View Full Version : Mecha Hero, Convention run, need help
lensman
Jun 9th, '03, 04:37 PM
I am going to run a Mecha HEroi run at next DDC.
If you think of anything that I missed or you can add, please do. Thanks in Advance.
The Characters:
Fresh faced Lt. just out of OCS
Seasoned Technical Srgt.
Multi-generational LIne trooper
Mysterious Mission Specialist
Busted down rebel Pilot
Knows too much Civilian Analyst
Strong Silent hardcore Grunt
Sentenced to the MIlitary Criminal PFC
Setting
Famke-Alyson Sector, aka Cardinal space
that sector of the front line, in which only old, uninhabitable, white stars are located.
Mission
MAS-Com in conjunction with UNI-Com have organized a raid into Cardinal space on a search and destroy mission of a key enemy intelligence gathering outpost, designated Fel-SCat 144
Background
Mission members will have 1 week to train on CS Mirimar before insertion by experimental transport,
code named: Cerebus
Have any ideas, let me hear 'em
lensman
Jun 9th, '03, 06:45 PM
So figure envelopes for each characteer
THe outside of which is just the archetypes listed above.
Complete character bio, experience, MOS etc. on the inside
ONly one to be able to pull some one else's jacket is the Lt.
Figure 3 Mecha fights to an 8 hour run, maybe 4 for a 10 hour run
MAybe the first hour or two is taken up by descriptions and role playing. maybe some skill use early on
HAnd out the Mecha sheets and spend some time getting everyone up to speed on mechanics and systems.
scenario unfolds, players refine tactics and organize.
Some description and atmosphere type scene setting
the climax fight
falling action: causalties reported, mission debreif
Not much of a music guy myself but it does work in gasmes I have played in.
Props:
Models for Mecha
Maps, stellar
Pictures for Characters
Oh yah, pray I don't get any newbies to HEro system.
I know I should not say it but the mechanics can get a little overwhelming, gotta know how to work the system for these mechs.
MAybe other players will shepard the new guy9s)
Wadda I miss ??
Dark Cloud
Jun 10th, '03, 03:55 AM
How much time do you have postmarked for the game? If it's an 8-hour session, 2 are going to setup. That means 6 hours to accomplish everything. And considering the involved setup, it sounds like some side plotlines as well. Not to mention any involved combat (i.e. trying to get the kinks out of the mecha).
And you're right about newbies.
Do you have enough time?
Just some thoughts...
lensman
Jun 10th, '03, 07:12 PM
Originally posted by Dark Cloud
How much time do you have postmarked for the game? If it's an 8-hour session, 2 are going to setup. That means 6 hours to accomplish everything. And considering the involved setup, it sounds like some side plotlines as well. Not to mention any involved combat (i.e. trying to get the kinks out of the mecha).
And you're right about newbies.
Do you have enough time?
Just some thoughts...
Time does seem to be a choking point..
Figure 1 jour to 1 hour 15 for each combat
more in the beginnning less at the end due to player learning curve
First fight is a simulation on the carrier.
Next 2 fights are probably going to be encounters on the search side of the search and destroy mission.
Players may evade encounters or decide that capture and interrogation are needed. Hard to predict.
Then base asssualt or end.alt_1 fight.
that 1 week of training at the start of the game will start character plots and / or non-mecha based skill use.
Some sub-plot based on archetypes and
"Things the players are Not meant to know"
THat plus how much the players chafe under the thumb of military command structure and the group dynamic, ie. whether they gel or fall apart.
Not to mention the horror of :
GM must change things on the fly; because not all 8 cPC Slots are filled.
Going to make it a 10 hour run, probably best.
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