ROLEPLAYING TIPS
 *************************************************
Reproduced with the kind permission of Johnn Four
roleplayingtips.com
feedback@roleplayingtips
SUBSCRIBE TO "ROLEPLAYING
TIPS WEEKLY"
UNSUBSCRIBE FROM
"ROLEPLAYING TIPS WEEKLY"
SUBMISSIONS:Submission Guidelines, send blank email to: submissionguidelines
Email Johnn Four
Copyright (c) 2002, Johnn Four, RoleplayingTips.com.
All Rights Reserved.
*************************************************
Roleplaying Tips Weekly E-Zine Issue #176
Role-Playing And Giant Robots
Role-Playing And Giant
Robots
A Guest Article by J. Kline
I love science fiction and the allure the
future holds. Part of that allure is the concept of mecha: combat robots. According
to modern physics, they are not only improbable (lack of materials, computers,
sufficient power-source, etc.) they're also a lousy investment on the field
of combat. They have a high silhouette, less armor, vulnerable joints, and so
forth. But reality notwithstanding, the image of giant humanoids clashing energy
swords and 55mm gun pods is great.
Of course, that presents one or two (not so) little problems
for the GM. How do you hold characters with 50+ tons of destruction in line?
And how do you create challenges greater than "go to point X, search and
destroy"?
Keep the Players in Line
Military Hierarchy
Perhaps the most likely owner of any giant robot is the military, and they have
ways of keeping the players in line. Promotions and medals are positive rewards;
kitchen duty and menial labor, coupled with demotions, are negative reinforcers.
Additionally, militaries are constrained by the need to appear justified to
the taxpayers, political rules of engagement (sometimes conflicting with the
reality of the situation), and the bureaucracy that withholds ammunition or
runs out of flight suits. Hence, players can be held in check by parts being
unavailable, or faulty intelligence, or just the enforcement of off-limit areas.
Secret Societies
The Battle Tech Clans are one of the best examples of how this method works.
Players must accumulate honor or engage in duels beforehand to prove they are
worthy of going on the mission. If they shoot targets in the back or fail then
they receive less potent equipment.
Maybe it's a religious order and you must practice a
certain faith or go on a crusade to gain the honor of using special equipment?
Of course, if Mr. Big doesn't like you, you'll get the worst mecha possible,
and the toughest assignments.
Freelancing
Technically, owning your own mecha should be the least likely option; after
all, these things cost millions of credits. The cheapest mecha I've seen cost
about 100,000 credits, but that was still about 50 times the average worker's
yearly pre-tax salary! If the players are mercenaries or freelancers for some
reason, your best bet is to give everything a broken-down cyberpunk feel. Force
them to spend so much of their earnings on fixing the stupid mechanical beast
and running across known space for parts that they can barely eat!
Mecha Quirks
My stereo refuses to accept commands from the remote when it's pointed directly
at the main unit. Instead, I must bounce the infrared beam off the far wall.
If a simple stereo can be that temperamental, how about a robot with more parts
than we could name? Overheating, misaligned lenses, a funky air-conditioner,
slow reaction time, or warning lights that go on and off without reason are
just a few of the problems a high-tech robot could face. What if the robots
are powered by elemental spirits or operated by an artificial intelligence?
It's bad enough that the enemy is trying to kill you, but it's just intolerable
when your robot hates you as well.
Go Beyond Search
and Destroy
Enemy of the Week
This is by far the simplest and perhaps least fulfilling option to providing
new challenges. If continued for an extended time, it results in a campy, "Power
Rangers" or "Voltron" feel. Week after week it's single combat
and the heroes win. If you're going to introduce something new, try to add a
role-playing element. For example, the PCs may try to woo a scientist on the
enemy side to give them the secret weakness of the unit, or run across space
to learn about a certain bounty hunter and his mecha. If done in a military
setting, let the unit run amok amongst normal forces for a while and don't just
let the players waltz over it.
During the American Civil war, there were only four ironclad
ships in the world at the time of the battle between the Monitor and the Virginia
(usually called the Merrimack). The other two ships were Warrior in Britain
and Le Glorrie in France, neither of which could have crossed the Atlantic.
Create a "sink the Bismarck" or unstoppable juggernaut feel, and the
players will enjoy winning so much more.
Puzzles
Now I'm not the best puzzle solver, but this is a great challenge. How does
a 50 ton mecha get across a broken bridge that can only support 20 tons? How
can the PCs transfer a couple of trucks they're guarding across the abyss when
the trucks are too heavy to carry?
Further consideration must be directed towards the long-term
effect of the challenge. Firing missiles to clear the path uses up ammunition
and may alert the enemy, but lifting the rocks will strain the servos and set
back your tight schedule.
Reward unusual thinking
Modern tanks have one high velocity cannon for dealing with most targets and
some heavy machine guns for light targets. Very few have missiles, grenade launchers,
shrapnel bombs, etc. It's a well-proven military maxim to stick with one effective
weapon. So why shouldn't the players stay with one attack? Overheating and ammunition
limitations are the two easiest limits, but how about style? Or maybe the light
lasers can hit small targets with no penalty? I allow mecha hand to hand combat
to injure the pilot as he's thrown about the cockpit allowing my players to
capture enemy mecha battered, but intact.
Background
Establishing a character's history is always important,
and more so in a mecha game. Do their parents encourage them to find a safer
job? Is their sister a pacifist on her campus? Did their grandfather die in
the last war? Mecha (usually) can't solve personal problems. One of the best
sessions I ever ran involved a mecha pilot meeting a Spanish girl and protecting
her, going so far as to break into the apartment of her abusive ex-boyfriend.
Storyline
Give the players a world to explore. Let them be a small
part of things and build up. Have them begin ostracized to a broken down ship
on the outskirts of the empire, fighting pirates. Then they find a pirate ship
ripped apart, everyone aboard dead. Find clues to this mystery that hint of
a mecha elsewhere, but one never seen before (e.g. organic spines lodged in
meter thick walls). Or perhaps their powerful mecha has a hidden AI that reveals
the plans of a secret organization ready to conquer the planet. Create a world
that must be explored and prodded.
Tone
A plasma cannon and a giant bastard sword have the same
end effect on the target, but the feeling is a bit different: instant white
hot annihilation versus a chivalrous duel in close quarters. Do their wingmen
die, despite their best efforts, or are the NPCs lucky SOBs who waltz through
a bullet storm and crack jokes all the way? Can the players be killed, or does
fate favor them? Remember, there are no sunny days in a cyberpunk campaign.
Technology
Personally, I prefer the technology to be well explained
and probably well understood: a high school recruit with 18 months of training
can repair the robot. Then again, you could say all the robots are animated
dragon skeletons brought to life by a guild of necromancers. Robots that are
hard to understand and repair give an air of mystery or suspense. On the other
hand, if every PC can soup up their steed then desired upgrades become more
common. What about the computers: childish AIs or business suit holograms?
Personification
Yes, you read that right. It's quite possible for a robot
to be lost yet for the pilot to survive, meaning they can fail but still try
again. However, you must look at how this fits into the story. In Macross, the
SDF-1 was nearly a character, serving in the face of great odds, and it would
eventually become the center of a city bearing its name. On the other hand,
military robots are just general issue equipment, and if one is lost, it can
be replaced. It is possible to create a sense of imminent death by damaging
his robot, but not him.
Closing Thoughts
- Some Mecha Settings
30 tons of Vietnam mud
The characters are soldiers in a politically unpopular war far from home in
an inhospitable environment. Your laser ports and targeting camera are constantly
blocked by mud, the enemy fires rockets at your knees from the underbrush, and
one stray missile could cause a massacre of innocent civilians. Robots are not
well suited for this environment, but can usually be made to work. However,
woe be it to the pilot of number four; it can be 105 degrees in the cockpit
with no air conditioning!
Knights in shining power-armor
It was hopeless! The goblins had tunneled under the wall, trolls were smashing
through, and every time one of our friends fell, he rose as an undead horror
bolstering our enemy's ranks. And then this - giant - came. It was nearly the
size of a castle battlement; its silver hide reflected the fires like a crystal
in the sun. It drew a mighty sword and cleaved the biggest of the enemies in
two. It saved our kingdom! I hear it's run by some magical source, but you'll
need to buy me another drink first.
SWANSS- Special Weapons & Armor National Security
Service
The Suspect is a Caucasian male in his late thirties, believed to be in possession
of a type-7 Prometheus unit and a stolen class G weapon system. You are advised
to approach the warehouse with extreme caution, but there are no known hostages.
The subject is wanted for several counts of robbery and non-lethal force is
preferred. Back |