

A Time of War
#1
Posted 18 November 2011 - 09:38 PM
#2
Posted 18 November 2011 - 10:47 PM
#3
Posted 20 November 2011 - 10:43 AM
#4
Posted 20 November 2011 - 03:20 PM
#5
Posted 20 November 2011 - 07:40 PM
#6
Posted 20 November 2011 - 10:51 PM
Rohan Pony, on 20 November 2011 - 10:43 AM, said:
The one thing I liked about Heavy Gear (not necessarily the roleplaying side of it) was how lethal it was - if a Gear got hit, you could be sure something bad was happening to it. You didn't need to blow through tons of armor to get critical hits like BattleTech - one good hit could cripple or kill even a Kodiak or King Cobra.
As for a Time of War, I ordered like the Beta version of the .pdf when they released it but never downloaded the full version. Last MechWarrior system I played was actually second edition because it was what I was use to and was introduce new players to the Battletech universe; This was in 2008-2009, way after 3rd Edition/CBTRPG was released.
Edited by DocBach, 20 November 2011 - 10:51 PM.
#7
Posted 21 November 2011 - 05:00 AM
#8
Posted 21 November 2011 - 08:04 AM
Then again, one of the reasons is the lack varied lifepaths in AToW.
I hope that AToW Companion might change my mind.
#9
Posted 21 November 2011 - 09:54 AM
To be honest, I've never played in a MechWarrior RPG that was well-done, well-run, and was kept interesting for me. You cannot have a proper mixture of character's unless you leave, off-limits, any vehicle (including 'Mechs) characters, or everyone's a vehicle character. Never really been able, or desirous, to find a balance. If I want a military combat game, I'll take Leading Edge Games' Living Steel, Aliens, or Terminator adventure games.
#10
Posted 23 November 2011 - 03:28 AM
However with our group a full campaign with multiple adventures and keeping track of characters probably wouldn't work.
We've compromised that maybe we'll play out a few weekends (3 max) as some adventure like an episode from a TV show, either that or we'll just use the Personal Combat Rules for a current Battletroops.
#11
Posted 23 November 2011 - 06:22 AM
#12
Posted 23 November 2011 - 09:10 AM
I love all the random stuff that happens, it realy ingrains into the player
who their character is and where they got their skills.
however I do admit the point system is clunky. I mean, I get where it's
coming from, and once you 'get it' it works fine. but trying to wrap your
head around it will throw a lot of people off from playing the game
I roll with the CBT:RPG book, I love it. I've run two games with roughly
the same players each time. Each adventure gets better than the last.
Also, you can balance vec/non-vec stuff easily, it means you have to
actually plot out major events, locales, etc to fit who your characters
are.
example: favorite thing I do, I generally have one player who loves to
be a mechwarrior, and most of the others are not. So I set up missions
where the mechwarrior has to do something tangent to the other players
like defend their car, attack an enemy installation. then the infantry players
do the 'wetwork' inside said complexes or something. Again, all how you
approach writing the scenarios. In fact I'm about to start a new campaign
with the returning mechwarrior player and some new players. takes place
in 3037.
#13
Posted 23 November 2011 - 09:59 AM
Quote
I love all the random stuff that happens, it realy ingrains into the player
who their character is and where they got their skills.
Lifepaths are still in, the event-rolls are out.
#15
Posted 23 November 2011 - 01:37 PM
I actually managed to roll 20 for the one in this thread (Stage 3 Lifepath: DDG).
#16
Posted 23 November 2011 - 03:10 PM
Alizabeth Aijou, on 23 November 2011 - 01:37 PM, said:
I actually managed to roll 20 for the one in this thread (Stage 3 Lifepath: DDG).
as a GM its fun to watch how bad the rolls can go...

#17
Posted 23 November 2011 - 07:07 PM
#18
Posted 23 November 2011 - 07:50 PM
#19
Posted 23 November 2011 - 08:04 PM
#20
Posted 23 November 2011 - 08:58 PM

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