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<blockquote data-quote="Wofano Wotanto" data-source="post: 9611493" data-attributes="member: 7044704"><p>I prefer when companies avoid that sort of thing myself, but it's such a minor nitpick it doesn't seem like it's worth making an issue out of. Had my internal translator running fine by the time I'd finished my first read-through and made a couple of characters, and I found some things (eg naming the stats to elements of the world) actually helped with immersion into the setting.</p><p></p><p>Of course, if you're not using the setting that's not going to be a positive for you. The mechanical changes from MH are, I think, good enough to merit putting the effort into porting the engine to other worlds, even though AN is much more setting-specific than MH is even after Mission Manual expanded its default setting so much. Definitely went from "pretty generic" to "look at this very specific, exotic settin" between writing teh two games.</p><p></p><p>Doesn't even need to be a board/war/minis game, you could just append the character side of a more character-focused RPG to the mech/tactical combat side of a mech-focused RPG. People do that with Lancer pretty regularly IME, and I remember experimenting with similar using the original Mekton (which had about as much RP as Car Wars initially) and modded LBB Traveller of all things.</p><p></p><p></p><p>I can't speak for the later edition fan versions, but I had a good time for six-eight months messing around with the original 3rd ed Robot Warriors back in the day. We mostly did super-robot tropes with it, but I'm sure it could manage more realistic (eg Patlabor) or exotic (eg Dunbine) stuff just as well.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9611493, member: 7044704"] I prefer when companies avoid that sort of thing myself, but it's such a minor nitpick it doesn't seem like it's worth making an issue out of. Had my internal translator running fine by the time I'd finished my first read-through and made a couple of characters, and I found some things (eg naming the stats to elements of the world) actually helped with immersion into the setting. Of course, if you're not using the setting that's not going to be a positive for you. The mechanical changes from MH are, I think, good enough to merit putting the effort into porting the engine to other worlds, even though AN is much more setting-specific than MH is even after Mission Manual expanded its default setting so much. Definitely went from "pretty generic" to "look at this very specific, exotic settin" between writing teh two games. Doesn't even need to be a board/war/minis game, you could just append the character side of a more character-focused RPG to the mech/tactical combat side of a mech-focused RPG. People do that with Lancer pretty regularly IME, and I remember experimenting with similar using the original Mekton (which had about as much RP as Car Wars initially) and modded LBB Traveller of all things. I can't speak for the later edition fan versions, but I had a good time for six-eight months messing around with the original 3rd ed Robot Warriors back in the day. We mostly did super-robot tropes with it, but I'm sure it could manage more realistic (eg Patlabor) or exotic (eg Dunbine) stuff just as well. [/QUOTE]
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