New GM looking for assistance
Posted 20 July 2012 - 11:22 AM
Anyone else on here who's ran somethin' like this before willing to give a few pointers? Do's, Don'ts, tips, tricks, ideas for a scenario (especially this)? How well can one integrate the RPG into MegaMek, anyway?
Anything at all you can offer would be appreciated! I just might be able to pull a couple new people into BattleTech/MechWarrior fandom if I can pull this off.
Posted 20 July 2012 - 11:35 AM
Immersion should be clear I think. People need to really feel like they are the MechWarriors, because this way they will be more cautious about what they are doing. And why they are doing it.
Obviously for a beginner this can be quite hard when only using IRC. I'd really recommend some kind of VOIP Service, since this will give you much more tools to use (especially your voice but also music, sounds etc.) as well as reducing the time delay between the different reactions of the players and you.
Player Freedom is a bit trickier. In the End, the players are there to play their story. But you as the GM probably either have your own adventure planned or one out of a book or something (choosing this adventure can also be quite important, depending on who the players characters are). In the end, you'll need to give the palyers as much free reign as possible while still staying on the right path to the goal of the adventure. As soon as the players feel you are pushing them somewhere they'll either get bored or just want to get entertained by you instead of playing themselves.
Posted 20 July 2012 - 11:52 AM
Plus the NPC rolled by the standard Battletech boxegame are (much) better than the characters created in Mechwarrior. Remember that you might not want to end the very first battle in a huge bloodstain and some disappointed players (and a unused games-setting).
Just my 2 cents
Posted 20 July 2012 - 11:58 AM
I wonder... might it be a better idea to just stick with the table top alone? I imagine running a campaign for the table top alone would be a little easier for a newbie GM like myself, anyway.
Posted 20 July 2012 - 12:14 PM
And to people who say BT/MW aren't the best crosses, I've been playing it for some 7 years and have found little to no issue.
Other than that, do what you normally do as a GM. plan the **** out of everything.
Posted 20 July 2012 - 12:15 PM
Also, +1 for Solaris to start. you can do anything there
Posted 20 July 2012 - 12:26 PM
Thanks for the advice thus far, guys. I'll keep watching this thread for a while, so anything else to add is of course welcome.
Posted 20 July 2012 - 12:26 PM
This is THE ressource to build a campaign, no matter what size. Actually, when we had access to this book in 1995 we went to (A)D&D for roleplaying and played BT as a sort of grand strategy game. We developed our own unit, hired and sold, agreed to contracts and fought them out.
If I was about to setup a RPG in the BT univers, I'd try to adopt the D20 ruleset
Oh and about Solaris: Sorry, isn't that sort of worn out? What about Outreach? ;-)
Edited by Hildi, 20 July 2012 - 12:31 PM.
Posted 20 July 2012 - 12:47 PM
Also, is the Mercenary's Handbook you're referring to succeeded by Field Manual - Mercenaries? I have that one available here.
And as for integrating D20... I'm not quite sure I've got the skills just yet to meld systems together. Seems like it'd get a bit too complicated for me. Perhaps if this campaign works out, I can try that in the future.
Posted 21 July 2012 - 03:11 PM
That said, Cortex rules would work very easily with all the other conversions that have already been created for Serenity and Battlestar Galactica.
Edited by Congzilla, 21 July 2012 - 03:20 PM.
Posted 24 July 2012 - 09:26 PM
Edited by Elbola Ierocis, 24 July 2012 - 09:31 PM.
Posted 25 July 2012 - 01:15 PM
RPGs for Battletech aren't about fighting. You can clearly see that with the hit points established on a character.
Now there will be a companion book to this, sometime soon, with Hero mode rules. Heck if I know what they are going to do, but I'm excited.
However if you have people that like to be smooth operators or sneaky ninjas then your session should be enjoyable.
Converting skills to Total Warfare is simple and I've found it worthwhile to put some AToW situations in between a fight to spice things up.
Did you capture any enemy pilots? Then in between the 'Mech fights have someone interrogate the pilot. If they do really well reward that team with an initiative win for a turn to represent the insider information they recieved.
Maybe repairs will cost less because Suzy negotiated like a Diamond Shark, or hell she could flub the roll and make an enemy with someone with pirate connections. AToW allows a whole new set of sandbox tools for energetic players and GMs.
Solaris is a great place to start off.
For absolutely new players I would go with a Roughnecks Starship Troopers approach at first.
I'd start them off garrisoning a planet, learning the ropes, then throw in some Mech fights, population riots, and then wrap it up with a larger friendly force relieving them. That way you could hop from system to system if they are an Independent command or small merc group paid to put out small fires the big House boys don't want to bother with.
If the players are experienced then Solaris is just a great toychest to play in! Especially for the non warrior types. Remember a toothy grin, cutthroat contract, and a sly manager can be just as deadly as a Medium Laser.
Don't railroad if you can help it, in fact discuss the session before and after. Once you get a feel for what they liked and didn't it will be easier for you to pitch in stuff that will throw them for a loop.
I'll have more to contribute later, but I hope this is a good start.
Edited by Atlas3060, 25 July 2012 - 01:19 PM.
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