Showing posts with label winterwar. Show all posts
Showing posts with label winterwar. Show all posts

Tuesday, January 5, 2010

From Bad To Worse - Winter War Mechwarrior scenario

It was supposed to be a smash & grab mission - quick in and quick out. Everything went By-The-Book... Until Recon told us that everyone at the Steiner base was dead, and we saw that ancient Drop Ship circling the planet. What happened next... I don't want to talk about it. 'From Bad to Worse' combines a horror-sci/fi Mechwarrior RPG scenario with Battletech miniature battles. Pregenerated characters will be available.

The scenario is going to consist of three situations that I'd like to get through.

Situation 1:

The first is the opener. You're a member of a mercenary assault that attacked the small Steiner world of McFierney. Your unit's objective was to smash the small Mech outpost near one of the major cities. The jump to the pirate point was text-book and lucky, the landing unopposed. Then you saw them... all the dead bodies. Hundreds of them. Securing the base wasn't a problem, it was figuring out what the hell happened. Your lance dismounted to investigate the main base facility. You found more bodies, but none were decaying. That's when you saw it, a lab that held a strange piece of black metal that didn't seem to be there. Problem was, your presence there triggered a response and you found yourself locked in a sub-basement level, with only a "BIOHAZARD" flashing alert to keep you company. Then... about 30 hours later, the power failed and everything opened. That's when you noticed the bodies were moving...

The scenario objectives are simple - get something that will transport you across the city to the starport where your Drop Ship is. Will the players survive? This portion of the game will use the microMechwarrior rules.

Situation 2:

Now at your transport (Mechs, or tanks, or trucks or whatever the players have survived to find) you discover that things have gotten worse. This is where I'll be prepared with two different paths.

If the players made it to their Mechs or tanks, they have to make it through the city to get to the landing site. They will be opposed by a surprise Steiner Mech lance that had been out in the field. This portion of the game will use Classic/Intro Battletech rules. I'm prepared to go with QuickStart rules (heat, no internal structure) if most players are new to Battletech.

If players made it to other vehicles, it'll be a microMechwarrior encounter till they get to the star port, at which point, I'll have Mechs there that they can use to repulse the Steiners who've come upon them.

(In other words, we're having a Battletech fight at this point, dammit... how you get to fight big stompy robots is your decision.)

Once they reach the Star port...

The players will find out that there is a strange looking battered Star League era drop ship, sitting on the launch pad. They can go explore the drop ship, which will come to life and take them to Situation 3. If they choose to not go to the drop ship, or we're out of time, they will be taken up to their Jump Ship, where they'll be told there is a Star League Jump Ship in orbit around the planet. It's not responding to hails and it looks dead... and like it's been burned.

Situation 3 -

One of two deals - the Merc Leader wants to get that ancient drop ship with the possible Mechs AND he wants to explore the Jump Ship.

If the players want another Mech battle:

They go down in their Drop Ship only to find that the other Drop Ship has different ideas... and it's Mechs inside are rather protective of things. Undead Mechs. Ghosts in the Machine. Dont'cha love it? (no, I'm not using the Wizkids Undead Mech thing... no clue what that is and not sure I want to :P. However, zombie mechs will have an unusual twist or two... Oh yes. :> )

If the players want to do more RPG and explore the ship or they got into the ancient drop ship...:

Let's face it, you know what's coming. This ship has been to Hell and back and it's brought death with it. They'll dock at the Jump Ship and explore - they'll see other drop ships there full of Mechs, but no people, as far as they can tell. This is where the weird shit begins - and if you've watched Event Horizon, you'll know where I'm going... NPCs are going to start going nuts and yes, there will be real undead. The ship will begin prepping for jump... will the players make it out in time? (if they were shanghai'd there, will they survive/make it to the rescuing drop ship from the mercs?)

Wednesday, October 7, 2009

micro Mechwarrior RPG

My latest distraction - distilling down Mechwarrior to a microlite20-esque size. The actual rules for Mechwarrior 1st Edition are roughly 67 pages (not counting the fluff and setting info). The rules for the Classic Battletech RPG (the redo of 3rd edition) are maybe 150 out of 210 pages. The Time of War RPG (beta) clocks in at 402 pages! I have no idea what portion of ToW is rules vs. fluff - I still need to read through it and after doing what I just did... I'm not sure I want to.

Anyway, my version of Mechwarrior - 4 pages. The fifth page has some sample NPCs and designer notes - my fluff. Mechanics for attributes/stats, skills, combat, hazards, healing, equipment and conversion to the Battletech boardgame - check. All there. This is the set of houserules I'm going to use to run my WinterWar combo-fest, if they approve it. I need to playtest it - the skills and such are different from "stock" Mechwarrior - I use GM assigned Target Numbers (think DCs) versus the old MW 1e mechanic of the TN being an aspect of the stat. Anyway... some differences, but the basic thrust and 2d6 + modifiers mechanic is there.

Aside from scenario/campaign info that a GM would whip up themselves, what else do you need? Salvage rules? If you're doing that type of campaign, you probably have some source materials already to give you some ideas. Unit creation stuff? See aforementioned source materials. Actual Battletech boardgame rules? There are the free Quick Start and Introductory Rules downloads to get you going.

I'm so stoked about this. I need to get to work tomorrow so I can avail myself of the Adobe PDF creator and get this document uploaded and I'll throw it out there on the Intertubes. I just hope Catalyst Games and/or Whizkids don't DFA me - this is a free interpretation/houserules document meant for the same type of GMs that would like microlite20 or OD&D-esque games. If they're out there... after reading the Battletech forums - I'm not so sure? Some of the discussions remind me of 3E and 4E D&D mix/max discussions.

I mean... 402 pages for an RPG? Man, I started to go thru that thing and all I could think was we had Star Fleet Battles as an RPG now. At my calculations, my rules are roughly 1.2% the size of that big boy. Holy freakin' cow! Maybe there is no audience for microMW and I'm just weird.

(Although if anyone from Catalyst wants to hire me to create a really cool rules light version of ToW for umm... pay? Yea, I'd do that. :> )

(picture gakked from an abandoned Geocities website...)