Discussion on hybrid Tabletop and Rpg games
Posted 19 December 2011 - 08:04 PM
Posted 19 December 2011 - 11:45 PM
I'm bending the timeline/universe to fit my own needs also. Since I'm one of two that knows the timeline/fluff well I can do this freely and no one knows the difference. Basically we are in 3048 and we will roll into the Clan Invasion period and go from there.
Edited by Slade_Deleportas, 19 December 2011 - 11:47 PM.
Posted 20 December 2011 - 06:03 AM
Posted 20 December 2011 - 06:26 AM
It simply not fits the abilitys/skills of the Chars and the rgp felling to just let them play a round of battletech when it comes to conflict.
Posted 20 December 2011 - 06:28 AM
Posted 21 December 2011 - 06:58 AM
The game I was playing in previously was Clan Invasion era, and looked like it was going to go all the way into our rewritten Jihad. The game I'm running now is set in the deep periphery in 3501, primarily to avoid complaints about my violating canon from the two diehards.
Posted 22 December 2011 - 02:48 PM
Posted 22 December 2011 - 05:35 PM
Battletech, as it stands, is a game of attrition. 'Mechs get wounded, get sacrificed for strategic advantage, and typically suffer pretty horrendous damage over the course of a single round of play. This means that your character's only salient possession, for the duration of those sessions where you are rocking it in giant robots, is going to get blown up at some point, potentially killing the pilot, and turning that character that you have invested in into a bloody smear, as the result of a single lucky roll with a guass rifle. Edge can help to a degree, but it's certainly not a cure-all.
Posted 22 December 2011 - 07:41 PM
In my campaign's first battle I didn't have use of a screen and through sheer bad luck I head capped a "good guys" mech over a few combat rounds with SRM hits... And the one other time I didn't have a screen, got TAC to an ammo slot on another player, gah... Oh well. Learned my lesson I will ALWAYS use screen from now on.
Posted 23 December 2011 - 12:58 AM
Posted 23 December 2011 - 01:20 AM
In all they stole plan's for the cataphrat. raven, and a few other cappellan mechs. having the Production tools to make fusion reactors (the heart of the mechs) and well and plenty tech's to work and help keep it going. This is just a fast run down. but in the canon. They had in fact attacked several months after the out reach meeting and attacked day's before Romano was assassinated in her own bed. Which did help in their ruse working in all the chaos of sun tzu taking over. and The fact that feel back to their world over 15 jumps away in the assend of the out worlds allaince. To date now. Half the merc's took their pay and went off doing their own things. One took his money and started up a small stable on solaris. another went to work for a draconis march lord. 2 are leading that "*** end world' and used all the stuff they stole to rebuild the world and sell the mechs to other lords in the perhery. and even founded a small training academy. (they secretly can be 3 times more mechs than they sell and have over 3 regiments of mechs of many makes, and half of the trainers from the school are their clanner bondsmen. While the last member of the attack force went back to his home world and took it over. Kicking out the puppet ruler and Starting up a true mining operation that sell's half it's ore to the combine at market value and the other half is sent to the other 2 men making their war world.
All that is an example how you can work within the cannon and not affect it directly yet still, if one looks deep enough make the world their own. The effects of the raid on hold would be felt all over the confederation. Perhaps postponeing sun tzu's attack on St. ives or hastening it? how many of the refugee's where loyal? Who gave them the idea to attack "That" world? Why could comstar take such an odd deal?
Posted 23 December 2011 - 07:16 AM
In our hack we allow folks to roll agility if they get hit in the head, or spend a bennie to eject. Basically to represent the pilot realizing at the last possible second that the bad guy's gauss rifle is lined up to nail the head. So headshots still suck, but it's not the end of the character.
I can't really fudge my hit locations. I wrote a Droid app that does that for me, and the thing vibrates the phone when I roll snake eyes or towers. So they know something bad happened.
Edited by Renegade, 23 December 2011 - 07:17 AM.
Posted 23 December 2011 - 02:28 PM
Posted 28 December 2011 - 03:01 PM
In the BT/MW campaign I GM'd, I mixed the TT rules for BattleMech combat and used the MechWarrior PnP rules for everything else. I leaned pretty heavily toward the MW aspect, in order to give the players some investment in their characters - usually I staged it so that every 3rd or 4th game there was a 'major' combat - and since the TT rules tend for longer games, I devoted an entire gaming session for just the combat.
For the most part, my players played one specific character - since they were MechWarriors it worked fine. However, one player wanted to run a mixed combat unit of vehicles, so he RP'd the lance's CO in the MW sessions, and played the vehicle unit on TT. It worked pretty well.
I had my players' unit stationed on Wotan in the Tamar March in 3048, acting as a quick-strike unit against Periphery bandits that struck the border worlds to the 'north'... and yes, there were enough Lore-savvy folks in the group that there were a number of groans heard around the table when the assignment came down...
That campaign lasted for 4 years (real-time and game-time) and yes, I did fudge plenty of rolls from behind my GM screen - especially when the Clans hit the border. While it was pretty obvious at times, my players always (and I do mean always) been very attached to their characters, and so while I had no problems with them suffering potentially life-ending injuries, only very rarely did any characters actually die in my games.
Posted 28 December 2011 - 03:28 PM
I like 1st edition for char generation. Our gm modified the universe completely too.
My best mechwarrior ended up having a 0/0/4 gunnery 3 edge but still had skills for non mech combat and repairing.
Posted 30 December 2011 - 09:40 AM
My Operation Bulldog campaign...I was running the Smoke Jags against 12 players each running one mech. Here are the skills the players could get as they advanced. Let them specialize their mechwarrior to be better in some mechs than others.
Current campaign is Solaris7....free for all averaging 10 players per battle. Tweaked the Solaris tournament rules found on the Btech webpage downloads section, to make it a year long campaign. Stables, sponsors and faction bonuses and penalties.
Next campaign will be Tukayyid using the Quick Strike rules from the Strategic Ops rulebook. Two players per clan, others will be running Comguard when their clan is not on the table. Each player will be running two stars or a company (2 level 2's for comguard units) Still a work in progress....
Edited by RangerRob, 01 January 2012 - 05:01 AM.
Posted 19 January 2012 - 01:06 PM
Posted 05 February 2012 - 03:16 PM
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