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N-Waz

16
Posts
A member registered Mar 25, 2025

Recent community posts

Er yeah my bad, that's what I meant by ally. That said I plan on talking with them to see if they'd rather have the allies in question be a permanent ally (inwhich case the allies I'd probably consider letting them build entirely as both mechs and secondary cast members), or if they'd rather allies be the byproduct of various circumstances. (Each of the Major factions will have their own mechs already stated out. While a town militia definitely files under reinforcements. As does admittedly any unplanned scenario since making  reinforcements takes all of 30 seconds opposed the 5 to 10 minutes a mech might take.)

Ah fair. My other idea was to give them each a grunt or an ally to rely on. Maybe expand their cast if they feel like it

Anything in specific to avoid? Besides maybe what runs in the tryhard section of the example mechs

huh, wasn't expecting to be back so soon. But I waa hoping for advice. One of my players is gonna be moving to South America in a few months  So now I'll be down to 2 players for the next campaign.  Do you have any tips for small player count campaigns or should I just run it as I normally would?

Yeah even looking at it. I think I mightve bit off a lot here. But I've had the idea of a medieval fantasy mecha show since I watched Escaflowne a few years ago, and watching Dunbine right now has only invigorated it.

So I suppose I'll ask for two

1.  I've played this system quite a bit, but it's always been balanced encounters.  Can unbalanced encounters work? A big part of mount and blade on the map you'll see 5 Looters, while simultaneously  there might be 78 Sea Raiders. 'd . So then it's time to stay clear of the.  Obviously for everyone's sanity I would never even consider those numbers. But it'd be like. It'd be like if I put a PL5 boss on the world map and they players had to adjust their plans around it. If this is a fundamentally bad idea than it's better to learn that now.

2. Not a MnB idea. But I've been toying with this idea for awhile. But how do you feel about promoting Grunts into Rivals if they prove themselves?  I've been pondering about this after a session that happened a year ago. 

It's me.... again!!! :D

I had a new idea for a mecha campaign in a few months. But before even pitching it to the players I was hoping for some input if it's even a good idea to try and work on in the first place. As it violates all of the "Less good at" section.

•A flow similar to the videogame Mount and Blade, but with Mechs. Mech and Blade?

•Players roam around an open world that's constantly ongoing with or without them.

•5 Main Factions that are always alternating between states of war and temporary peace with each

Ah thanks

Ah, thanks.  

I suppose I should also ask for input on a few other ideas? Like upgrading-upgradss? Like traditionally, I'd allow it so someone with intergraded weapons to upgrade into superior intergration. And on a rare occasion, swap out absorbing armor for custom defense as the campaign progresses (Admittedly I think Absorbing Armor is a hard option to vouch for as the PL goes up. I've found it struggles a lot.)

 Ive also debated mostly between myself on if I should allow Frames to upgrade to Transformer. It sounds like it makes sense gameplay-wise but it also feels too different thematically.  So instead I might consider what BCS does with Efficient Morphing instead.

It's me again! So when running powersuits, I read that Intergrated weapons don't prevent statloss from maiming. And that's fine. However some builds, such as those with a large quantity of one-shot weapons, quite enjoy the secondary effect of Superior Intergration. What's a good comptomise? A 10 MP upgrade that's just the secondary effect?

Yeah I noticed when copying it over to a player, I noticed its like 10 MP over budget. Though thanks for the clarification, it means a lot. Even when I'm running other systems this system is one I always like coming back to.

Well now this is just pestering you, but I'm  conflicted. I noticed the Psycho Rival build reccomends possibly swapping the Beam Saber and Beam Rifle for an Extending Blade and Charge Cannon.  I know  you can't target your own remotes in duels, but does that apply to explosion attacks? I suppose you can't hurt yourself with your own blast attacks, and your remote is just an extension of its user, but I'm not sure if that's right.

Ah thanks, that paragraph to the right really helped. I mostly wanted to run something akin to Megaman X and this should help.

This kind of goes against the nature of being a mecha system, but would you have any advice on running a campaign where Pilot and Mech builds are more merged? An example being like a campaign where the PCs were usually wearing their powersuits, or instead the PCs were all android fighting rogue androids instead of piloting mechs.  Would it be better to cut the combat related skills or perhaps repurpose them to a "powered down" combat? Would playerw be able to too easily circumvent low systems eith high notice and vice-versa?

Thanks. Trith be told, I am am still new to DMing, as BCG is effectively my first system.

Alright, sounds good. I just feel bad because the frontline mechs I feel will get creamed first, and those two were the ones who voted against it. Well the longer ranged pilots who  often just sit back were all the ones who voted for such a hard fight. But good idea, I should give them some chances to back early.

(3 edits)

 I ended my last session by giving my players the choice on what mission they'd take on for next episode, and they really were set on defending themselves for 10 turns against endless waves of enemies. Any tips to make this actually work? 

I don't think their skill matches their bravado.