"As usual, you can ignore these elements and play as you want with group permission." I'd swap 'elements' to 'restrictions', so as to not give anyone explicit license to keep DADT in effect after 2011.

"It would be mechanically redundant to create separate profiles for Canadian, British, and Euro forces." Britain is part of Europe. (I'm also curious about how you plan to handle the very major differences that exist inside the various European combatants of the period. For example, while a lot of European militaries replaced their 7.62x51mm NATO assault rifles with 5.56x45mm NATO assault rifles during the 90's, some contributed to the wars in question while still using the heavier rifles as a standard. Examples of these would be Norway, which didn't replace their AG3's with HK416N's until 2008, and Portugal, where troops preferred the G3 and resisted efforts to replace it for at least a while while the conflict was ongoing.)
I was just thinking about how that language could be suspect. I fix! Thank you!

That difference can actually be handled by offering Euro players a choice between BRs, AR and auto carbines, and then being like "If your GM wants, they can restrict these choices to accurately reflect a single nation". That said, those differences are actually the kind of differences PATROL tends to gloss over. The stuff that will matter more difference-wise will actually be storytelling stuff, examining the casualty-averse, PR conscious nature of Canadian and Euro forces relative to the US. I'm probably going to handle it much like I handled the South Koreans in PATROL, giving them some perverse incentives in exchange for shinies.
 
So I got my skype group to play PATROL. Small squad, consisting of a Pragmatic Marksman( @azoicennead ), a Pragmatic Point( @Tahu1809 ), and an Egocentric Firebug( @Scia ) and 3 NPC Riflemen. Now I haven't run a game in a while, and I feel like I may have done my players a disservice, since I tried to make the game do some things it wasn't supposed to do.

The mission was fairly simple: Head towards the site of a helicopter crash 12 KM from the firebase. Retrieve any survivors, bodies, or dog tags. If there is anything glowing, backtrack to make contact, and then return to the crash site and do the hokey pokey. If required, destroy the helicopter so it does not fall into the wrong hands. Wear the issued bow ties at all times.

At this point, the base commander set his fez on his head and let the squad know that on a scale of one to "Democratic National Convention" the betting pool had their odds at "New Hampshire Primary." On exiting the firebase, a psy-ops copter finishes refueling and takes off, blasting Vivaldi at 140 dB.

There then follows a short IC argument about wearing the boots vs. not wearing the boots, because going barefoot somehow makes you go faster with no mechanical downsides.

The squad quick marches along the road to the village, where they encounter a farmer. They take time to talk with him, asking for any news or anything interesting happening in the village. The farmer gives them all the juicy rumors about who's sleeping with who.

The squad reaches the village and attempt to find out what's going on while alternating who gets to take rests. The Firebug attempts to flirt with a local lady and is rebuffed. They also refill their canteens.

The squad strikes out into the jungle when suddenly TIGER ATTACK! Except this is the rare Derp Tiger, because it FUBARs it's Conceal roll. The squad shoots the tiger, and it FUBARs the shock check and dies from injury. The squad decides to use the tiger's body for food, so I give them a bonus to Forage. The Point gets three success and two failures, gaining three food and two dirty water. (Much joking about tiger blood.) The point then decides that he wants to skin the tiger. But the Derp Tiger has it's revenge, because he FUBARs. The squad then decides that the best way to deal with the tiger corpse is to burn it, so they just kind of make a barbecue pit and dump the tiger corpse into it.

More hiking, and they arrive at the downed chopper. Except there are no bullet holes. The only damage on the outside is the paint being scratched from landing in the jungle. The back is full of unmarked crates, and in the cockpit, every dial and gauge has been neatly removed from the panel and set on the co-pilot's chair.

They pry open the crate and find unmarked ammo cans that look slightly off. The Point takes his tool kit and ties to repair the copter, but he keeps FUBAR'ing. It's not like he needed those vacuum tubes anyway. Meanwhile the NPCs have been trying to get the ammo cans open, only to find that under the lid was another lid with a 5-dial lock. Shooting the lock didn't work, and after attempting a Defuse/Disable Trap action (because there are no mechanics for lockpicking at all, HINT HINT) they find that the contents of the ammo can are glowing.

Squad then decides that since it is impossible to contact Command, they must do the Hokey Pokey and then destroy the copter. While setting up the trail of fuel for use as a fuse, they find a neatly arranged pile of dog tags with the names scratched out. The Firebug then spends all the fuel left in the tank of the chopper and one of his own fuel to have pool of fifty six(!) for arson. He lights the entire [expletive] mountainside on fire, and the squad quick marches back to the village. They rest a bit, and then head back towards command, arriving a little over twenty four hours after they left. On the way in to the firebase, they pass a squad of special forces practicing precision maneuvers on their red tricycles.

End result, ~10XP, 1 permanent fatigue, and figuring out that I need to send the team on longer missions where they won't be able to take time to rest for two hours out of every six.
 
You forgot that I ordered everyone to remove their boots before we started marching so we could move faster.

EDIT: Oh, wait, no, I just skimmed over it. Stupid speed-reading habits.

It was fun.
 
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I would like to point out that your characters are all fucking crazy for ditching their boots.

Also, that they should be hobbled by the pain of a hundred accumulated cuts and scrapes on their feet flaring up every time they try to walk.
 
Also, holy shit, that's definitely Saigon Gothic. I have a few ideas of things to fix, so I'll shoot out a new test document in the next few hours.
 
Just need to replace the Jenga tower with some other mechanism using dice! Like rolling a d6 every time you're supposed to pull a block. On a 1, escape time!
"1d20 + number of dice rolls made so far in the game" probably gets closer to the dynamics of a Jenga tower than a d6 :)
 


Just some thumbnails, but the new cover is on the right. I decided to put some colour into it so that it'll stand out on the shelf a bit better, and I used a process for the image that is much more consistent.


Adjusted the text, too. Ditched the "Core Rules" part because its dumb and obvious, and added my name to it because I'm awesome and people deserve to know that.
 
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I'm curious- are there any already-existing RPGs you take particular inspiration from, or other writers?
 
Also, holy shit, that's definitely Saigon Gothic.
Any particular bits that fit well?

My group decided that Saigon Gothic pretty much meant that everybody was on drugs. (Clearly, Derp Tiger was stoned.). High command is on drugs, your buddy is on drugs, the locals are on drugs, the enemy is on drugs, and you are on drugs even when you aren't.
 
You forgot that I ordered everyone to remove their boots before we started marching so we could move faster.

EDIT: Oh, wait, no, I just skimmed over it. Stupid speed-reading habits.

It was fun.
Did something change? No boots means you count as having more weight, and thus move slower. There's some awkward wording there, but it's pretty clear what was meant.
 
Did something change? No boots means you count as having more weight, and thus move slower. There's some awkward wording there, but it's pretty clear what was meant.
The intent is clear, but every other instance of things slowing you down says to go down the table, but the boots clearly say to go up. Thus, taking off your boots makes you go faster, if you follow the rules precisely as written.
@samdamandias decided this was amusing, and the absurdity fitting for Saigon Gothic, so he rolled with it.
 
I'm curious- are there any already-existing RPGs you take particular inspiration from, or other writers?
I'm a big fan of Vincent Baker, (Apacalypse World, Dogs in the VIneyard) Luke Crane (Burning Wheel, Mouse Guard, Torchbearer) and the guys from the Geeknights podcast and their RPG theory panels and podcasts.

In terms of individual games, my biggest general inspirations have generally been Torchbearer, Burning Wheel and Everyone is John, but I've been doing a lot of reading and playing over this last year, as I'm actually fairly new to indie RPGs outside of those. My current obsessions are Inspectres and Monsterhearts. I really started writing seriously while trying to fix Dark Heresy. It's a toss-up between that game, the old Firefly RPG, and D&D 3.5 for which game I've actually played the most. The first game I ever played was Palladium's System's Failure.
 
What color is "American"?

Platinum Blonde? Red white and blue? The color of the downy underfeathers of a bald eagle? These are important questions that need answers if I am to properly role play a Tactical Waifu.
 
What color is "American"?

Platinum Blonde? Red white and blue? The color of the downy underfeathers of a bald eagle? These are important questions that need answers if I am to properly role play a Tactical Waifu.
I was originally going to write "blond" there, but American was funnier.
 
I have just realized it is possible to make a typically violent personality be excellent at being cute and horrible at inflicting violence, and make the typically cute and/or demure personalities masters at hurting people and breaking things.

My new sights make my automatic grenade launcher so kawaii! Sempai is sure to notice me now!
 
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