Article View: rec.games.design
Article #667Re: Desinging a mecha game
From: Bryce Koike
Date: Mon, 16 Nov 1992 16:35
Date: Mon, 16 Nov 1992 16:35
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2969 bytes
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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Path: arc1-ca.pugleaf.net!sparky!uunet!walter!qualcom.qualcomm.com!network.ucsd.edu!sdcc12!sdcc13!bkoike 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 References: <1992Nov15.204636.2727@bvc.edu> Sender: news@sdcc12.ucsd.edu Organization: University of California, San Diego Lines: 57 Nntp-Posting-Host: sdcc13.ucsd.edu