But, like you said, I prefer the original idea, of basing it on the Flying Tigers, and having it be very pulp.
I just think it would be easy to run a pulpy game without writing it into the rules.
W... why is the mean lady cutting off the horsey's head? Make her stop, daddy!
And remember that buying your own plane and building a private squadron was a thing.

Barnstormer Brigades, though they were never brigade strength.
>Pappy Boyington

Black Sheep Squadron. God I loved that show as a kid.

Funny thing about the guy, he loved to get drunk and punch people all the time.

Something they played up a lot in BSS.
good stuff.
You could also look at the "Talespin Years" with Tales of the Gold Monkey which might open up other roles such as the mechanic, etc and maybe then have a few custom planes. (1942, 43 and 44 anyone?)
Oh also, despite the jetpacks check out the Flying Hellcats Atomic Robo comic for the same sort of vibe.

Harlock (Capt. Harlock is kind of an example of "Good" Axis pilot.
perhaps a member of the Luftwaffe who either was an "adviser" to the Japanese or something who saw what was going on politically and "changed his colors" literally with the tail of his plane painted with the Union Jack or something. That works for either a player character OR an NPC. It also might let you work in an "inevitable betrayal" which isn't.
Threatening families (esp sisters in 1940's films) is a great way to do this.
I can imagine a failure spiral stemming from this. It rewards stupidity over strategy and logic.
I wanna see a bomber get in a dog-fight with a dragon.
Who is responsible for this glorious art. I need more of it. plus the whole 'spirit plane' shit sounds fuckin boss. I have absolutely no experience with savage worlds but i would totally want in on this shit hardcore.
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Glen Angus, although others have since done it as well
Plane bump
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There were also some foreign pilots flying with the Tigers, like Polish ace Witold Urbanowicz.
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You should look up some more colorful squadrons from WW2.
Flying Tigers were mentioned already, but 303 Squadron also comes to mind. It was most effective air unit in the Battle of Britain, and had many colorful pilots.
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This guy for example. Ace during the WW2, air smuggler after the war, and then air mercenary in Africa (at least in Katanga and Biafra).
And he had Donald Duck on his fighter plane.
>people who know of Black Sheep Squadron and Tales of the Gold Monkey
Is this heaven?
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As a world war 2 aficionado and technical autistic, you have my attention and blessings, Opie. Godspeed.

I should also mention that "sky captain" and 40's era pulp is my fetish.

But the only real help I could provide is technical specs on planes and capabilities. But there gets a point where you want playability rather than accuracy.

I loved black sheep Squadron.
I was probably a bit young to appreciate it but what the heck.
I had the option to get Gold Monkey for Christmas but got the Complete Blackadder instead.
Gold Monkey is probably for my birthday unless I get it myself.
I also just pre ordered the Captain Scarlett re-release. (Not getting Father Ted as it's damned expensive)

Should I mention Riptide due to the PBY?
Thanks for the support guys - I'm glad this seems to be a great idea.

Right now, I'm going to start working on the air combat mechanics.

So, to take a page from realism, most "Initiative" in Air Combat comes from an awareness of the other person. "He who gets seen first usually dies" - another good aspect of Altitude.

This provides a basis for "Attacking and Defending" which leads right into the Predator\Prey mechanic. Essentially, if you get seen by an enemy plane, your choice is usually defending against their attack - at which you decide your maneuver, and the Predator decides his maneuver as either a pre-empt, or to prevent you - the outcome of those maneuvers either continues the placement (as Predator and Prey), and can lead to a shooting attempt depending on certain maneuvers used.

Another system that used this was d20 Spycraft (1st edition at least) - and that many of the maneuvers for either side were designed to lead to a conclusion.

The whole time, the Plane's attributes (performance) comes into affect as rolls to perform maneuvers, resist maneuvers, resist g-forces, and overcome air-frame limitations. With some planes being better at certain maneuvers, and others being woefully inefficient at others.

P40 Warhawk - A "Boom & Zoomer" - grab lots of altitude, dive on unsuspecting enemies, and use all that speed to convert energy to altitude, and do it again - all the while, enemy planes (especially contemporary Japanese Planes) wont be able to catch you, and most likely wont survive your first pass.
However, trying to Convert Energy into Turning Agility, especially against Japanese counterpart s (the Ki-43 and A6M2) who can turn on dimes - it will get you killed 9 times out of 10

A6M2 - The master of the energy sprint - powerful engine can grab quick bursts of altitude, but not great at B&Z - better as an agile turn fighter, and with its 20mm cannons, it can do a LOT of damage.
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Certain maneuvers will change the Role between combatants - A predator might end up becoming prey as the tables are turned - and thus starts the dance fresh between the two planes. The goal of the Prey is either to use maneuvers to escape, to buy time (while a wingman kills his pursuer), or the turn the tables. Depending on the planes, those choices become easier or harder...

Example - its easier to escape a fight in a Corsair than it is in a Zero - easier to turn tables in a Zero than it is in a Corsair.

Another idea, is to have a set of "Basic Maneuvers" that anyone can use.

And then come up with a handful of special maneuvers than can be bought like Edges, with level requirements.

Also, allowing players to develop their own maneuvers as they become more experienced pilots.
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Also, the Head On maneuver is somewhat similar to the Riddle of Steel "Red\Red" Engagement - where basically, both are foregoing any chance at defense for the opportunity of attack.

At that point, either a true initiative is rolled, or both combatants act simultaneously, doing damage to each other at the same time - probably with some healthy negatives to represent the split second timing required in snapping off shots before getting out of the way.

Shooting happens, then damage, and then both parties make Pilot\Maneuvering rolls to get out of way, to avoid a collision - assuming both planes are still flying. Maybe adding a system of taking negatives to that Pilot roll to add Bonuses to the shooting.
The pilot should have to roll increasingly higher checks to make maneuvers scaling to the amount of damage is taken in order to replicate important components and such being shot apart.
I'd play the shit out of this.
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Yeah, thats a given.

Damage relates to a plane the same way it does a person. Basically, each plane has a Toughness rating that works the same way it does in Savage Worlds - however far its overcome, depends on the importance of components are effected - starting at simple things like light damage to control surfaces, or secondary systems like flaps - going up to bigger impact of controls systems, fuel leaks, on into engine and ammunition hits.

Planes will have a variance of Toughness ratings dependent on what they are - example: P40's will be pretty rugged and able to withstand A LOT of damage before going down - while a Ki-43 or a Zero will probably catch fire if it gets a harsh look.
Being a Zero sounds like suffering.
If you're playing this online i totally want in on this.
Agreed, but it didn't sound like he was
Awww..damn shame.
>Being a Zero sounds like suffering.

Zero's are amazingly good, but have some serious flaws.

They have powerful engines that allow them tremendous freedom in maneuverability, combine that with very light weight, and they dance like kites - they can operate at relatively high altitude, but excel at low altitude, which their opponents usually suffer in.

For the game itself, Zero's (and their lighter army cousin, the Ki-43), will be able to do most agility based maneuvers effortlessly, and can use that to easily turn tables on who ever is trying to kill them - you may think a Zero is Prey, when you learn its actually the Predator.

However, Zero's tend to get murdered if their opponents use team-work against them. They wilt under any serious firepower, as .50 cal will tear them to shreds, and usually set them on fire. Zero's have a pretty nice punch in their paired 20mm cannons - loaded with high explosive fragmenting rounds

In short, flying a Zero takes skill, a solid understanding of your strengths, weaknesses, and understanding what your enemy can do as well. But there is no better plane for dominating in a 1v1.

Ki-43's have it harder, considering no 20mm's - bu they are MORE agile if you can believe, and even weaker when it comes to damage. Plus the engines tend to fail if they even get nick'd.

This is more for my local group, but anyone who wants to take what I've come up with and run a game of it themselves is more than welcome too. I encourage it.
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Contributing a Glen Angus I hadn't seen in this thread yet.
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And kind of a sad one.
Corsairs look so bad ass.
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Here's another

I've decided that, as for the Unique Aspects to each player aircraft, I'm going to split it between three things.

Personality, Upgrades, and Quirks

Similar to the way Rogue Trader does Machine Spirits, the Personality aspect is usually double edged, providing healthy noticeable benefits in certain situations, but negatives in the adverse - examples include: a Bloodthirsty personality will probably generate extra performance in Predator situations, but become "surly" (engine hiccups) if asked to flee from a fight.
Another example, a personality of dauntless dependability, will probably react much more nicely to damage, but anything to improve its performance wont be as noticeable. Things like that.

Upgrades usually change some aspect of the stock plane. For instance, a bonus to an Attribute representing an engine upgrade, or modifications to the controls. The addition of weapon racks, maybe for carrying heavier bomb loads, or even things like rockets and gunpods. Changing the base weapon loadout, adding or subtracting, etc.

Quirks, much like personality, can be either good or bad, but are things that, regardless of the efforts of the pilot or ground crew, wont ever go away. In general they are flaws though. Examples include: needing constant maintenance, or maintenance being harder than normal, weapons being a bit glitchy, the engine running hot (+performance at the cost of increased consumption, or additional maint required), sticky landing gear, or whatever any does there is always critters living in the plane (pilot has to check the cockpit before getting in, or risk a snake or monkey crawling out during maneuvers). Stuff like that
>japs thought they could beat that (not that that exact force existed yet)
how desperate
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>Night Witches is a tabletop role-playing game about women at war. As a member of the 588th Night Bomber Regiment, you'll answer the call of your Motherland in her darkest hour. Can you do your duty and strike blow after blow against the Fascists? Can you overcome discrimination and outright sabotage and rise above your sexist comrades? Are there limits to patriotism - or endurance? Play Night Witches and find out!

Omigod this RPG looks awesome! I can't wait.

>Power by the Apocalypse World RPG system.

Well fuck.
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I like it. Quirks run good and bad, and I think you addressed that well.
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I was also thinking of quirks that could be supernatural in nature. Planes with cursed histories, who might have a tendency to kill their pilots, or always seem to attract enemies (or the worst situations) even on missions that should be milk runs. Or even a nasty tendency to get assigned increasingly awful missions

>one more bomb run before a rotation back to the states
>crossed fingers for a nice french target, something simple
>bombing mission over bremen
>tfw a year of this same shit
OP have you checked out the Savage Worlds Pulp Action genre stuff. Sounds like what you want to run. Perhaps the Daring Tales of Adventure series of Savage World books may help.

Also the Uber Goober Games "Universal Airship Combat System" may help out for plane combat, not sure though.
Are we going for a supernatural setting like some pulp novels, or just inexplicable events like in fantastique settings ?

Anywyas, I can see some planes having a tendancy to find themselves in a certain type of situation, like a bomber that always end on target at a lower altitude than expected, or planes with an affinity to a particualar type of weather, like a plane thathandle better in clouds, or that always has lightning strikes near him.
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>planes with an affinity to a particualar type of weather, like a plane thathandle better in clouds, or that always has lightning strikes near him.
I like this. If this ever gets finalized I'm running a plane that always seems to have luck in the rain, and misfortune in dry skies.

>outnumbered and overheating
>attempt retreat, but I can't out run the zeros in my warhawk
>thick grey clouds appear on the horizon
>"Here's my chance"
>race to the clouds and cut through the breach seconds before they catch me
>the zeros follow close behind
>the warhawk has completely vanished
>engine temp stabilizes
>stalk the zeros like a panther in the dense clouds
I just had an idea for a mechanism, please tell me what you guys think about it.
It would be something like strain, same as plane's HP, but for the pilot. Basically a mesure of how enduring and calm he is.
You would spend it for offensive and defensive maneuvers (as a bonus to rolls?), and once your strain pool is depleted the ennemy shoots begin to damage your plane, since you are too tired to feint efficiently.
In other words, as long as your strain pool isn't depleted, you will not take damge (except criticals and some things that can't be dodged, like flak or surprise attacks if you don't have a sixth sense).

It would go up and down fast, basically if you have twenty seconds to catch your breath you regain all your points. So it encourages to break contact sometimes. I think PCs in most RPGs usually go berserk and never think about fleeing a fight, a shame really.

It would allow for "bets" in dogfight, you and your opponent spend strain in order to outmanoeuver each other, but the more you spend and the worse it will be if you don't gain the advantage or if another plane attacks you.

Also, makes the role of prey twice as bad since it makes you take damage and also loose the initiative. So it forces the player to react.

I feel like it would help equilibrate between agile but fragile planes (spend less strain) and armored planes (can take a beating), and allow for some nice tactical thunking since it would be viable to play for an advantage in the long run instead of instant damage.
Wouldn't flying into clouds give you absolutely massive penalties to making attacks, though? You can't exactly see so very good when you're surrounded by nothing but white and the enemy planes only become visible at very, very close range. Of course the flip side is that the enemy also can't see you.
The system you describe reminds me of Mercenary Air Squadron series. Have you checked out Mediterranean Theater of Operations?
Won't let that thread die
Those thighs are worth fighting for!
I'll post one more to boost this thread's morale.
>Italians subs have velvet sofas
Sounds legit.

I can imagine the disgusted looks in the kriegsmarine and royal navy: "please, war is a serious matter, act accordingly! Oh great, the french just joined the orgy! Let's get out of here."

Well, it prevents you from seing planes more than a few dozen of meters away, but when you see them they are just as easy to shoot. I expect that a high-level player would be able to determine the position of the ennemy using tactica/6th sense/its ears, then approach undetected and open fire.
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Basically what this anon >>37722500 said, plus the whole bullshit luck thing. The pilots shtick could be, having a slight advantage where most are usually blind. He wouldn't be able to see normal, but maybe his plane knows where it wants to go, and it helps him not take massive debuffs like the others. Maybe he's just experienced in the clouds and has a quick trigger finger.
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>>go to extreme lengths to haul the wreckage to a hanger and rebuild her
The rule book has a period accurate snack list for some reason.

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