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<blockquote data-quote="TheHand" data-source="post: 9800560" data-attributes="member: 88835"><p>[USER=7044197]@RenleyRenfield[/USER] I’ll try to answer some of your questions about a mixed campaign here. </p><p></p><p>I’ve run several campaigns that were split between MechWarrior (the RPG) and BattleTech (TT mini’s). I’m happy to share my experiences: </p><p></p><p>I’ve played 3 of the 4 Mechwarrior editions (1st, 2nd, and Destiny… bounced off of the extreme complexity of 3rd edition). Though they all have very different rulesets and pitfalls, any one of them works well enough. My current favorite is Destiny, though some may not like the narrative mechanics it introduces (I ran it as a more traditional rpg). One thing I like about Destiny is it has a simplified version of the table top game built into it that plays somewhere between classic BattleTech and Alpha Strike. Destiny was not well supported, however. </p><p></p><p>Here’s a few bullet points for doing a mixed campaign: </p><p></p><p>- make sure your players like to both play BattleTech and RPGs, otherwise you end up with players who get bored or frustrated with sections of your game </p><p></p><p>- The MechWarrior heroes should have some skills and abilities to make them useful outside of the cockpit, otherwise they’ll feel incompetent during non-mech parts of the game. Alternatively, you can run the game “troupe style”, where your players alternate between controlling both an “away-team” operative and a Mechwarrior (or tank driver). </p><p></p><p>- BattleTech battles can go long, so budget for time accordingly in your play session. It can be challenging to have to stop a Mech fight and set everything back up for the next game. </p><p></p><p>- you’ll be essentially writing 2 scenarios - one for outside the cockpit and 1 for inside the cockpit, and the trick is always to find ways to thread those together. There’s some adventure modules from the 2nd edition era (if you can find them) that aren’t too bad in accomplishing this. I kind of like “Unbound!” for a quirky Solaris VII situation gone horribly wrong (though I recommend modifying the 1v1 Mech matches into Team battles). </p><p></p><p>Another thing to consider when writing the MechWarrior parts of the game is to create situations that make sense for them not to be in giant Mechs stomping the opposition into the dust. So intrigue, spying, sabotage, and information gathering tend to be the main focuses in my games. You can also just go with the flow, offer an option for doing a mission subtly as MechWarriors or another for going in full force and see what your players decide. </p><p></p><p>Hope some of these ideas help!</p></blockquote><p></p>
[QUOTE="TheHand, post: 9800560, member: 88835"] [USER=7044197]@RenleyRenfield[/USER] I’ll try to answer some of your questions about a mixed campaign here. I’ve run several campaigns that were split between MechWarrior (the RPG) and BattleTech (TT mini’s). I’m happy to share my experiences: I’ve played 3 of the 4 Mechwarrior editions (1st, 2nd, and Destiny… bounced off of the extreme complexity of 3rd edition). Though they all have very different rulesets and pitfalls, any one of them works well enough. My current favorite is Destiny, though some may not like the narrative mechanics it introduces (I ran it as a more traditional rpg). One thing I like about Destiny is it has a simplified version of the table top game built into it that plays somewhere between classic BattleTech and Alpha Strike. Destiny was not well supported, however. Here’s a few bullet points for doing a mixed campaign: - make sure your players like to both play BattleTech and RPGs, otherwise you end up with players who get bored or frustrated with sections of your game - The MechWarrior heroes should have some skills and abilities to make them useful outside of the cockpit, otherwise they’ll feel incompetent during non-mech parts of the game. Alternatively, you can run the game “troupe style”, where your players alternate between controlling both an “away-team” operative and a Mechwarrior (or tank driver). - BattleTech battles can go long, so budget for time accordingly in your play session. It can be challenging to have to stop a Mech fight and set everything back up for the next game. - you’ll be essentially writing 2 scenarios - one for outside the cockpit and 1 for inside the cockpit, and the trick is always to find ways to thread those together. There’s some adventure modules from the 2nd edition era (if you can find them) that aren’t too bad in accomplishing this. I kind of like “Unbound!” for a quirky Solaris VII situation gone horribly wrong (though I recommend modifying the 1v1 Mech matches into Team battles). Another thing to consider when writing the MechWarrior parts of the game is to create situations that make sense for them not to be in giant Mechs stomping the opposition into the dust. So intrigue, spying, sabotage, and information gathering tend to be the main focuses in my games. You can also just go with the flow, offer an option for doing a mission subtly as MechWarriors or another for going in full force and see what your players decide. Hope some of these ideas help! [/QUOTE]
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