System for Mech Game
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Hey all,
I have an idea for what I think will be an interesting sci-fi game filled with mechs and space combat, but I was wondering if anyone knew of a good system for it that would integrate well with Ares. I’m a coder noob so I’m pretty useless on that front.
Any input would be valuable!
Thanks!
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Not sure about the integrating with Ares part, as I’m a noob to Ares.
As far as mech / ship games, there are a lot of options (these are just the ones I’m aware of):
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Battletech + Strategic Operations - The OG in the Mech combat scene, Battletech actually has coded stuff for other codebases you might be able to modify to add into Ares. Strategic Operations adds rules for space ships and aerospace fighters.
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Lancer + Lancer: Battlegroup - In my opinion, this is the new hot mech game. Where the tech in Battletech is a product of its time (the 1980s), Lancer updates that tech stuff to make more sense given current tech (Mechs are 3d printed, people can be backed up onto a hard drive type thing and restored to life if they die) along with a more anime art style.
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Mekton Zeta - Old school R. Talsorian game inspired by Gundam and Robotech. Lots of flashy anime space / mech battles. Uses Interlock System, which is a precursor to the Fuzion system used in Cyberpunk 2020 / Red.
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Armored Trooper VOTOMS: The Roleplaying Game - Also published by R. Talsorian, this is based on the anime of the same name, which was a more hard scifi look at mecha. As I recall the PC death count is mechanically high because the science that makes the mecha work also makes them highly flammable.
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Heavy Gear - Dream Pod 9’s first game. It has roleplaying rules in older editions, but the current version of the system is basically just a wargame.
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Jovian Chronicles - Another Dream Pod 9 game, this is a full RPG with many supplements expanding the available mechs and spaceships. Based heavily on Robotech / Gundam / Macross.
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Battle Century G Remastered - Another anime based mecha game. Uses a simple d10 roll for its mechanics. Can’t comment too much on this one, as while I own it, I haven’t actually read through it completely.
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Beam Saber - Anime inspired, Forged in the Dark rules set. Has rules that can be adapted to space combat, but I wouldn’t suggest it for a MU, as Forged in the Dark games have mechanical issues when you try to upscale them to even a small MU in player count.
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@Superbia
FS3 comes packaged with Ares and has support built-in for vehicles. The default options are geared towards Battlestar Galactica, but you can configure your own without needing to code anything new. -
Eldritch Automata is a Post Apocalyptic Strand-Type game where your RP with others helps you build connections you can lean on in times of trouble to help you survive and maybe even succeed.
There is no mechanical difference between ground combat and mech combat, for Metaplot Reasons, but that’s just handwaving. Your mechs are protected from devastating attacks by an Ego Shield, so as you take damage and battles look closer to defeat, you suffer mental trauma because it’s literally chipping away at your Ego. Healing is as much going to the medics as it is seeing a therapist (or, since this is the post apocalypse, trauma dumping on your friends).
You have archetypes that influence how you recover Ego Damage (and also maybe how you can help others heal theirs I forget).
TLDR, Eldritch Automata is Cthulhutech where there are mechanics for you to yell at Shinji to get in the fucking Robot.
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@Jennkryst said in System for Mech Game:
Cthulhutech
I completely forgot about Cthulhutech. That is another RPG with mechs and spaceships, though in the second edition, they aren’t starting with mechs in the book, rather waiting for the introduction of the mechs until later.
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If you aren’t a coder, I would get familiar with what Ares and FS3 can provide as a base and work with your game from there. The less you have to code, the faster you will be able to move.
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@MisterBoring said in System for Mech Game:
Not sure about the integrating with Ares part, as I’m a noob to Ares.
- Lancer + Lancer: Battlegroup - In my opinion, this is the new hot mech game. Where the tech in Battletech is a product of its time (the 1980s), Lancer updates that tech stuff to make more sense given current tech (Mechs are 3d printed, people can be backed up onto a hard drive type thing and restored to life if they die) along with a more anime art style.
Awesome game in an awesome setting (especially the Karrakin Trade Baronies) by an awesome creator. Unfortunately, it is probably compatible with FS3. FS3 is a rather unique skill/resolution system that I don’t think is really compatible with most TTRPGs without heavy modification to either the code or the overall TTRPG’s mechanics.
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Depending on what type of Mech combat you want, FS3 will work brilliantly or not at all. I’ve worked on two different ways to handle Mech combat in FS3, with varying degrees of success.
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Just use them as vehicles. This works best for 30-40 footers that are effectively giant armor or walking tanks. It’s simple, it’s straightforward, and it’s going to be very clean and easy.
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Multi-part mechs. This works best for a Pacific Rim scale, alongside kaiju or something like it. You have separate ‘vehicles’ for each of the limbs, so that they can each take damage separately and you don’t get lucky one-hit KOs. It’s definitely more complex – both for GMs and for players – but absolutely doable.
If you’re interested in making FS3 work for mechs, I’m always up for talking about implementation of unintended systems into FS3.
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