BT Factions: Roll call


Forum Games

51 to 100 of 428 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Not sure myself but I do know I sure as well dont want it d20. Not that it would ever happen. I just don't think I'll like the new system. But honestly it has been a long time since I wanted to run a BT game.

Dark Archive

I know what you mean. I flipped through a few of the technical readouts at my FLGS the other day and I was just stunned by the lack of mech designs that really spoke to me. For example, in TR 3075, I can count on one hand the number of mech, vehicle, aerospace, and power armor designs that I liked. I found myself wanting to throw the whole damn protomech section out the window. It is almost not the same game any more.

Edit: On the other hand, TR Project Phoenix made me want to dig out my old merc unit and get it going again.


Totally agree. As long as you look at it as a reboot and alt timeline/alt setting its not that painful, but it is not the same setting I played. Often and it has been pointed out to me many times now the info I have and the lore I know is now just plan incorrect. I just can't keep up with the shear amount of retcons of late.

Dark Archive

Plus back in the day my brother and I thought our battalion was pretty awesome. Today I realize that we would have been sue five ways to Sunday for copyright infringement as we had it filled with our favorite celebrities side by side with our favorite comic book, cartoon, and movie characters. I actually used to have a Wolverine mini painted black with the Punisher's skull on it's chest. Unfortunately that disappeared many years ago.


Yeah mine are long gone as well. I miss em but have not painted or had minis in 10 or 12 years. the skull was common on or in many BT mercs or at lest minis.

Oh another that that bugs me..people using clan tech but not acting clan. I also hated that later on past 3055 half the damned IS had clan mechs. I mean how the hell they maintain em? Or get freaking ammo?

Dark Archive

I was guilty of using Clan mech without being clan when I was younger, but hey I was in Middle School and was more concerned with what looked cool. As for the IS using clan mech, they were supplied by Wolf's Dragoons who were building the stuff on Outreach. At least that was the case in the novels.


still does not explain how they maintained em. It was 200 years more advanced then the most experimental top of the line tech they had. One blown circuit and it was done.

Dark Archive

If I were to play BT today, it would have a much different feel than the games I had as a kid. Part of that is because I am older, and part of that is because I have actually been in the military and so have a different perspective on the whole principle. Either way, I just look at the Jihad and the Dark Age and laugh, because there is no way that any of the could happen in "real life." The WoBies might be able to put together an army to take out a small house like the Liaos, but there is no way they could conquer the whole IS. More to the point, there is no way that cutting off HPG access would so totally cripple society. During the Fourth Succession War and the Clan Invasion the Great Houses had fleets of jumpships with that contingency in mind. There is no way that they would have just decided not to use that option and played dead for the Blakeists instead.

Dark Archive

seekerofshadowlight wrote:
still does not explain how they maintained em. It was 200 years more advanced then the most experimental top of the line tech they had. One blown circuit and it was done.

Wolf's Dragoons was supplied with the technical schematics by Clan Wolf, who was their patron. They selscted Outreach as their homeworld because it had Star League facilities hidden on it that could produce the clan tech with minimal upgrades. Basically the whole idea was that the Dragoons were renegade clansmen.


It gets sillier when EVERYONE bows down to this nobody rebel leader and lets him call the shots, then not only do they all give him worlds but disband large parts of their military because he told them to?

I know the clans are very unclan like in the new time line but come on, no clan would ever do that. Ever. Much less the IS houses. The look at the FWL they kicked out the most effective leader they ever had because he wasn't really a mairk? The fell totally apart.

Just one foolish cartoon like thing after another.


David Fryer wrote:
Wolf's Dragoons was supplied with the technical schematics by Clan Wolf, who was their patron. They selscted Outreach as their homeworld because it had Star League facilities hidden on it that could produce the clan tech with minimal upgrades. Basically the whole idea was that the Dragoons were renegade clansmen.

Yep but keep getting bigger and better with each retcon. I was playing when wolf showed up. 5 regiments they were not

Dark Archive

If I were to run a game today, I would set the time frame at 3067. It has been 17 years since the Clan Invasion and the the truce is just about to run out. The FedCom Civil War has just ended and the great nation is split, Marik and Liao are on the brink of war as are Marik and the Word of Blake, and the Draconis Combine has just forged an alliance with the Nova Cats that has led to Theodore's second son being elevated to Loremaster for the Clan. This is an era ripe with potential but not devoid of the status quo. To me, it would be a great place to start because it moves the story forward but ignores the worst of the injustices.

Dark Archive

seekerofshadowlight wrote:
David Fryer wrote:
Wolf's Dragoons was supplied with the technical schematics by Clan Wolf, who was their patron. They selscted Outreach as their homeworld because it had Star League facilities hidden on it that could produce the clan tech with minimal upgrades. Basically the whole idea was that the Dragoons were renegade clansmen.
Yep but keep getting bigger and better with each retcon. I was playing when wolf showed up. 5 regiments they were not

Yeah, five regiments was ridiculous. No merc unit could get that large or would be allowed to.


Will add my thoughts on this thread once I get to work...

Dark Age forever, etc, etc.


"FREEBIRTH!!"

Liberty's Edge

David Fryer wrote:
seekerofshadowlight wrote:
David Fryer wrote:
Wolf's Dragoons was supplied with the technical schematics by Clan Wolf, who was their patron. They selscted Outreach as their homeworld because it had Star League facilities hidden on it that could produce the clan tech with minimal upgrades. Basically the whole idea was that the Dragoons were renegade clansmen.
Yep but keep getting bigger and better with each retcon. I was playing when wolf showed up. 5 regiments they were not
Yeah, five regiments was ridiculous. No merc unit could get that large or would be allowed to.

Before the Jihad, there were more than a few merc units with multiple regiments. Wolf's was the largest, but remember they also hired out each regiment separately.


Ah, now at work.

Seeker, can you get me some sources on the claim that home clans are dead? I own almost every single piece of BT:DA fiction that was put out, and I haven't seen it there, and while I don't own every mini(I wish I did!!!), I kept up with the fiction there as well, and home clans were mentioned regularly if infrequently. I assumed they were doing well. If they are dead, then mark your calendars- this is a move made that I strongly disagree with. The skeptical/conpiracy theorist side of me wonders if, should it be true, that it was a decision made by Catalyst and blamed on WizKids.

I actually like all factions- perhaps a side effect of being into DA. I have no idea where the goody goody aspect of the Republic came from, they are shown to be just as hard as any other faction in fiction, although perhaps a *bit* smarter(not relying heavily on ignorant masses to fill the ranks- I'm looking at YOU CC, DC).

In terms of the Devlin Stone references, even in the most biased DA fiction, it is shown that much of the "disarming" that was done for Devlin Stone's sake was hogwash, a good show put on by factions- including the Clans- that had been in existance far, far longer than the Republic and were well used to the game of politics. If anything it helped to bring the post DA universe more in alignment with what existed before, as lightly garrisoned Republic worlds were swallowed up/reabsorbed by their neighbors. Also, regard the WoB stuff(which I admittedly know very little of), there is evidence to support your claims made either in this thread or the other that WoB savaged the Capellans, who made numerous Ares Convention based concessions to fight back, and it is outright shown in fiction that the nacent Republic had to literally carve worlds away from the understandably angry CC in order to have that prefecture. Devlin Stone is shown to be a benevolent man, but the tortures he suffered under the Wobbies left him a little paranoid and hard-bitten- he wanted his kingdom and he was going to get it.

Liberty's Edge

Home Clans aren't dead. Ghost Bear and Rasalhague joined together to form the Rasalhague Dominion. Snow Raven joined with Outworlds Alliance to form Raven Alliance. Diamond Shark changed their name back to Sea Fox. All the rest are still around and kicking.

I think the confusion came because of the Republic of the Sphere. The Republic didn't replace the Inner Sphere, it only took a chunk out of the middle of it. All the Houses and clans outside the Sphere are still alive and kicking. To get an idea of the size of the Republic of the sphere, check the IS Circa Maps CCS on MechForce US and look at the 3130 map.

Oh, and check out the timeline over at Sarna's wiki


Ashe Ravenheart wrote:

Home Clans aren't dead. Ghost Bear and Rasalhague joined together to form the Rasalhague Dominion. Snow Raven joined with Outworlds Alliance to form Raven Alliance. Diamond Shark changed their name back to Sea Fox. All the rest are still around and kicking.

I think the confusion came because of the Republic of the Sphere. The Republic didn't replace the Inner Sphere, it only took a chunk out of the middle of it. All the Houses and clans outside the Sphere are still alive and kicking. To get an idea of the size of the Republic of the sphere, check the IS Circa Maps CCS on MechForce US and look at the 3130 map.

Ah yes, I knew the first part- it made some interesting fiction reading- and I greatly approve of it. I understand that some people will be resistant to change, however, if you REALLY want to bring change to the Inner Sphere and usher in a new age, you are going to have to start taking over places and getting them used to a new government without simply throwing dissidents up against the wall.

I also really liked the map Sarna.net had...I'll see if I can find it.

[EDIT] Ah, I think your edit may have beaten me to it.


Go find info on the war of reaving. As it stands in BT no one knows whats going on in the homewaorld but info from the sharks and ravens talk of some large conflict. One of the snake clans and the Ice hellions are dead.

This has been gone over a dozen times on the BT forums. No one knows anything more, the Ravens and the sharks fled clan space or were kicked out however you want to loo at it.

Dark Archive

right here


David Fryer wrote:
right here

Fascinating, David. I am actually almost up to a Rending of Falcons in my re-reads. I will let you know what I find there. Thank you so much, both David and Seeker.

Dark Archive

Freehold DM wrote:
David Fryer wrote:
right here
Fascinating, David. I am actually almost up to a Rending of Falcons in my re-reads. I will let you know what I find there. Thank you so much, both David and Seeker.

Thanks, much appreciated. I did find this little tidbit about halfway down the first page.

roosterboy wrote:
"No fewer than five entire Clans were obliterated." -- Sea Fox Master Merchant Senna Rodriguez, A Rending of Falcons, p117


LOL I just came to post that link...so ninjaed :)


So long as the Coyotes survived I will be happy. The last I read a lot of people thought they were jerks because they started thinking with their big head and not their little head.


The guess is, mandrills and spirits are dead, we know one snake clans and the Ice hellions.....

All more reason while I will not play that alt timeline they made. I'll stick to 3055 and my own or someone else timeline..

To many clans...BS, those where some of the fun ones.

Dark Archive

Those are probably pretty good guesses. I hate to see any of them go.


Agreed. A bad move.


It was wiskids moves as was thee darkage. They seemed to hate the clans so removed all clans not in the IS more or less, but added 3..go fig.

My issue is with wiskids now dead and no one now overseeing the storyline why did they go with that horrid Darkage junk? It should have been left as an alt timeline for those that liked it instead of forcing everyone to try and like that crap, it simply did not fit without massive rewoking and retcons that made the history no longer fit....just my thought.


seekerofshadowlight wrote:

It was wiskids moves as was thee darkage. They seemed to hate the clans so removed all clans not in the IS more or less, but added 3..go fig.

My issue is with wiskids now dead and no one now overseeing the storyline why did they go with that horrid Darkage junk? It should have been left as an alt timeline for those that liked it instead of forcing everyone to try and like that crap, it simply did not fit without massive rewoking and retcons that made the history no longer fit....just my thought.

I know I will be cutting that ugly detail out of my DA games...if I ever run one.


Good call, no one ever says "There are to many IS factions" when they outnumber the clans. They threw away several good and interesting factions there.


Star Captain Johnathan Fletcher wrote:

No thank you. Clans do not even act like clans in canon any longer. Sorry if 17 clans could not overcome the IS I refuse to watch one group overrun everything.

They have pulled out more men and gear then all the great houses and all the clans. They somehow had ,who knows how many elite troops and warships "hid" everywhere. Cyber solders and ultra secret Illuminati type groups that really ran everything for hundreds of years...ugh

Then all the recons to make bad guys good guys, and make stuff work that really should not work.

I also find it odd that every single warden clan has not made a bee line for the IS. Here is what you said you we're waiting for! Then where are the crusaders? why have they not come for battle?

I find the whole thing silly

+1


Bitter Thorn wrote:
Star Captain Johnathan Fletcher wrote:

No thank you. Clans do not even act like clans in canon any longer. Sorry if 17 clans could not overcome the IS I refuse to watch one group overrun everything.

They have pulled out more men and gear then all the great houses and all the clans. They somehow had ,who knows how many elite troops and warships "hid" everywhere. Cyber solders and ultra secret Illuminati type groups that really ran everything for hundreds of years...ugh

Then all the recons to make bad guys good guys, and make stuff work that really should not work.

I also find it odd that every single warden clan has not made a bee line for the IS. Here is what you said you we're waiting for! Then where are the crusaders? why have they not come for battle?

I find the whole thing silly

+1

I could see more Warden Clans making a play for power in the Periphery as an interesting part of a Dark Age storyline. Perhaps there is a role there for Crusaders as well, destroying small Periphery powers or leaching away land from some of the Houses.

[EDIT] In terms of a specific Clan biting it, however...I *guess* I could see the Fire Mandrill and or Ice Hellions going, but I don't think utter eradication is the way to go about it. Perhaps Absorption.


Freehold DM wrote:
Bitter Thorn wrote:
Star Captain Johnathan Fletcher wrote:

No thank you. Clans do not even act like clans in canon any longer. Sorry if 17 clans could not overcome the IS I refuse to watch one group overrun everything.

They have pulled out more men and gear then all the great houses and all the clans. They somehow had ,who knows how many elite troops and warships "hid" everywhere. Cyber solders and ultra secret Illuminati type groups that really ran everything for hundreds of years...ugh

Then all the recons to make bad guys good guys, and make stuff work that really should not work.

I also find it odd that every single warden clan has not made a bee line for the IS. Here is what you said you we're waiting for! Then where are the crusaders? why have they not come for battle?

I find the whole thing silly

+1
I could see more Warden Clans making a play for power in the Periphery as an interesting part of a Dark Age storyline. Perhaps there is a role there for Crusaders as well, destroying small Periphery powers or leaching away land from some of the Houses.

By about 3066 the setting became unrecognizable to me, and the setting was by far the games biggest strength. I haven't picked up a mech or tank or infantry platoon in many years.


Bitter Thorn wrote:
Freehold DM wrote:
Bitter Thorn wrote:
Star Captain Johnathan Fletcher wrote:

No thank you. Clans do not even act like clans in canon any longer. Sorry if 17 clans could not overcome the IS I refuse to watch one group overrun everything.

They have pulled out more men and gear then all the great houses and all the clans. They somehow had ,who knows how many elite troops and warships "hid" everywhere. Cyber solders and ultra secret Illuminati type groups that really ran everything for hundreds of years...ugh

Then all the recons to make bad guys good guys, and make stuff work that really should not work.

I also find it odd that every single warden clan has not made a bee line for the IS. Here is what you said you we're waiting for! Then where are the crusaders? why have they not come for battle?

I find the whole thing silly

+1
I could see more Warden Clans making a play for power in the Periphery as an interesting part of a Dark Age storyline. Perhaps there is a role there for Crusaders as well, destroying small Periphery powers or leaching away land from some of the Houses.
By about 3066 the setting became unrecognizable to me, and the setting was by far the games biggest strength. I haven't picked up a mech or tank or infantry platoon in many years.

What time period/age was that?


3066 was in or building to the jihad. And I agree, it is not the setting I have. Other then megamek now and then I h.ave not touch BT in years

Edit:Jihad started in 3067 it looks like.But by then it was no longer the same setting anyhow.


Freehold DM wrote:
Bitter Thorn wrote:
Freehold DM wrote:
Bitter Thorn wrote:
Star Captain Johnathan Fletcher wrote:

No thank you. Clans do not even act like clans in canon any longer. Sorry if 17 clans could not overcome the IS I refuse to watch one group overrun everything.

They have pulled out more men and gear then all the great houses and all the clans. They somehow had ,who knows how many elite troops and warships "hid" everywhere. Cyber solders and ultra secret Illuminati type groups that really ran everything for hundreds of years...ugh

Then all the recons to make bad guys good guys, and make stuff work that really should not work.

I also find it odd that every single warden clan has not made a bee line for the IS. Here is what you said you we're waiting for! Then where are the crusaders? why have they not come for battle?

I find the whole thing silly

+1
I could see more Warden Clans making a play for power in the Periphery as an interesting part of a Dark Age storyline. Perhaps there is a role there for Crusaders as well, destroying small Periphery powers or leaching away land from some of the Houses.
By about 3066 the setting became unrecognizable to me, and the setting was by far the games biggest strength. I haven't picked up a mech or tank or infantry platoon in many years.
What time period/age was that?

The Sarna wiki timeline sums it up best, but basically the start of the Jihad and Dark Age. I think 3057 or 3058 was the last TO we used.


seekerofshadowlight wrote:

3066 was in or building to the jihad. And I agree, it is not the setting I have. Other then megamek now and then I h.ave not touch BT in years

Edit:Jihad started in 3067 it looks like.But by then it was no longer the same setting anyhow.

+1


Yeah 3060 TRO brought in protos, which are ok..but so freaking goofy anima looking. The look does not fit the setting at all.Also TRO brought in the clan aerospace pilots being worse then IS pilots retcon.

Yeah TRO 3058 is a great stopping point.


seekerofshadowlight wrote:

Yeah 3060 TRO brought in protos, which are ok..but so freaking goofy anima looking. The look does not fit the setting at all.Also TRO brought in the clan aerospace pilots being worse then IS pilots retcon.

Yeah TRO 3058 is a great stopping point.

Must...agree....to..disagree....Must...agree...to...disagree....

In terms of the aerospace...well, yeah. Clans lean VERY heavily to Mech-based combat, they need to have a weakness SOMEWHERE(although a clan that preferred Aerospace piloting to Mechs would understandably be better than IS pilots)- otherwise they're Magic(tm) for the setting. I don't have much against the Clans, but the way they were used when they first came out along with a lot of the (unintentional) racial superiority that I was seeing in novels and mirrored in Clan-afficionados made me nervous.


Well they are racial superior to base line human. Make a clan PC in MW 2..you can't make a poor clan pilot, you simply have to try and make him bad and he is on average with the IS ones.

The clans are not normal humans, the are breed with the best DNA, even changed DNA and then trained from birth. Even clan freebirths are breed based on DNA and compatibility.

A clan "mech warrior" looks human enough unlike elemental and ASP but a DNA test shows otherwise. They are not raciest in the way you mean as they have all skin tones and backgrounds, but they are better then most humans born the normal ways. They have breed out bad genes and the like.

Elementals are 8-11 feet some getting 500 kilos with power and a mussel mass far greater then you can have with a human. Same with ASP, they are breed and altered to take a much greater strain then normal humans, better circulatory system, better able to handle G's that would outright kill other humans. On top of training every day, being born and raised in space.

And no they did not have to be weaker, they had weaknesses, no need to retcon one that does not fit or make a lick of sense and changes history.

The writers and TPTB threw out all the weakness of the clans when they stopped having them act like clan, so they needed to make some new ones up.

And you have to admit the protos look does not match the look of anything else.


What would you be looking for in an RPG if GURPS is too complex and TriStat is too simple?

(So asks the man with an RPG in development who's doing test marketing for features)


seekerofshadowlight wrote:

Well they are racial superior to base line human. Make a clan PC in MW 2..you can't make a poor clan pilot, you simply have to try and make him bad and he is on average with the IS ones.

The clans are not normal humans, the are breed with the best DNA, even changed DNA and then trained from birth. Even clan freebirths are breed based on DNA and compatibility.

A clan "mech warrior" looks human enough unlike elemental and ASP but a DNA test shows otherwise. They are not raciest in the way you mean as they have all skin tones and backgrounds, but they are better then most humans born the normal ways. They have breed out bad genes and the like.

Elementals are 8-11 feet some getting 500 kilos with power and a mussel mass far greater then you can have with a human. Same with ASP, they are breed and altered to take a much greater strain then normal humans, better circulatory system, better able to handle G's that would outright kill other humans. On top of training every day, being born and raised in space.

And no they did not have to be weaker, they had weaknesses, no need to retcon one that does not fit or make a lick of sense and changes history.

The writers and TPTB threw out all the weakness of the clans when they stopped having them act like clan, so they needed to make some new ones up.

And you have to admit the protos look does not match the look of anything else.

Name a weakness. One that is not primarily social. I don't mean to be snarky here, but Clanners really didn't *have* any at all. AND unlike in W40K(I think we can agree Space Marines are primarily Clanners with the serial numbers filed off), they had superior numbers to *everyone*. That they didn't rule the universe entire was a humongous hole in the plot when viewed from certain points of view. I'm actually on board with you in trying to avoid retconning whenever possible, but Clanners, at least they way they were when they first came out, should have simply steamrolled the galaxy with nary a tear shed- who was going to stop them?

And I'm sorry, I wasn't being clear with the racial superiority thing I was talking about with the Clans- I'm more referring to people who are into Mechwarrior who are also wannabe skinheads on the side, something that I think has more shifted to W40K nowadays.

[EDIT] And yes, Protos did not look like refrigerators with legs that had odd bits sticking out of them at strange angles.

Dark Archive

AdAstraGames wrote:

What would you be looking for in an RPG if GURPS is too complex and TriStat is too simple?

(So asks the man with an RPG in development who's doing test marketing for features)

I am not sure. I love both GURPS and Tri-Stat, I just don't think they are good for Battletech. Honestly I loved the system that they used for character generation in Mechwarrior 2 and Shadowrun (the first one, I never went past that edition). However, I was not a fan of the fist full of dice mechanic that both games used. Maybe something that takes the modifier system from d20 and couples it with the stat, skill, and hit point system from Mechwarrior 2.

Spoiler:
I always wanted to write a system that used a base d10 and 5 was the best you could get while 1 and 10 were the worst. I just could never figure out how to make such a system work.


shrug that was the weakness and it worked fine and well until they decided not to make them act clan. Yeah they steamrolled the hell out of everyone, and an early retcon made then smaller then they were in the early books because of that.

The clan weakness is the same weakness the IS had, they are not one faction. They are 17 factions. The clans are not one big happy unit, they do not think like the IS, they fought with rules far more strict then the IS. They are better warriors, they have better gear, they have better training. But they have a bigger weakness. BIG ASS EGOS and a honor system that made them back it up.

Look even the smoke jags stood behind some very bad deals. Not touching a whole world because they lost, even when they world was used for raids.

And even with better warrior and better tech, the EGO thing and honor made em fight overwhelming odd, 5 to 12, 3 to 8 and the like. If you bid 8 heavys mechs the clan would bid among them selves and they guy with the lowest bid would get to go fight you.

You don't need to nerf what was already heavily resticted.


David Fryer wrote:
AdAstraGames wrote:

What would you be looking for in an RPG if GURPS is too complex and TriStat is too simple?

(So asks the man with an RPG in development who's doing test marketing for features)

I am not sure. I love both GURPS and Tri-Stat, I just don't think they are good for Battletech. Honestly I loved the system that they used for character generation in Mechwarrior 2 and Shadowrun (the first one, I never went past that edition). However, I was not a fan of the fist full of dice mechanic that both games used. Maybe something that takes the modifier system from d20 and couples it with the stat, skill, and hit point system from Mechwarrior 2.

** spoiler omitted **

I have to agree, MW2 and SR had great char gens. SR 4 isn't bad. The dice pools are not evenones cup of tea.

MW2 had flaws but you could port it straight to battletech, while MW3 changed from d6 to d10's and bright in those gods awful lifepaths. I myself hate GRUPS, don't know why really just can't stand it.

I need to get a good look at a time of war, but it really does not look like something I would like and kinda seems a mess on top of all the new time line junk in there.


seekerofshadowlight wrote:

shrug that was the weakness and it worked fine and well until they decided not to make them act clan. Yeah they steamrolled the hell out of everyone, and an early retcon made then smaller then they were in the early books because of that.

The clan weakness is the same weakness the IS had, they are not one faction. They are 17 factions. The clans are not one big happy unit, they do not think like the IS, they fought with rules far more strict then the IS. They are better warriors, they have better gear, they have better training. But they have a bigger weakness. BIG ASS EGOS and a honor system that made them back it up.

Look even the smoke jags stood behind some very bad deals. Not touching a whole world because they lost, even when they world was used for raids.

And even with better warrior and better tech, the EGO thing and honor made em fight overwhelming odd, 5 to 12, 3 to 8 and the like. If you bid 8 heavys mechs the clan would bid among them selves and they guy with the lowest bid would get to go fight you.

You don't need to nerf what was already heavily resticted.

Not at all in favor of nerfing, but when your technology really is *that much better* a social restriction really doesn't mean much. Seriously, how did they ever lose? Ever? If they are that much better, then numbers really mean nothing. Unless I'm missing something in scope here? Because I've never seen a clanner ever agree to a 20 to 1 fight, although I HAVE seen zellbringen(sp) accidentally violated and clans be beaten that way, but then again, that was clan vs. clan.

Dark Archive

I agree with seeker on this. The Clans were self limiting with the whole bidding system and the like. Although they would occasionally use more force then their final bid, they did so at great dishonor. Most would rather lose and die than be dishonored.


seekerofshadowlight wrote:
David Fryer wrote:
AdAstraGames wrote:

What would you be looking for in an RPG if GURPS is too complex and TriStat is too simple?

(So asks the man with an RPG in development who's doing test marketing for features)

I am not sure. I love both GURPS and Tri-Stat, I just don't think they are good for Battletech. Honestly I loved the system that they used for character generation in Mechwarrior 2 and Shadowrun (the first one, I never went past that edition). However, I was not a fan of the fist full of dice mechanic that both games used. Maybe something that takes the modifier system from d20 and couples it with the stat, skill, and hit point system from Mechwarrior 2.

** spoiler omitted **

I have to agree, MW2 and SR had great char gens. SR 4 isn't bad. The dice pools are not evenones cup of tea.

MW2 had flaws but you could port it straight to battletech, while MW3 changed from d6 to d10's and bright in those gods awful lifepaths. I myself hate GRUPS, don't know why really just can't stand it.

I need to get a good look at a time of war, but it really does not look like something I would like and kinda seems a mess on top of all the new time line junk in there.

I loves me some life paths! It really struck me as interesting, I'd like to see more of them overall, so long as you aren't forced to use them to create a character. I'm not sure if I love MW3 or MW2, I'll have to check...


David Fryer wrote:
I agree with seeker on this. The Clans were self limiting with the whole bidding system and the like. Although they would occasionally use more force then their final bid, they did so at great dishonor. Most would rather lose and die than be dishonored.

The problem is that at the table(and occasionally in fiction), this never happened. Admit it- as a kid you liked having bigger badder and better mechs, and you played as such. Anyone who was IS was more or less hosed. Self-limiting IS a weakness, but it seems to be hard to pull off in a tabletop game. Unless there are some rules I haven't heard of or something- keep in mind I was scowled away from battletech for many years, I don't know all the rules.

51 to 100 of 428 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Gamer Life / Forum Games / BT Factions: Roll call All Messageboards

Want to post a reply? Sign in.