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7/23/2025, 7:32:41 PM
>>96149893
>How much do you flavor your games with drama?
Drama is good. But I don't let it devolve into melodrama unless I'm playing with a good set of players. My current game went too far into melodrama for a while, so I'm trying to counterbalance it right now.
>>96155431
ASFs can't operate underwater, underground, or inside a Castle Brian. Can't effectively capture or hold territory. But yeah, stat-wise it is weird that they are just flying 'Mechs. Maybe that came about because of LAMs back in the day, and the developers wanted to make pure Aerospace Fighters better than hybrid Battlemechs.
>>96159753
Not hard. One of Lancer's strengths is that it isn't hard to put together a game. If you've never been a GM before, you might take a look at the Solstice Rain module (follow the pastebin), if only for some examples.
>>96159963
"Yeah? Well, you know, that's just like uh, your opinion, man."
And that's fine. I don't think it's the best or even my favorite mecha game, but it has some strong points that help it get attention.
Like I told the other anon, it isn't hard to put a game together for people new to the system. You don't have to custom design every NPC, you can just use the templates straight out of the book and it will work okay. And if you've got system mastery, you can do a lot more with it.
Also, like you said, it wasn't "made in the 80's" or derived from wargames. So it has a different feel to it, and campaigns play out in a different way. That's a matter of preference.
While it isn't as crunchy as older games, it also isn't as rules-lite as some other recent games. It fits into a middle ground. That makes it accessible for a wider range of players.
>How much do you flavor your games with drama?
Drama is good. But I don't let it devolve into melodrama unless I'm playing with a good set of players. My current game went too far into melodrama for a while, so I'm trying to counterbalance it right now.
>>96155431
ASFs can't operate underwater, underground, or inside a Castle Brian. Can't effectively capture or hold territory. But yeah, stat-wise it is weird that they are just flying 'Mechs. Maybe that came about because of LAMs back in the day, and the developers wanted to make pure Aerospace Fighters better than hybrid Battlemechs.
>>96159753
Not hard. One of Lancer's strengths is that it isn't hard to put together a game. If you've never been a GM before, you might take a look at the Solstice Rain module (follow the pastebin), if only for some examples.
>>96159963
"Yeah? Well, you know, that's just like uh, your opinion, man."
And that's fine. I don't think it's the best or even my favorite mecha game, but it has some strong points that help it get attention.
Like I told the other anon, it isn't hard to put a game together for people new to the system. You don't have to custom design every NPC, you can just use the templates straight out of the book and it will work okay. And if you've got system mastery, you can do a lot more with it.
Also, like you said, it wasn't "made in the 80's" or derived from wargames. So it has a different feel to it, and campaigns play out in a different way. That's a matter of preference.
While it isn't as crunchy as older games, it also isn't as rules-lite as some other recent games. It fits into a middle ground. That makes it accessible for a wider range of players.
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