Mecha RPGs are a niche topic among a niche commercial environment. But I’ve owned and played a few of them. This will be very short.
Lancer
I backed the original Kickstarter. Very tactical and I love it for it. While the fact it takes hours to resolve one combat, a good mission should only have 3 or 4 of them. Still a pain. COMP/COMP is great as a tool, even if jumping between the pages to find all the parts can be a chore. Some people don't like the lore, I'm fine with it. It's conceptually Star Trek meets giant robots, don't tie yourself in knots too much.
The issues
with it are of course it lacks the flexibility to go off script, like its inspiration
Shadow of the Demon Lord. All the moving parts confuse players who aren’t into
that. And the devs have been so bound up with other work, I’m still waiting on
Kickstarter goals to be fulfilled.
Mekton Zeta
and Mekton Zeta Plus
The most in
depth and most obviously flawed Mecha RPG. No other one I know can boast the
flexibility to build any mecha from Power Ranger monsters and EVA-01 to VOTOMS,
but it’s true scale shines at Gundum scale, even if Roadstrikers meshed more
mechanically with Cyberpunk 2020. On the other hand, measuring out parts for
the bots was an exercise in tedium and it had to be done for every NPC as well.
MECH REF was the godstat, just like how REF was in Cyberpunk. The rules for
each edition jumped about making it hard to convert, even requiring calculation
between MZ and MZ+. The psychic powers though can be ported to Cyberpunk 2020
and those are useful. So, some use out of that.
Heavy Gear
4E
Another Kickstarter, more narrative if one could say that of any of the Silhouette system RPGs. Still very tiny text as in all their products. Heavy Gear started out as Not-VOTOMS, someone upset at the inclusion of metaphysics in their gritty small-mech war drama. Tera Nova remains as distinct as ever, even if the metaplot has been kicked back and forth repeatedly. Weirdly, despite its new inclusion of narrative elements, it was the Silhouette system that keyed me into a problem that D&D and even VtM don’t have. For a whole swarth of late 80s and 90s games, they have all the detail one could ever need to simulate life in the game but no gameplay loop. You need to have experience playing D&D with its measures and XP before you know how to innately apply the game logic to other RPGs.
The
metaplot gets a little unclear when they stopped the Plot Books and the first
iteration of the wargame lore getting decannonised.
Jovian Chronicles
The classic
Silhouette system RPG and one that suffers all the same problems. The setting
is far more familiar with it being closest to The Expanse in scope and style. While
compared more to Mobile Suit Gundum over Heavy Gear’s Armored Trooper VOTOMS,
it actual channels a lot more of Mobile Suit Gundam 0083: Stardust Memory, with
a bit of a veneer of Canadian politics. Lot of potential never realized due to
Mekton II supplements being cut. So, there is this big gap in terms of plot and
adventures between the first, somewhat sparse entries and the main books.
This kind
of just compounds the problem in that the game didn’t go anywhere. You have Mekton
II (two unrelated campaigns), the remake in their magazine (no stats). The world
books (lore) and the start of the big war which disrupted all the lore they had
been building. And nothing afterwards than a wargame that also never went
anywhere and had not further metaplot.
Heavy Gear
D6
Adapting
Heavy Gear 2E to WEG D6 was the work of a dedicated poster on RPG.Net who had
done work for Dream pod 9 before. However, it ran into a problem. Star Wars D6
did not work well when everyone was driving around vehicles which all had the
Blaster-Proof Wookie problem.
Damage was versus
Strength/Armor. So, while the rules had biological characters taking light
damage and slowly degrading. Vehicles didn’t get stunned as characters did if
damage fell into a normal range. Wookies had high enough STR to ignore many
attacks outright. Combine that with most converted Gears and vehicles having slightly
higher defence than damage, as Heavy Gear worked on damage multipliers as opposed
to WEG D6’s dice ranges. It meant most mecha action became plinking with no
damage, with the occasion massive lucky dice roll. Still a fun campaign though.
Heavy Gear
D6 Bravo
I haven’t
yet played but very much looking forward to a tweaking of damage to make it its
own RPG variant. And not just Star Wars D6 1E/1.5E but with Mecha action. Does
mean that I can’t use them as filler for weird Star Wars planets, but I already
did that for FFG Star Wars.
I would eventually
like to complete my Jovian Chronicles collection and the Heavy Gear 2E
collection. This post also intersects with Fabula Ultima, a “TTJRPG” I am
interested in. Being based on JRPGs, naturally they have a Techno Fantasy genre book with giant mechs.
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