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18

I'm assuming that by "big huge robots" you're talking about Gundam/Mech -style "I'm bigger than a house!" robots, as opposed to "powered-armor" a la Starship Troopers (although there's some overlap between the two). The first thing you need to decide, is what you want the focus of your game to be. I can think of a few examples: Focus on in-mech ...


14

There are several major mecha oriented RPG systems. The ones that may fit what you're looking for best are from Dream Pod 9 - their Heavy Gear and Jovian Chronicles lines (both based on the Silhouette ruleset, which I played in a campaign under). Mechs are 12-18 feet tall, more mobile than but weapons not as powerful as a main battle tank. The ruleset ...


8

I'm going to make the assumption that the size/power of the mech vs the pilot is similar to Robotech or Neon Genesis Evangelion. My thoughts: Pilot's should be squished if trying to fight an NPC meant to fight a mech Mech's should impose huge social penalties if not used VERY carefully. Have the pilots focus on stealth, diplomacy, and plot advancement. ...


6

I think you just need to figure out your genre expectations. Clearly, a mecha is going to dominate in situations where a giant walking war machine is called for. That's what it was designed for! If an infantryman were able to handle a threat like that, they wouldn't bother making very expensive robots. Maybe you just need to make sure that the action ...


4

PL2 is a real challenge, because the system assumes you are around PL10 and I've only seen one game below PL5. You need to maximise each point. My personal advice is buying Device, hard to lose to make yourself a suit. Ask your GM if you can have a suit like the following: Flightsuit (Device 3) - Cost 12 PP Hard to lose Augmented Reality ...


2

I guess it all boils down to this question: "What do the other player characters do (other than fiddle thumbs) when mech pilots power up their machines?". Here are a few suggestions: Crews Mecha are huge and complex machines that require a competent crew of more than one. The characters are the crew of a single mech, with different and interesting duties ...


2

The original question mentions rightly that many systems can handle the mechanical requirements of mixing interactions between infantry and mechs. Older systems such as Palladium's Robotech and Rifts do this from a primarily abstract sense, as do newer systems like CthulhuTech and Revenants. In asking how to balance the interactions between meat and machine, ...


1

For an alternate take, try Ben Leheman's Bliss Stage. The man-fights-mecha problem is avoided by having the fights happen in a dream dimension. So, there is no actual combat between men and mechas. But the game has no two different sets of rules for human and mecha conflict since human conflict is completely absent. The whole human relationship part is ...


1

I'm surprised that nobody has given this answer yet: setting enforced balance. Adeptus Evangelion (AdEVA), and AdEVA Borderline deal specifically with this problem. AdEVA forces a mixture of both scales of play, being a roleplaying game about Freudianly disturbed teenagers enacting their Freudian terrors out on Mecha scale messengers sent to destroy all ...


1

One option that you could take is to reduce the "intelligence" and capability of the mechas (whether or not there is somebody clever inside, as the pilot will have to follow procedures anyway). Write down detailed block diagrams of the main functions of the mechas (scan surroundings, identify friend or foe, move towrds enemy, combat routine, evasive ...



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