flibbertygibbit @ flibbertygibbit @ttrpg.network Posts 17Comments 56Joined 2 yr. ago

Yes, original Battletech was simulating large scale mech warfare with collectible minis (let's face it though, most people just liked to paint and have them). The Battletech RPG (to my understanding) is that flavor adapted to a TTRPG.
If you like mechs and video gaming, I encourage you to check out the MechWarrior series. It is the video game adaptation of Battletech.
The site appears to be back up now.
And yes, at the very basic level, all these settings involve mechs. Lancer would probably be closer in theme to Evangelion, if you wanted to run it that way. Battletech would be a crunchy cousin, due to its roots as a war game.
I would like an excuse to buy Battletech, but just can't do it when I could play Lancer instead. Can anyone convince me I'm wrong?
I think I'll try this. Thanks for sharing!
That makes sense then. Double the time, double the things you learn from it.
If people are living twice as long in this universe, why would they not double the length of a term? Instead they've doubled the skills acquired per term. That doesn't make any sense given the context of living longer. Am I missing something?
You are welcome. I think the awareness of potential deals outweighs the risk of being spammy.
One of the player characters is a clone that was grown in a mindflayer laboratory.
If you’re a Cyberpunk RED player, please skip this post - it contains spoilers for Tales of the Red: Reaping the Reaper.
Well now I'm going to come back and read this extra hard.
Great resource. Thank you!
I have not seen this platform before but it looks appealing.
I'm sad that this post has been up for a couple days and there haven't been any replies. I wish there was more engagement on here aside from the memes. Thank you for taking the time to post it.
I was vaguely aware that this existed in the DMG, but I have never used it. I do like how it extrapolates the likelihood of hits based on the creature mechanics. In the rare cases I've ran mass combat, I just roll like single combat, but I apply the d20s for batches of baddies and apply average damage. I might divide the group into quarters and then roll 4 d20s for their collective attacks. There is also Mike Shea's assume a quarter succeed guideline, which is a similar deal but with no rolling.
What I struggle with is what mechanics to use when the characters are overwhelmed. It's one thing to use streamlined mechanics for when the characters are wading through enemies, cutting them down. But, if they get themselves into a situation where they are overwhelmed and on the ropes, the mechanics used could be life or death. I would hate to use a streamlined mechanic in those situations and have it result in a character death or a party wipe. Would the outcome have been different if I had used rolls for each monster? Who knows. It's just something I would think about in those circumstances.
Damn is that how it worked? I don't remember any of that, but it was a long time ago now.
Of the responses so far, this one brought me the most joy.
We call this cocktail hour.
That's hilarious. Is the item still floating around in there?
How did you come to play a gelatinous cube? What do the other players play?
This looks very cool and I love your commitment to the vibe. My mind immediately conjured a MIDI soundscape while I was reading it. I will definitely read it when you put it out. Thank you for sharing!
Also, what term are you using for the gamemaster? I see KC referenced but couldn't find a definition. I suspect it is 'knight' something.
Traveller Discord?
As the others have said, I just straight talk with my players. I don't mind if they take a different direction and I honestly enjoy when they take the initiative to do what they want. I don't try to force them back onto the railroad track, but I will save bits of whatever they would have encountered for later (especially if I've already prepped it!).
If, however, they are taking that exit because I gave them the wrong directions, I will try to get them back on track. I don't consider this railroading, but nudging them in a direction. My players are willing participants in the adventure, but they don't always pick up subtle clues. If they need some more-obvious direction, I try my best to do that without taking away their freedom of choice.
I am learning Traveller as well but have not taken on the starship combat yet. This looks much better than similar designs I've seen. I also like the general aesthetic. I will try it out with my group and see how it works. Thank you for sharing!