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Article #667

Re: Desinging a mecha game

#667
From: Bryce Koike
Date: Mon, 16 Nov 1992 16:35
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In article <1992Nov15.204636.2727@bvc.edu> meierdalepau@bvc.edu writes:
>
>	I realize that many of you are busy trying to design an RPG through 
>the 'Net, but I have a question maybe someone here could answer.  What do I 
>need to consider when designing my own mecha game in the way of a rules 
>system, equipment, and other materials (i.e. background history, mecha 
>construction, etc.)?
>
>Dale Meier

#1.  Role-playing
	The biggest problem with some of the more popular mecha
games (Battletech coming to mind first) is the lack of good
role-playing mechanics, if any.  I'd like a good role-playing system
that WORKS.  (R. Talsorian's combat rules are awful...they don't
work and they're too disorganized.  Combat's just one example and is
hardly The Whole Thing.)

#2.  Organization
	Keep your information well-organized.  Include a page of
charts/whatever that people can printout (if being distributed
electrinically) or photocopy (if being sold...whatever).  Don't
scatter things.  Remember the things your English teachers taught
you.  (Grin)

#3.  Flexibility
	Don't force people into a single corner (a la Robotech).
Allow some freedom.  Include rules for battlesuits up to larger
mecha.  Maybe even allow conversion rules to other systems (I'd die
for this...).  Make sure the rules work, of course.  It would also
be nice for there to be various rules to alter the strength and
power of the mecha designed ranging from the near future style of
mecha play to the far future.

#4.  Gaming Style
	Offer rules that will allow for cinematic as well as
realistic play.  The main problem with all the generalization I'm
asking for is that you lose out on detail here and there.  You've
got to decide where to stop and where to go further.  It'd be great
to play with True Lumbering Mecha as opposed to the anime tank
stompers (although they'd prolly get pretty messed up...but still).
	That kind of stuff.

#5.  Gaming World
	If you're going to offer one, offer a good one.  Don't go
the R. Talsorian way with Mekton II and offer a brief shell (and not
a really good one at that).  Those pages would have been better used
for more rules or SOMETHING.  But that's life.

#6.  Illustrations
	If this thing is ever going to be printed, don't put in lame
illustrations and don't stick artwork in for the sake of artwork.

	Well, all this sounds so simple when I say it.  From
experience, though, fulfilling all of the above suggestions is far
and away from simplicity...
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From: bkoike@sdcc13.ucsd.edu (Bryce Koike)
Newsgroups: rec.games.design
Subject: Re: Desinging a mecha game
Message-ID: <41043@sdcc12.ucsd.edu>
Date: 16 Nov 92 16:35:01 GMT
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