Showing posts with label incomplete thoughts. Show all posts
Showing posts with label incomplete thoughts. Show all posts

Sunday, May 1, 2011

Playing with War of the Mecha

Got in a game of War of the Mecha this weekend.  Two players, one lance each.  I was hoping to try the Clan Invasion expansion but that more sort of just didn't quite happen.
 
The size of the clickymechs (and the Blockhead gashapon) was dealt with by doubling the distances/speeds given in WotM.  Also, I said that a 45° turn costs 1" movement.  Dead simple rule adjustments.
I still find remarkable how a one-page game catches so much of the essential feel of the full Battletech rules.
The only quibble I have with WotM is the critical hit table.  There's a one-in-six chance of the critical hit not being a critical hit.  It's the "no soup" principle explained by another game-blogger I can't recall or track down at the moment.  There's no mechanism in WotM for losing heat sinks, so I may house rule the chart to say lose 1d4 heat sinks instead.
I lost this battle, but what of it?  I'm more worried about how easily those trees were knocked over which now that I think of it makes sense what with those giant robots rampaging about.

In future games I want to add brief and simple rules for all those clicky armoured vehicles.  Strange and startling it may sound, but first edition Critter-Tek has just what the doctor ordered.

Integrating microMechwarrior looks to be easy, too.  Instead of the Battletech conversion given in mMW, just use the usual Target Numbers from the stats.  Normally this would make hitting the target with ranged weapons way too difficult and slow the game down.  However the Target Number will be not for short range, but medium instead.  Short range gives a 2 point bonus to-hit, long range a 2 point penalty.

And from there I just have to figure what sort of campaign might go over best.  Straight up bring-n-battle slugging matches, or some light roleplaying leading into the fights.  I don't know.  Depends what I can coax the local players into doing.

Oh, and I need to make up some cardstock buildings too.  I keep forgetting those.

Monday, February 28, 2011

Dungeon #4

Clearly the Dyson Logos Hatching is the industry standard in dungeon geomorph fill.

I'm starting to wonder what sets the morphs apart from each other.  Take this one, f'r instance.  It's another sudoku dungeon.  Leaving aside the DungeonWords there are three connections that don't exactly connect, and two of those are stairways to other levels.  True, one could just take any dead-end and turn it into a stairway.  But one can just as easily whiteout any stairway and be left with a dead-end.  What's the point in having such features on the geomorphs at all if they're not making GMs think about them and try to make sense of 'em?

Monday, February 14, 2011

D&D Ain't My Game

The first time I laid eyes on a D&D set was in a little hobby shop in Grand Bend.  Haven't a clue what year.  Not even sure if it was Before Star Wars or After Star Wars.  I didn't have money for the box and couldn't convince my grandfather to spring for it.

And that was pretty much it between me and D&D for quite some time.

Oh, sure, I've played since, in sessions here and there.  Read scenarios and stuff in White Dwarf.  Even owned the Holmes and Mentzer sets.  But that was after one of the Steve Jacksons had got into my noggin with The Fantasy Trip.  I've spent more time with Car Wars autoduels or Fighting Fantasy gamebooks or GURPS campaigns than with D&D.

And yes, I know the FF books weren't by "Texas" Jackson (except for the three that were) but that's beside the point, which is "D&D Ain't My Game."

So I find myself in a peculiar relationship with D&D.  Interested, but not participating.  Everybody's either so far ahead of me that I can't contribute much of anything to the D&D conversation, or they're completely disinterested and there is no D&D conversation.  I'm in limbo.