Flying Circus - Ghibli Inspired Aviation Fantasy RPG!

Being a Canadian, this adds a hefty 9 dollars to the price tag. I'll wait until later in the month before I know I can be covered by a cheque.
 
Ooh, Ghibli inspired table top game with airships? Sounds neat.

...Wait, where did my money go?
...Where did this PDF come from?
...How did all these character sheets appear?
 
So... Flying Circus is now the #1 seller on DriveThruRPG, and the #1 selling Physical Game on Itch.io.

I'm... speechless, honestly.
 
We should coordinate so that as soon as it slips to second place, a new wave of purchases happens, in order to keep it in the #1 spot for as long as possible. :D
 
Now comes all of the Kickstarter inspired expansion PDFs... that and the physical copy version of it.

Featuring, to expand on what they mentioned.

--Historical WWI setting.
--Historical WWII setting.
--WWII setting... but fighting aliens.
--Smugglers On Blimps!
--Magical Girls in Jets.
--Space Rules! Yes. I'm assuming you can do a Star Wars (or any other setting with space fighter planes) with these, considering there was a Star Wars Quest that kinda based itself on the rules at one point.
--Possibly more.

Like, seriously, just look at this Stretch Goal, it's kinda beautiful:

$15,000 - Blimpleggers! - MET!

In conjunction with System Mastery podcast, this airship-centric setting puts you in control of bootleggers smuggling magical booze under the nose of the Fuzz in your highly modified airship. Intended for team play aboard one balloon, with a series of special playbooks.
 
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--Historical WWI setting.
--Historical WWII setting.
--WWII setting... but fighting aliens.
--Smugglers On Blimps!
--Magical Girls in Jets.
--Space Rules! Yes. I'm assuming you can do a Star Wars (or any other setting with space fighter planes) with these, considering there was a Star Wars Quest that kinda based itself on the rules at one point.
--Possibly more.
Lets not forget the Ace Combat module. :V
 
Speaking of airships I just figured out a way to get a carrier airship on the cheap: hunt down whalers, give them to a town that outlaws whaling and keep the airship so you can turn the processing bay into a hanger and landing strip.
 
Speaking of airships I just figured out a way to get a carrier airship on the cheap: hunt down whalers, give them to a town that outlaws whaling and keep the airship so you can turn the processing bay into a hanger and landing strip.
The problem is that

1) You'd have to capture a whaler intact, and they can defend themselves
2) You'd still be flying in a whaler airship. It's bad optics, and probably haunted or something.
 
Once I throw the airplane building rules out a bit more widely, very easy!

Ok i bought it and i am in love.

Literally the only thing i am concerned with by moving the tech level up is numbers inflation. With higher tech planes have bigger number, I worry about those numbers drowning out the mechanics.

Any insight for solutions? Or am i worryingly over nothing?
 
Ok i bought it and i am in love.

Literally the only thing i am concerned with by moving the tech level up is numbers inflation. With higher tech planes have bigger number, I worry about those numbers drowning out the mechanics.

Any insight for solutions? Or am i worryingly over nothing?

If you don't want to throw biplanes against jets, you could probably do a sliding scale/adjustment where the numbers stay roughly in proportion relative to performance, I imagine. But I'm not sure if Sketch has thought that out yet or not.
 
If you don't want to throw biplanes against jets, you could probably do a sliding scale/adjustment where the numbers stay roughly in proportion relative to performance, I imagine. But I'm not sure if Sketch has thought that out yet or not.
Based on this divide the plane by "Era" and have some rules for if a later era plan shows up in an early as a boss encounter.
 
yeah if you move the tech up, it actually has really interesting natural effects beyond 'number go up'. after a while languishing in the twin spinner MG era guns suddenly and hugely outpace aircraft toughness, and the whole time handling is going down while speed and strain is going up. but pilot tolerance for g-forces doesn't scale with plane tolerance...

so rather realistically, a ww1 game is a punch-up brawl while a WW2 game is high speed rocket tag where not passing out is a serious concern
 
I'm intrigued, but I need to ask a very important question: can it handle space? I see a reference to a Star Wars quest above?

Using speed as a currency sounds excellent, but how fundamental are the altitude mechanics? Because there isn't a nice big gravity well in space to scoop more speed out of.
 
I'm intrigued, but I need to ask a very important question: can it handle space? I see a reference to a Star Wars quest above?

Using speed as a currency sounds excellent, but how fundamental are the altitude mechanics? Because there isn't a nice big gravity well in space to scoop more speed out of.
right now it can't, but i plan on putting together a rules pack that will tweak it so it can. without altitude to play with, my plan is to give more ways to interact with Speed
 
I am suddenly reminded that the Star Wars novelization mentioned 'distortion field generators' as the excuse for why combat over the Death Star resembled WWII fighter footage.
 
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