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Welcome to Mecha Monday! Here we dedicate ourselves to mecha RPGs, wargames, and boardgames alike. Here we start games, tell campaign stories, share resources & assets, and seek advice for our games and homebrew.
Assorted Mecha Goodness:
https://pastebin.com/E2wi55AZ
Embryo Machine Translation:
https://drive.google.com/drive/folders/1r_cjOLuUp3HussVRhbQYU3G0zK6hwy 1r
Lancehounds Homebrew:
M3g4 folder/eMEBUbCL#kj2FRrlqTa-02U16XpnVRg
Previous Thread:
>>97226240
Question of the Thread:
What are good narrativist devices to use in mecha game? (Especially a game about Super Robots?)
Thread Theme:
https://www.youtube.com/watch?v=nBvViQnjRk4 [Embed]
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>>97490656
>What are good narrativist devices to use in mecha game?
Nothing. If your mechanic doesn't map reliably onto the game world, your players can't use it for creative problem solving and it is therefore shit.
If you want your game to run on cartoon logic of some flavour, make a universe that works that way.
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>>97490656
For super robots I think the way BCG handles tension and finishers works really well because it gives you an incentive to actually try and finish people with your finishers instead of spamming them
>>97490910
Buddy I have news for you about most super robot shows
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>>97490656
>TQ
Hmmm. I don't know shit about narrativist mechanics, admittedly. I'm old like that.
>>97490910
Well obviously you just don't like narrativist games/mechanics in general.
>>97491088
How does BCG handle finishers? Please and thank you!
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BleedingHussars anon here. I've finally got full PDFs for my AGE hack of Lancer out. it's, to my understanding, fully playable and includes all rules relevant to the AGE System and all changes to Lancer that makes it compatible. very much looking for feedback.
https://7thsealgames.itch.io/lancer-for-age
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Any GMs here that use Foundry? I'm trying to find some good mecha systems but I can't find any and I really don't want to have to build another one myself using the generic systems on offer.
If push comes to shove I could just import a fillable pdf sheet with no automation, but my playoids are accustomed to bells and whistles. (And I don't want to run Lancer.)
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If I want a grounded, retro military aesthetic for my mechs (like Metal Gear Rex, that big spider tank Kusanagi fights, Keloid, maybe Chappie (not customised)) what are some good ground rules to put in place and work to crib from?
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>>97501872
From what you want I guess Mecha should be non/vaguely human brutalist designs with alternative modes of transportation mainly being two legs or quads.
>>97501872
If it works, it works!
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>>97502107
First half for >>97501247
Oops
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Slow week, huh?
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>>97496907
Rocket fist that can be converted into a rocket bike. If that isn't sufficiently "mecha" for you, detachable non-rocket fist that becomes a five-legged spider mech for excursions.
Microgravity construction rig that has a gyro-stabilized transparent sphere at its core, and multiple limbs extending radially from it.
>>97507446
From the safety of anonymity I can admitdepression is back and hitting hard, which makes it hard to engage with the thread, among other things.
Oh, but I did finish my rewatch of Double Zeta and Char's Counterattack. I forgot that Hathaway was a stupid little shit there, too. I don't expect the new movie to improve my opinion of him.
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>>97496907
>What kind of shit is this Mecha lol, it looks cool.
https://yugioh.fandom.com/wiki/Ryzeal_Detonator
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LANCER related: Tom Bloom is GMing a new campaign with two youtubers
https://www.youtube.com/watch?v=MIcxmZFTd_M
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In your opinion, what makes a good AC name? Give me some good examples I can work with.
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>>97513440
I GM a Pathfinder 2e hack that essentially turns it into Armored Corewith furries but don't worry about that part
The basic gist is that the players are monster hunters who pilot mechs to fight monsters and do all sorts of odd jobs as some kind of civilian militia mercenary thing. There's a mech industry because the world found out a magic system that lets them move humanoid bodies easily = easy to build mechs that can be used for a variety of things after a huge monster war.
The important part is that mech building is not just about making a loadout, it's part of your expression and personal aesthetics. In armored core games you can see this with the ACs, colors and weapons being important to the characters personalities and stories in the games. In my setting, this isn't just a quirk, it's *incentivized*, as having your personal aesthetic and marking on the world is just as important as your achievements, as that's how people will find you and remember you for.
Every. Single. Time. A player has to build a mech, I always tell them to think of the IDEA first. What the perfect mech should look like in their heads, and THEN they go into my parts and weapons document to try and build it out. And it works. None of my players play mech games or care about mecha that much but they all "got it". They built functional mechs from a gigantic parts and weapons list that works and they have gameplans and upgrade paths and shit, and they fight well because of it. And due to mechanical ateliers present in my setting, they get to style their mechs however they want full of liveries and personal colors and meaning.
Yes, the big robot with simple color scheme and bright lights is cool, but it's cool *because it means something*. The cold metal with a single expressionless eye, too, means something. It needs meaning. It needs expression. Making a mech is art too.
You can't throw away the humanity in a genre about making metal look human.
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has anyone played, or even interacted with the kits for ember obsidian?
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>>97516655
>>97516672It's not in english right now and the parts are mostly only up to Level 1-4 (though the feats/talent system are up to Lv. 20)if people are interested I could translate its current version to English. Currently it's progressing alongside my player campaign
Here's an example image of parts and weapons I made and quickly translated as an example
Basically it's like PF2E but instead of a single character you build a pilot and a mech. The pilot is built with talents appropriate for their level that grants them PF2E feats. Mechs are built out of parts that define their stats and feats.
The pilot can pick between two cockpit types: Standard and Tracking - Standard lets the pilot use the combat feats the mech has access to, but ignores the feat the pilot has, while Tracking ignores the feats the mech has gained through parts, but is able to use the feats the pilot has. Some feats are exempt from this rule and are generally pilot-only or mech-only.
Combat is PF2E but there's a G-Force mechanic where it's essentially a 0-14 counter representing your risk. Using feats and special mech actions makes you gain G-Force. G-Force has a "tolerance" at its halfway point, where, at the end of your turn, you make a G-LOC roll, and if you fail, you enter G-LOC. If at any point you hit your G-Point limit, you enter G-Blackout intermediately. G-LOC is like a near-unconsciousness state, but you can try waking up from it in your turn and with help from allies, while blackout is practically becoming unconscious.
There's a free action every mech has access to called Boost that gives you 3Gs, and it gives you: a half Stride/Step, a stackable AC bonus, and an extra Strike/attack action. This lets you essentially try a crazy 7 attack turn in a single round at Lv. 1, but you can go into G-LOC and get fucked afterwards. MAP has also been heavily changed to make combat a bit less risky, with weapons like pistols having low recoil.
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>>97517709
fun pun based on the AC's fighting style or a joke about how the pilot perceives it. Think about how TAC Callsigns in the military are not given by the person, but those around them to describe their attitude
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