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Robot or Mechanical World design questions

tecnowraith

First Post
I have an idea to create a campaign set on a Robot or Mechanical world and wondering would or should there be a category of races/species for the different type of robots or should the different "models" be done as equipment upgrades modifications?
 

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Are you talking about from a flavor perspective of a mechanical one.

Flavor wise, I think that different for robots, different factions might be more appropriate than species, since I feel like species implies some kind of biological heredity.

The classic example is of course Autobots vs. Decepticons, who seem to be made from same source, but are kept apart by very different ideologies.

Mechanically, I think it might be fine to have different "chassis" that work like races in the conventional RPG. Each has certain base features that you build upon.
 

I was thinking of both and thought of Factions already. If done Chassis for Races which ones would be listed?

I debating if I should add organic materials in background of the world and if so, that change everything for rules-wise and flavor. That would add cybernetics and which came first, the organic or the technological. If organic the the technological would like technology taking over and that has been done to death. If technology came first and then where and how will the organic came from?
 

A society of mechanical beings would need some sort of artificial origin, since complex orgainc molecules are self-assembling and toggle bolts are not.

Whether or not the robots know what that origin is, is a completely different matter.

As for how you're setting things up, that depends utterly on what you're trying to achieve and what technology base you're using.

For example in Mass Effect 1, AIs are quantum computers, each tied to a specific "blue box". They can no more move their consiousness to a different frame than you can.

Conversely in Eclipse Phase human and machine conciousness are readily transferable and what body you happen to be wearing today is of no more import than which shoes you put on.

So once you know the setup that should tell you how to proceed systemically.
 

I am wanting Sentient mechanical beings similar to the Transformers, robots in the movie Robots and LEGO's Bionicle. I want it to be an all robot world.
 
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Well, let's see.

* Four- or exen six-armed warriors.
* small spider-walkers (4-6 legs) with small guns/tools on their back/tail
* giant cannons on legs.
* Transforming robots

You could easily steal inspiration from the current races and imagine how they might exist in robot form.

* Grey Elves = Vulcans = highly logical, complex 'brains'
* Dwarves = Klingons = fierce warriors who body mod to increase ass-kickery
* Dark Elves = Cardassians = Decepticons, expansionist and all-consuming.
* Goblins = Ferengi = mercantile race, specializes in trade and transport
* Human = Cyborg...? Introduced race that converted to part-machine to survive. Also a Dying race as cloning is forbidden by the planet's rulers (possibly Evil rulers, YMMV).
 

If the robots are building and repairing themsleves (and have different countries and cultures) this could be the basis for race-like differences/tendancies. Robots in a specific area could use different materials, tech, designs, etc than those in another area. These probably even reflect their geography. Robots living in a desert environment would probably need different features than those in a aquatic or jungle environment.
 

I am wanting Sentient mechanical beings similar to the Transformers, robots in the movie Robots and LEGO's Bionicle. I want it to be an all robot world.

Ok, so it's not that you want an exploration of the implications of self-aware technological aftifacts.

Instead robots are more of a stylistic choice.

OK, I think in that case it depends on how much choice or 'cool stuff' you want to give your players.

If you want to have the robots be upgradeable you need to decide how that is done. Class progression? Spend feats? Spend cash? As a replacment for magic loot?

Are there different chassis? Are there different basic sets of gear/add-ons?

For example one way to do it might be to have a half a dozen different basic chassis designed, roughly analogous to a race in D&D. Each one provides a movement rate, basic stats (or stat modifiers), AC and a few special abilities.

Then your class gives you a skill list, set of abilities and a basic build-up that provides your starting equipment/accessories.

So you might have a scout chassis with high speed, small size and high dex but low HP. There is also a goliath chassis of large size, high hp and strength but poor speed and manuverability.

Then you might have a guardsman class which provides basic skills, a built-in melee weapon, and armour plating. A hunter class gets skills, improved sensors, and a ranged weapon. A hacker class gets advanced programming skills and an antenna system that allows it to over-ride other robots actions in basic ways at low level and better ways at high levels.

Finally you have a set of feats like 'melee weapon upgrade', improved armour, or jet pack.

For added complexity you might have a defined set of upgrade slots in each chassis type and each feat or class ability uses up a slot, and must be either upgraded or replaced. While increasing build complexity this might simplify play by reducing someones ability to combine things in weird ways, or to spread themselves too thin.
 

I have an idea to create a campaign set on a Robot or Mechanical world and wondering would or should there be a category of races/species for the different type of robots or should the different "models" be done as equipment upgrades modifications?

IMO, each model should be a different "race". If a PC or NPC switches a chassis, they switch their "race".

I think equipment upgrades could be priced as magic items, and serve the same function. (If I were DM, I'd use inherent bonuses -- among other things, that could avoid repeated trips to the computer shop.)
 

Why doe everyone assume this setting for D&D or D20 game when posts are written on here? The system I am thinking of using is Mutants & Masterminds 3e or any non-class systems, but not GURPS. Cause I tired of class systems for my go to system. :)

So with in mind, there could be templates, random roll of features (like mutants chart) or straight point buy system or features.

I am wanting the players to have choice of different chassis to choose but nothing bigger than huge. I also want them to have a limited of pre-installed features at chargen to set them apart and be heroic from normal bots.

The chassis the player could be are humanoid, animal, vehicle (maybe) and hybrid.
 

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