"By day: paperwork, gossip and love. By night: a plywood biplane over German lines."
Jason Morningstar's Night Witches runs on the Apocalypse World engine and follows the real all-women night bomber regiment of World War Two. Two hundred women and girls in outdated Po-2 biplanes flew against the invaders for 1,100 consecutive nights, and the Germans called them Nachthexen — "night witches". Play splits into Day (life on the airfield) and Night (combat sorties), and the GM role passes around the table.
- you want a historical war drama about the real women bomber pilots
- your group enjoys mixing airfield politics by day with deadly sorties by night
- you like rotating the GM role around the table
- you want escapist adventure with little historical weight
- your players dislike heavy themes like grief, sexism and wartime loss
- you want a tactical air-combat simulation
The Eastern Front of World War Two. The regiment flies from open fields right behind the front line. To each other they are sisters; to the Red Army Air Force, an infuriating feminist sideshow — with political officers and the NKVD always watching. Play it as a single two-hour session or as a campaign that follows the regiment across the whole war.
Day and Night
Day has its own moves: scrounging what you need, acting up like a hooligan or a lady, reaching out to someone. Good day moves feed a shared Mission Pool that helps your rolls on the night's sortie.
The sortie, step by step
Night plays almost like a mini-game: find the target (Wayfind, +Skill), bomb it (Attack Run, +Guts), survive the flak (Enemy Fire, +Luck) and land a damaged Po-2 (Wheels Down). Every partial hit leaves scars.
Marks and Medals
Stats are Skill, Guts, Luck and Medals. Marks are the war's toll on the psyche: give your aircraft a personality, acquire a superstition, suffer the death of a friend. Take too many Marks and the only one left is death.
Rotating GM
The GM role moves around the table: if your pilot is killed or hospitalized, you take the GM's chair for a while. The "Moving West" advance also makes whoever takes it the new GM.
Open in Session Zero to let every player vote and see the results.
