I'm working on another post, just my
general thoughts on an issue I've come across while doing game prep.
I started writing a short description of the progress I've made on my
pet projects, but as I wrote more and more about my projects, I
decided it would be better off as its own small post.
Project AK
I've decided to stop
holding it back, as soon as I update the rules with the results of my
playtest, I'll be doing a release post.
Eclipse Phase Adventures
I'm writing
a collection of Eclipse Phase scenarios I will be running as a
campaign eventually. They were initially just a set of scenarios I
was writing but I've recently decided to combine them into a short
campaign set up as a series of unconnected vignettes. If my players
are reading, and you know who you are, don't read them. You'll only
be spoiling it for yourself.
Steel Titans
This is the working title for a game in the mecha genre. It's definitely not rules heavy
or rules light, it's really more of a rules moderate game, if that
makes sense. There are two main concepts that I'm trying to get
across with the rules.
The first is customization, I could put
together a massive list of mecha and allow a player to choose the one
they like best, but I don't think that's very fun or authentic to the
genre. Look at Pacific Rim or
the Gundam series, in
these examples each of the protagonists mechas have a specific design
reflecting the personality and combat niche of its pilot(s). The
Jaeger Cherno Alpha is a heavy brawler focused on head to head combat
whereas Crimson Typhoon focuses on acrobatic combat and its unique
three pilot system. So allowing the player to design their mecha
allows them to fit them to a niche.
I
think I've mentioned wanted to do a game where combat is treated like
social skills are in D&D and other games of its ilk. That's my
second point, combat with pilots is just another way of solving an
argument. Not to focus too much on Pacific Rim but
there is a fist fight between pilots. It doesn't endanger any lives,
nothing is at stake except the argument between the characters. Also,
I didn't want to limit myself to a system that could capture the feel
of mecha combat and a fist fight between pilots with equal accuracy
(Something I think would detract from the authenticity of both).
Also, if the game is about giant walking tanks fighting, that's the
focus of the game. A fight between pilots is to the genre as doing
research in a library is to a dungeon crawl, it might reveal
interesting things, sometimes things that are vital to the plot, but
the action itself isn't important.
-Ink
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