Transcript
WEBVTT
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Hey everybody, and welcome to just
played. This is the podcast where I
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recap the TAILTOP RPG's I've recently participated
in as a player or a game master.
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I'm Jim Cracker of Jim Likes Gamescom
and today I'll be talking about night
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whiches. Night, which is is
a game by Jason Morning Star. It's
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powered by the apocalypse and it features
the natural born Soviet air women who were
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the only all women regiment in the
Red Army during World War Two. They
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flew night harassment missions against the Nazis
and in this game we are falling the
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story of the regiment. The game
has highly thality, so the idea that
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you are going to play the same
player character through the entire war is pretty
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unlikely. It's certainly a thing that
can happen and there's a curve where the
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more experience you get, the more
likely it is you are to survive.
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But really this story, as we
go through these various duty stations, use
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the story of the regiment across the
course of the entire war. We've had
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a bunch of players that are participated
in this campaign. I'm running it on
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the gauntlet now. In this case, this particular little snapshot of the campaign.
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This was my first episode of four
that I ran in October. We
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are in our fourth duty station of
the full war. There's a total of
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six duty stations that they're going to
fly missions out of and all together I
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think the game is probably going to
take about seven or eight months, something
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like that, where in month I
think five or six. At this point
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of the ongoing game that we've been
running on the gauntlet, and it's kind
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of neat because open table played means
we've got players switching in and out.
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We have a certain cast of folks
that are enjoying the game enough that they
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are regulars month to month, but
we've also got pilots coming in and out,
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which really does feel like the situation
that we might encounter in an actual
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military station like this. So,
as I said, I've been facilitating this
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game on the MC now in a
typical game of night, which is you
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would rotate MC duties with each duty
station. So it's a game where,
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if you played as written, one
person starts out doing the training duty station
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and then when you move to the
next duty station, someone else rotates in
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his GM and you do that across
the different duty stations so that ideally you
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have a different GM and the duty
station will have a very different feel.
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They'll have a different approach. But
this case, because of the way things
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work on the gauntlet with open table
play, I'm just going to be the
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MC across the course of the entire
war. So that's a little different than
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night, which is as written.
If you're familiar with the game, are
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players. For this particular session we
had Bethany. She was Gallia, the
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Hawk Protector, Sarah was Oxana,
the Raven leader, Maria was Nina,
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the Raven Protector and Eli was Hanna, the Sparrow dreamern. So what night
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which is all of the player characters
have a nature that is based on a
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bird and a role in the regiment
that uses a descriptor like protector, leader,
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Zelot, something like that, and
these two combine to basically give you
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what would be your playbook in another
PBTA game. Now, because we have
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players swapping in and out and,
just as written, characters may be a
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Doun for a while they may not. We don't worry as much about the
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overlap of playbooks like we would in
some other PBTA Games. So for this
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particular session, our session starting state. We had just gotten through the day
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phase of the last game night,
which is games are split up into a
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day phase where there's interpersonal connections,
training and folks try to get some sleep
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and maybe a couple of good meals
into them, and then a night phase
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where the missions actually happen. So
we had just gotten through the day phase
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in our last games, so we
started right in with a mission. Because
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of the way we rotate players in
and out online. We said at the
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start of this mission that a couple
of the pilots from our last month who
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had been regulars for four or five
sessions, they were rotated out to other
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sections to fill gaps. Now this
is just natural. I think that would
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happen. You know, some pilots
get killed in one section. You don't
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want to have all rookies, so
you move some of your veterans over and
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that's a really great way for us
to explain player characters swapping in and out.
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So we had two regular players who've
had multiple advances and two pilots who
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played previously but they hadn't for a
while, so their characters were not nearly
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as advanced to some of the other
veterans. We learned in Hannah's only previous
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session that she was Jewish. That
was a secret that she's got to keep
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under wraps, given the Soviet state
and their attitude towards religion in general,
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but Judaism in particular. And when
we last saw a Sana, she had
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survived a terrible crash with this hideous
compound fracture of her leg and returned,
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in this case in game time.
This is months and months later, over
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a year later, with a limp. We were in the RIOTNA duty station
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deep in the Beyelo Russian forest and
headed towards the German border. Right now,
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the Soviets are on the offensive and
the Nazis are in retreat and the
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pilots can kind of just smell Berlin
on the air right now. As FAR
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AS PLOT SYNOPSIS In this case,
the session began with a mission briefing.
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The mission was a stealth attack against
an SS unit composed entirely of Russian traders.
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So Galia assigned duties and they were
in the air after only a cursory
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reintroduction. Of The new pilots are
folks that we played with before, so
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we kind of gave them a quick
introduction and then just we're right up in
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the air. On the mission.
Oxana clearly was harboring some resentment that she
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had to bomb this occupied Russian village
in her last mission, the one where
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she crashed and got hurt. She
hadn't been told that she was actually going
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to be dropping bombs on a Russian
village that probably had Russian civilians in it.
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She was going to be destroying Russian
buildings and in particular, she blew
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up a church that was a historic
landmark and that really has kind of haunted
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her. Hannah, on the other
hand, is eager to go black to
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flying after having spent the last several
months behind a desk in logistics doing paperwork
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and requisitioning supplies, and she is
ready to get back on the front.
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So they're in the air and Hannah
isn't charge of wayfinding. She gets everyone
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there, but the beautiful clear night
means that the planes are visible from the
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ground and they encounter ground fire from
vehicle mounted machine guns that are among the
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trees on their path to the target. Fortunately, Ninas up hard and they
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actually avoid getting shot up. The
plane skates through unscathed. So they arrive
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at the camp and Oxana leads the
attack run, but here's the troops below
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singing Russian folk songs as they glide
in and drops her bombs early. So
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there's very little damage in this case. One of the things that can happen
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on attack run is the target is
not damaged in it's your fault. That's
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the reaction that oxanas player chose for
that particular attack run. The experience marks
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her and would kill Sasha, her
NPC copilot, because the way marks work
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is that that is the war kind
of leaving its imprint on you, and
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eventually those marks pile up until you
have to take the last one, which
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is and those marks will pile up
until you have to take the last one,
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which is embrace death. So PCs
have a limited number of these marks.
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But if an MC character, and
what other Games might call an MPC,
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one of my characters, the pilots, does not actually be being played
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by player character, if they take
a mark, that ends them. It
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may kill them instantly, it may
mean that they die when they land or
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they get hauled off by the Nkbd
or something like that, never to be
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seen again. But if an MPC
pilot takes a mark, then that means
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they are out of the game.
So in order to keep Sasha from getting
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eliminated, Nina steps in as a
vetemiah, which means that she can take
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the consequences for someone in another plane. So she takes that consequence to take
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the mark for Sasha. Ghalia follows
Oxana into try and complete the mission,
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making attack run of her own.
She actually sees the commander that they have
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been sent to kill, basically to
assassinate, and drops her bombs directly on
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him and he his retinue of guards, obliterating them. Nina and Hannah's plane
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is struck by groundfire, but Galia
moves in to protect them as vetemiah and
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takes on the consequences of her plane
being damage. One of her wing Guy
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Wires snaps and that means she's going
to be forced to actually make a move,
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a roll, to get her wheels
down to land when they get back
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to base. So they make their
way back to base that wing kind of
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rattling the whole way and when Galia
brings it in, her wing comes apart
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and the plane slams into the ground
on the landing, badly bruising and battering
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her and her co pilot and her
lack of care with the people's machinery is
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noted, so is everyone checks to
make sure Galia and Hannah are still alive.
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Tanya, who's the most zealous of
the MPC pilots, sets off towards
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the political officers cabin but Auxana catches
up with her and they have a talk
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and eventually Tanya let's Uxana know that
she prefers her as leader to Galia and
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convinces her that she should keep quiet
about her failure on the mission. So
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Galia delivers the debrief, as you
do after every mission. It doesn't report
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that anything unusual happened. She reports
the success of the mission, that they
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got the target that they were sent
for. When they get to breakfast,
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Sasha, who's Galia, is copilot
and the other NPC pilot, is loudly
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bragging about their assassination of the treacherous
commander, and the section is celebrated by
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the other pilots. They're toasted and
given extra little bits of other people's breakfast
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and stuff like this. Oxana meanwhile
decides that she's going to submit an official
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report that contradicts Galia's version of how
the mission went. So she hands that
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in the women all get through the
day. Nina is the personal project of
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the deputy political officer, which she
doesn't really love, so she tries to
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convince her to focus on Galia's heroism
instead, but this request of course,
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falls on deaf ears and the deputy
political officer increases the pressure on her to
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actually go on tour as a model
soldier. Now, in a previous episode
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Nina actually was made up and they
did a propaganda piece about her and Pravda,
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and so now they're wanting to follow
up on that, and Nina's not
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to thrilled about it. Galia and
Axana have it out, with Galia telling
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Oxana that she needs to decide if
she can do this or not. As
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they settle down to sleep, Olga
the mechanic comes by and tells Galia that
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they need one of her pilots to
help get her plane back in the air
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tonight after it got shut up,
which Nina volunteers for. It turns out
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that Nina's sense of humor helps keep
everyone's morale up and they get the plane
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fixed and ready for flight. Pilots
wake and they get their new mission,
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bombing a luftwaffe airfield which Galia pointedly
notes, has no civilians at all,
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just Nazis, and assigns Oxana to
make the attack run. The weather is
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foul with hum huge thunderclouds and lightning
in the distance. So Hannah leads the
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flight to the Enemy Air Field by
wayfinding. But they are forced to go
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through blistering heale that hammers the plane, pelts the pilots, and normally this
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means that there would be harm that
gets dulled out between the pilots enough to
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hurt them pretty badly. But Hannah, as a character, has an ability
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that lets her take one of those
marks upon herself to ease someone else's pain,
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and that erases their arm. So
Hannah takes that mark and erases Gallia's
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harm. Just all around smart move
for Hannah to trade that mark for erasing
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all of Gallia's arm. The storm
clears a moment and there is the Nazi
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base. Oxana leads the attack run
and her bombs hit the mark and planes
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and personnel go up in flames.
But as she flies up and away,
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the storm blows back over them and
her plane is struck by lightning. Now
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in this case this is a little
MC license that I took because as her
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consequence for the attack run, Oxana
chose enemy fire. I said, this
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is seeing how you deal with the
weather. So we frame that enemy fire
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roll as dangerous weather conditions, and
she just blew it. Plane is struck
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by lightning. It basically incinerates her
copilot, Sasha, and horrific Lily Burns
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Oxana as the engine just cuts out
and the plane plummets into the trees where
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it crashes and hangs suspended, you
know, like ten feet off the ground,
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something like that. As the Nazi
base SC rambles to respond, Gallia
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tempts fate to come around to allow
Hannah to use the mounted machine gun on
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the back of the plane to attack
a couple of motorcycles that have raced into
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the woods to go looking for Axana's
plane, and she sprays bullets sufficient to
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crash one of the motorcycles get the
other to take cover, buying oxanus sometime,
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Nina elects to make her own separate
attack run to suppress the response by
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the base and somehow manages to fly
safely through this hail of Nazi anti aircraft
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fire to destroy several of their planes
and give them enough time that they can
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get away and fly back without being
pursued. And in the final scene Axana,
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here's Tanya Moaning incoherently behind her and
cuts her throat to quiet her so
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that the Nazis don't find her,
then crawls away into the woods, probably
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mortally wounded. Will we see her
again? We don't know, but she
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just disappears, crawling injured into the
woods. Now we know that there's Soviet
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partisans out there in the wood,
so maybe they find her before the Nazis
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do. We don't know. That
was the end of the session so we
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left it at that. CLIFFHANG and
effects on his player comes back, will
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actually have a role to tempt fate, just to see what Axana's final fate
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turned out to be. Ending fictional
state for this one. The surviving pilots
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are in the air, returning to
the base for debrief to report the loss
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of aircraft to fifty three and it's
two pilots bad news. My favorite player
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moment from this game was Galia's hard
nosed assessment of the vicissitudes of war.
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This is Bethany having that talk with
Oxana. She noted that of all the
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missions they've been on, bombing Russian
traders were the ones who most deserved it,
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and she said this great line about
the Germans don't know any better,
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but these are our people and they
do, and that, more than any
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other mission she's been on, dropping
bombs on Russians who switched over to fight
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for the Nazis was the most important
one that they had done, and she
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had absolutely no cause to be upset
about that. It was a super hard
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nosed moment for a character that's been
fairly easy going up till now, and
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it was really great. I was
glad I was there for it. My
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favorite gming moment, the most fun
thing that I got to do. I
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am really enjoying playing the NPC's in
this run, but the highly thality means
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that the section and PC's those other
pilots sometimes don't last very long. I
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loved the conversation between Tanya and Axana, where Tanya got to quietly undermine Galia
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without implicating herself. She's been around
long enough that were kind of actually getting
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to learn who she is. Players
tend to hesitate to play zealots in this
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game because you have to portray being
a true believer in Soviet ideology. So
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it was cool to get to play
that out myself and be a representative of
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the the state intruding in on their
world, and I'm looking forward to continuing
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to quietly make Galia is life a
political mess. That is a fun thing
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that we've only touched on a bit
but is starting to ramp up as the
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war progresses. Missed opportunity. We
pushed the timing on this section so that
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we get that second mission in.
So it meant the end of the mission
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ran right up against our game end
time. We didn't get to do a
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debrief, so we'll have to start
our next mission with a debrief of that
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mission. It's an odd fit.
There is mission assignment at the beginning,
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then you fly the mission and then
there's a debrief for the second leader reports
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their commanding officer how the mission went
and if there are questions to be asked
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an answer, that's when that happens. It's not fit if you have to
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split them up and I don't like
to do it if I can avoid it,
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because the momentum of the session can
feel strange if you're starting cold with
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a debrief from what was an intense
mission the week before. That won't be
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fresh for everyone. You might not
even have the same players. In this
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case, Sarah, who was playing
Oxana, only dropped in this week,
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so they'll be a new pilot there
for that debrief who didn't even participate in
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the mission. This entire project has
been in experiment and some aspects of it
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have worked great for drop in play, but splitting missions in the debrief,
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that did not work in a way
that I really didn't anticipate how uncomfortable and
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unsettling it would be. So I'm
going to very much avoid trying to ever
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do that again. A thing I
noticed once again the dice gave me permission
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to just straight up murder one of
the PCS when Oxana blew that enemy fire
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roll. I could have just said
and the plane goes up and it's destroyed,
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but I always find that that's the
least interesting response, even though it's
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the absolutely sensible one in a war
zone. But in this case I saw
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something I maybe new intuitively but hadn't
consciously planned out, and that's by knocking
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usana out of the sky and mortally
wounding her instead of just killing her outright.
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The other pilots felt this huge obligation
to do stupid stuff to try and
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save her, even though it was
clearly impossible. If I just blew her
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plane up, they might have felt
bad for a bit but then just flew
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home, because what could they do? But knowing that she might even be
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alive, no matter how badly hurt, no matter how feudal their efforts would
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be, that was enough to get
them to do all kinds of risky,
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crazy things, which I can only
imagine is how things must happen in that
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situation, and it was great.
So that's all for this episode. Thanks
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for listening. If you're enjoying the
show, please rate and review it wherever
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you have found it. Check out
the show notes for a video of this
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00:17:23.920 --> 00:17:27.039
session, as well as further info
on the game that we played. As
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00:17:27.039 --> 00:17:30.400
always, you can follow me on
twitter at him likes games, and Buy
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00:17:30.480 --> 00:17:34.880
Games from me at my website,
Jim Likes Gamescom or to convention I attend
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00:17:36.000 --> 00:17:37.920
as a vendor. I'm never going
to have advertising on this show, so
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00:17:38.000 --> 00:17:41.839
buying games for me. That's the
way you support it if you'd like to.
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00:17:41.960 --> 00:17:44.799
Now, if you'll excuse me,
I'm going to go play another game