Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
So the bug to run, or at least work how the details on how to run, a Virtual Mekton game in GURPS. Virtual Mekton for those who don't know is a fan setting for the very old Mekton Zeta RPG that applied the Yu-Gi-Oh Serious Business formula to piloting Mechs in online multiplayer, and allowed players to customize their Mechs.
As GURPS Mecha is naturally one of my options for actually designing the Mechs I need to know people experiences with it, particularly with the construction rules in players hands. |
Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
I've gamed with people who know Vehicles 2 better than I do, and I've given players construction options in mecha games, but I've never said "here's Vehicles 2, get back to me with your designs." That way seems like it would lead to madness.
Instead, what I've done is create a reasonable range of chassis, weapons, and other vehicle equipment, and set out guidelines for modifying things. So a scout mech chassis has so much speed and armor and can carry 1 light and 1 medium gun, and you can increase speed by X by reducing armor by Y or reduce speed by Z to add another medium gun. If I had players that were more interested in vehicle design and we had a common set of tools like Vehicle Designer, I might be willing to collaborate on designs. But I wouldn't do that for everyone, only the most avid designers, and everyone else would get the pre-approved designs and guidelines for modification. |
Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
Honestly, I don't think using vehicle construction rules does a good job of emulating the mecha genre -- better to just treat it as a supers genre using character creation rules.
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Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
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That said, I do think essentially making a simplified design system for your players to interact with, rather than having them build things themselves in Vehicles, is likely to be a good idea. Particularly if not all of your players are hardcore gearheads. |
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Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
As I'm usually the rules guru for most of my group, when I gamemastered GURPS Mecha! I didn't gave the full rules to the players, I did allowed them to upgrade but I asked what they wanted to do and I suggested some solutions.
In that particular campaign none of the player characters where engineers nor anything similar, so it was mostly roleplayed with the engineer and technical NPCs, a good attitude and I influence roles allowed for more changes to the original chassis. On of the players was a bit of a programmer and battlesuit nuts, inspired a bit by Chirico from AT-VOTOMS and I allowed him to fine tune the different control programs in his battlesuit to get some bonuses, but was not really any change in the construction process...it was more like downtime investment to get some bonuses during the next mission type of upgrades. |
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Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
Due to armor weapon mounts instead of arms is better.
To help with the absurdity of mecha in my setting I made all mechas TL9, meanwhile most vehicles were TL8 and spaceships TL9 with some TL10 components. So mechas are advanced tech that don't translate to other vehicles...because of some advanced physics concepts that work in a mecha universe. Even then vehicles where not pushovers, all my players feared the big tanks, land frotresses and swarms of cheap vehicles or infantry when they dealt with them. I designed it that way to have the right feel of the setting for me. If you allow players to create things with no constrains you risk them breaking the setting, not just because of abuse of the rules but because some things will stop making sense if allowing some options. Ultra tech settings are a delicate and balanced echosystem. Specially mecha and space opera types. |
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*Roughly speaking, after the target attempts their Dodge, if the ship is still hit then the shield gets a defense equal to 10+Piloting/2 (plus any bonus for Combat Reflexes), except 17 and 18 aren't automatic fails (so having Shield Defense of 18+ means no roll is necessary - but shields can be depleted from multiple hits) and Deceptive Attack doesn't necessarily have any impact. On the side of offense, if Piloting exceeds your attack skill (or attack skill after accounting for Deceptive Attack), you impose a -1 to the target's Shield Defense for every 2 points Piloting is in excess... but if you're using Rapid Fire, whatever bonus you're getting to attack also applies to the target's Shield Defense. Additionally, only if you fail the Shield Defense outright will any of the potential hits get past the shield, and at a rate of only 1 per MoF. Rapid Fire often needs to rely on depleting a shield rather than bypassing it. For other options from fiction, in Neon Genesis Evangelion the mecha were actually living creatures bound in metal, while in Gasaraki they were made from alien-tech synthetic muscle that could "learn" and worked a lot more effectively in a humanoid form; they were also rather low-density and could scale buildings to fire off rooftops, making them a lot harder to fight in an urban environment... although a lot of their success came from the fact they were brand new and OpFor had no idea what they were dealing with. |
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Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
I'm no great expert, but I don't recall a setting in which Mechwarriors are also Mech designers - customising and tinkering are common, but a full design and build not so much. Makes sense for the players - like their characters - to get the mechs they are issued with (or otherwise obtain) and then do the best they can with them.
Sort of like driving a fighter plane is exciting, being an aerospace design engineer has much less gamability. Of course, being a test pilot - which lies between the two - is well known to be exciting, but often for the wrong reasons. So is being issued a design that wasn't tested properly... |
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Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
Instead of using the full GURPS Vehicles and GURPS Mecha rules from 3E that are really complicated for anyone who doesn't like a lot of math and spreadsheets, you can use the much simpler rules from 4E's GURPS Spaceships. Those rules are much easier for players to use.
You'll want GURPS Spaceships, GURPS Spaceships 4: Fighters, Carriers and Mecha (which introduces Mecha), Pyramid #3/40 - Vehicles article Mecha Operations which gives more mecha options and examples, and possibly useful but not needed Pyramid #3/34 Alternate GURPS article Alternate Vehicles which has a few more drivetrains and ground performance rules. That I wouldn't mind giving to players to customize as it wouldn't drive me insane trying to proof read/approve the design, unlike trying to do so for something built with vehicles. I'd reserve 3E's GURPS Vehicles for things I built myself only, which defeats the purpose of sharing with the players. |
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If something like that sounds interesting to OP, I might be able to recreate at least a rough draft of that system. Note the relevant Spaceships books would be necessary to use it. I'd also need to know what sort of power plants your campaign will be using - high-density energists simplified things for my purposes, but those may not be appropriate for you. |
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Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
So you can read up on Virtual Mekton here: virtualmekton.tripod.com but the TL;DR is that PvP Mech game that uses MechWarrior style piloting pods goes Yu-Gi-Oh big, at least among children. As in-universe PvP is the majority of the fights, customization is important because otherwise fights are going very samey and any option available to whatever Op forces I create must also be available to the players.
That said customization options will be locked until after the first tournament or two, and even thenthey only be able to change a Mechs loadout at fist, not full design rules, they come later. |
Re: Has Anyone Ever Given Their Players The Construction Rules In A Mecha Game?
It sounds like you have your answer: stock designs at first, then weapon loadout changes, then possibly more extensive redesigns.
You may want to recruit an avid player or two as a vehicle designer to reduce your work load, but there's no need to go full on design sequence for everyone. |
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