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Games => Table-Top Games => Topic started by: Mr_Pleasington on November 18, 2003, 02:31:25 AM

Title: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 18, 2003, 02:31:25 AM
I love giant mech games.  I mean really love them.  Battletech, Heavy Gear, etc. are all a lot of fun, but none of them are quite the game I'd like them to be though.  So I decided to make my own.

The system is a conglomeration of Battletech and Warmachine, with each being ripped off about an equal amount.  I'm still ironing things out, but I think it has a lot of potential for fun.   I've got some great ideas for campaign rules too :)

So here's the problem.  I'm great at coming up with fun and interesting fantasy worlds to play in, but I'm terrible at sci-fi it seems.  I want a universe of psuedo-hard science where hulking machines of death and destruction are prevalent, but still special.  I want humans only, no aliens, and I'd like for there to be a lot of politics...much like the Battletech universe.

So, please, assail me with your ideas!  Help me out.

I don't know if there will be interest in making this an "official" TWG project or if Fell thinks that's wise.  But once its done we could post it much like the TWiG fantasy setting.

Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 18, 2003, 06:28:55 AM
I'll see if i think up anything :)
Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 18, 2003, 10:16:30 AM
"Think, think think. Have you thought of anything yet? No, neither have I."

I will cogitate startign on Dec 1
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 18, 2003, 01:46:57 PM
Here are some questions to help you get a foothold for your backgroud.  They aren't intended to develop your whole setting, but give us an idea on a base concept.  The questions are listed in no particular order.

1)  Is the setting takeing place on a single planet?  A planet and its moon(s), star system, universe or larger?  exp:  the Gundam anime series takes place on earth, space and space stations that don't go too far past the moon.

2) Who are the major players or how many are there?  is there just 2 sides? or mabye 6.  Is it between differnt goverments, sepertist groups, or different coperations vieing for control of natural resources.  It's not important to list all the groups or any of them, but knowing how many there's going to be is helpfull.

3) what type of mech are there and how much more powerful are they then normal vehicles?  So are they like the robotech ones (mostly transformable), humaniod, animal like (ie Zoids).  are they much more powerful then say a tank in the game or a jet fighter?  Are they slighly larger then humans (8-10 feet), or just a few stories tall (15-20 feet), or towering (30+ feet)?

4) how common are mecha?  Whole common solders have them?  Or just special opps?  Maybe there's only a coupple hundred between each side.
Title: Re: Warmech - Homebrew Help
Post by: JP Dogberry on November 18, 2003, 09:57:01 PM
Mechs rule. This project interests me, and I'll pay attention as it develops. um...I'll possibly think about ideas later.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 18, 2003, 10:15:11 PM
I've got those questions downpat, Sprig.  In order to figure out scale, and power of weapons several of those had to be set out before I begin. Some of them are in a grey area though...particularly the rarity of mechs.

I would think they'd be about as rare as in the Battletech universe, which is not uber-rare, but pretty rare.  

Let me give you the basics as I see them:

1) Multi Planet, Multi Solar System.  The human race has spread its seed.

2) I was hoping for you all for major players.  I was hoping between 6 and 8 major and minor players with a few subfactions thrown in.  

3) Mechs are not mecha.  They are hulking machines carrying vast arrays of armaments that stand a few stories tall  (20 to 50 ft perhaps?) and weight between 20 and 100 tons.  They do not transform and are piloted by one individual.  Again, think Battetech size and archaicness with a dash of Heavy Gear's slickness :)

4) Mechs are the kings of the battlefied, powerful, mobile, and tough to take down.  They are accompanied by an array of vehicles and infantry though (to be included in the advance rules).  Infantry are both in power suits and in normal armor depending on the wealth of the faction.  

So here's my request.  Each of you is the leader of a group sent to colonize distant planets from Earth in the past of our setting.  Describe your people, your philosophies on life, military, art, science, and the goals you set forth for the future.  If someone wants to break into a subfaction from one of the main ones, that's cool.  We'll get you guys set in the universe and then have you colonize til you collide and have to deal with each other.  Basically, we'll roleplay out different groups as they take over the universe.  This will be the basis for our setting.  So go to it!
Title: Re: Warmech - Homebrew Help
Post by: Mad Dr Jeffe on November 18, 2003, 10:39:17 PM
My faction would be the Glittering thousand suns faction, a Chinese-Korean-Japanese group descended from colonists flung out into space by the Asian Co-prosperity Sphere in the late 23rd Centurie. Using modern technology and ancient customs the GTS has created a society that centers around the aesteics of nature, beauty and contemplation. Its austere Warmechs are simple and clean lined without adornment, tending toward the simple.  The greatest challenge to our people is living in harmony with the worlds around us, and we have achived much of what we had hoped. Our cities are harmoniously carved from living rock, or grown in the form of genetically altered trees or even encased in bubbles of force beneath azure seas.  We use natural power and fuzion technolgy as well as supermicronized machinery.   Artistically we seek to enhance nature around us, or or harmony with it. It is not uncommon to find scultures of living plants or genetically designed animals in our copious gardens. Our designs for the future are simple, to protect our lifestyle and culture from all outside influence. To this end we have commissioned a Warmech Corps or Glorious Fusion Soldiery to respond to threats against our society. paired with a 5,000 battleship strong navy we feel safe. For now.
Title: Re: Warmech - Homebrew Help
Post by: JP Dogberry on November 18, 2003, 11:13:04 PM
Hmm..I'm hoping this fits in, but I think it sounds ok.

My faction are the Geeks. They'd pick a better name than that, but noone can agree, so almost every individual person has their own name for it, but the name "Geeks" is universal. Basically, as the universe was being settled, the Geeks, feeling themselves outsiders and harbouring a grudging against most  forms of authorities, united temselves. On their own, self-funded and run, they found and colonised the first of their planets - three small Earth-like planets next to each other in the same Star System.  This happened in a mass-exodus kind of way, and a new society was established.

The Geeks live using a political system that they call "Open-Source Anarchy". There is nearly no government - the only official system is there to trade with other societies, and make available a public listing of what jobs need to be done, and employ whoever wants to work there. Everyone is expected to perform a job, and simply choose one from the list of available jobs. Taking ideas from the open-source software development ideology, the leaders of anything are those who are best at it, simply through respect of their achievements.

In this society, original ideas, and technical skills are both heavily emphasised and admired. The staple form of entertainment are such things as Video Games, and peoples jobs themselves. Since robots are able to do all the simple jobs, 99% of people enjoy the job they do.

The military is organised by the limited goverment not as a form of power, but simply as their jobs. It exists primarily as a defence, not an attacking force. While soldiers are often less skileld than other societies, they make up for it through more advanced technological skills, and the use of biological science to make up the difference. Geek mech pilots can, for example, press a button to give themselves a shot of adrenalin when necessary. Of course, the med computer can do this automatically. As extremely advanced tech, mechs are well-liked.

Art is well-respected, though not as widely enjoyed as science. Both are in high-esteem, as are any other forms of thought, such as philosophy. Organised religion is not common, but many people claim to have a faith of their own, often shared with others.

The Geeks goal is to enjoy themselves, play with tech, and advance the human race. A lot of this boils down to proving that they are in fact better than the rest of society.

It should be noted that not *all* geeks were united here, just a lot of them. Also, these are majority views. Individuals have their own opinions, and this is encouraged.
Title: Re: Warmech - Homebrew Help
Post by: Gemm: Rock & Roll Star; Born to Rock on November 18, 2003, 11:13:26 PM
Yeah, well on december 1, 1999 hour 2001, I'm going to deciclarcimatize. See SE, I can make up words too.
Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 19, 2003, 12:12:05 AM
wow, JP, that's a very idealized version of geek culture? what about hacker/cracker/phreak types?

My faction is led by an emperor who carries the title Artorius Caesar, in recognition of two of the greatest European leaders. They are primarily of Germanic/Franco/Britanic descent. THey have a strict code of honor and set codes of behavior that have firm roots in both the ancient Roman and Britonic eras. there has even been a recent revival of Chivalric love, though as often as not anymore the gender roles of the medieval texts are reversed. This Chivalry is even practiced in courts: There is a strict caste system of nobility (think Dune) though an elected two-body legislature also exists. The nobility and legislature are often at odds with each other.
It is a very militaristic society, and they refer to mech pilots as Knights, though Roman titles are typically used for officers (centurian, legionaire, etc).  They even follow a campaigning season, and not a lot of aggressive warfare is waged outside this time. They have a complex set of rules of engagement and warfare that hearkens back as much to the late 20th, early 21st century as it does to Medieval times. Though they are smart enough to know that they cannot count on other groups int he universe to abide by these rules, and are always on their guard against such dirty play. Once warfare rules have been violated, the enemy is no longer due respect or honor, and it is no shame to resort to ANY tactics or practices to defeat them. In fact, it is considered a point of near religious piety to get rid of these people.
While they still follow a Pope, they are very tolerant of religious practice, though other groups that violate political or military ground are often vilified in religious terms. Once ground is conquered, it is often left as is, Roman style, so long as peace is kept and tribute paid.
The empire is quite large, covering many systems. Political offices are typically thus: The ruler of a system (though somtimes an individual planet or even smaller colonized body) is a King, chosen by the locals in whatever tradition they want. Smaller territories are ruled by dukes, barons, lords, etc, though these territories may grow as big as a planet. Some nobles control territories in multiple systems, and are therefore beholden to more than one lord. All nobles and royalty, however, ultimately bow to the emporer, who controls the imperial military directly, and must have skill at command. There is a dynastic practice, but since internal conflicts are not uncommon (all nobility are allowed to maintain whatever military they can afford, though they often get culled by the emperor, so local militias may be large, but are usually inexperienced), dynasties may change frequently.
Again, the territory for the Britonic Union is vast and takes in hundreds of systems. Their ultimate goal is to have their emperor controller of the entire galaxy, but they seem to have reached a mass that is difficult to grow, and conflicts with even small powers make it hard to expand territory. Shrinkage, on the other hand, does not seem to be an immediate threat. Stability and static borders seem more the rule, which may set the scene for internal conflict to damage the empire

The Britionic Union admires art and literature and music that depicts traditional heroism. The main European mythologies are preserved and frequently read. They don't favor one form or another, or focus much on art, though artists are welcome entertainers. Wagner is still a favorite composer.
Science, on the other hand is a tool, and despite their traditional outlook, the military is surprisingly accepting of new tactics, methods, and weaponry.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 19, 2003, 12:27:00 AM
Excellent work so far, gentlemen...except for Gemm, whose response seems to reply to something on another thread.

JP, that's one of the most interesting society concepts I've heard of in some time. Please find a more suitable name though.  The original name is apt, but not too flavorful.  It should be interesting to see what happens to your society when it encounters some of the more militiristic ones.

Seriously, if everyone submits the level of creativity these three did, we'll have this hammered out in no time.

Once we get a few more, I'll start asking more specific questions about your faction, your leaders, and your methods.

Then we'll play things out from Earth to present and see how your faction does. :)
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 19, 2003, 10:31:59 AM
I'll work on some stuff, but I'd just like to point out Mecha is plural for Mech.  Mecha dosn't imply it's an anime style robot.  But many people missuse it as singular and plural.

Also JP, maybe GEEKS can me an anonym (is that what their called?) where each letter is the first letter of a word.
Title: Re: Warmech - Homebrew Help
Post by: Mad Dr Jeffe on November 19, 2003, 11:06:12 AM
G(rand) E(lectronic) E(mpire) K(nights) S(pectacular) ;D   ?
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 19, 2003, 12:36:28 PM
(G)iant (E)lectric (E)els (K)now (S)tuff

Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 19, 2003, 01:16:13 PM
General Electric Empire Kills Stupidity
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 19, 2003, 01:24:21 PM
Huh, I thought the plural of mech was mechs. That's how its used in most games.  Interesting.

As for Geeks, I'd prefer the name dropped all together.  Sorry, I just don't like it :)
Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 19, 2003, 01:31:29 PM
Get Even Equally Keeping Slugs
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 19, 2003, 05:44:55 PM
Okay, no more off topic posts guys, please.

Let's keep this thread on track.
Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 19, 2003, 05:48:01 PM
I can't even tease? That's mean. Anyway, what are you waiting for? 3 more worlds? Should I come up with another (y'know, instead of working on my novel?)
Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 19, 2003, 05:48:10 PM
I'm working on a couple ideas. More tomorrow. One = british empire + america alliance. Other = fascist state.
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 19, 2003, 08:34:19 PM
Well remeber MR.P that we got the term mech from japan.  And they're no so good with english, also there language rarely uses plurality modifires like (s).    The correct singular is Mech, the correct plural is Mecha.  Most americans/brittish don't get that so they use mechs for plural.  Not that mechs is incorrect by our standards.

I've also got my idea, but I'm waiting to read more.  I don't want my group to be a "faction" but a group of elete mercanaries.  That have few numbers (a coupple hundred maybe) but are the best pilots in the known space.  I'm aiming towrds them haveing come about via breaking away from one of the larger groups (maybe Entropies, since I know he'll do something cool that will work with my idea) a few years before the gamesetting.  I'll probaly add some secret reason/goal that they're fighting for.  But well have to see how the setting shapes up before I do any of that.
Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 19, 2003, 08:48:21 PM
Naw spriggan. Japanese mecha are smallish humanish things that are basically big infantry. Western mechs are huge walking battleships that operate like super tanks. And it is "mechs" for western ones.
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 19, 2003, 09:23:06 PM
I'm not arguing the style designs between the two genras.  Just pointing out where the concept and termanology came from.
Title: Re: Warmech - Homebrew Help
Post by: JP Dogberry on November 19, 2003, 10:23:41 PM
Yeah, I don't like the name either, but I'm lazy and bad at coming up with names. Now I'm toying with something like "United open-source Community of Technomacy" or Technomancers for short. It sounds witty, as a geek I like it, and suggests a kind of wizardry with technology. Feedback?

Yes, it's interesting and idealised. I figure that far into the future, after uniting the group and abolishing authority, hackers wouldn't have anythign to rebel against. They'd probably just keep doing what they enjoy in a more legit form.  They'd probably still hack, but in this society I doubt anyone minds being hacked, especially since real hackers don't change anything.

The idea is basically a modified version of ideas I have formed by my previous, current and future short stories, and hopefully a novel I plan to write. I've thought about it a bit, so I simply took my personal attempts to create a political system that soolves all the worlds problems, combine it with the Unification of Geeks idea from my novel, and then added in Mechs. This is the result, which is only vaguely similar to the societies I already had ideas about.
Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 19, 2003, 11:01:02 PM
take off "united"
then they can be OCTers
especially if they have an Octal system for anything.

I still think it's a tad realistic. There are always those vandals out there, but then.... probably a whole society devoting themselves to Roman honor and dark age chivalry is not realistic either, so...
Title: Re: Warmech - Homebrew Help
Post by: JP Dogberry on November 19, 2003, 11:07:27 PM
Remmber, this is the future. Look at the society of Star Trek. (QED).  Besides, this is for a table-top game, so realism isn't that important.

I like OCTers. Originally, I felt the United was important, but this works well. Although, what exactly is Octal? Isn't it kind of like Hexadecimal?
Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 19, 2003, 11:12:11 PM
Quote
Octal system used to be widespread back when many computers
used 6-bit bytes, as a 6-bit byte can be conveniently
written as a two-digit octal number. Since nowadays a byte is
almost always 8-bit long the octal system lost most of its
appeal to the hexadecimal system.
(Free Online Dictionary of Computing)

Geeks still play with it sometimes though to be cool and/or retro
Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 21, 2003, 09:23:36 AM
Hows this. Both factions are in the solar system only. So a rough map of our setting is the Sol system in the centre, with my two factions in there, with all the other factions arranged around it. BTW, i think we should do the realistic thing, and have planets be the only territory, with no national borders marked over random patches of space. And have the planets as far apart on the map as they are in reality.

I have taken it upon myself to decide what happens between the real present day and the games present day, and to say what has happened to earth. If that bugs someone, let me know.

Jeffe - i tried to write in the origins of your faction into it. Even though japan is more likely to join with america, i think i explained what would cause a asia wide alliance. But i think that for the dates to align, either you will have to change it so that the asian colonists left during the early 22nd century (before ww3) or i will have to push the dates back. Your call i guess.

Faction number 1 : the Anglosphere Alliance (AA)

The special bond between the UK and the US, developed during the (first) two world wars, and the commonwealth's relationship with the UK, combined during the early 21st century to create the Anglosphere Alliance - a loose union of the United Kingdom and all the english speaking countries it created during its colonial phase. In total, this comprised of the UK, US, Australia, Canada, New Zealand and, after much debate, Israel. The last was only admitted after the "middle east" problem was brought to an end. This union was strengthened even further by the war with china that started in 2048, as forces from all over the alliance helped repel Peoples Army troops from Taiwan and Japan. The fighting lasted for decades, so that by the end of the war (2095) the anglosphere countries were well used to constant communication. Nothing like external stress to force people to work together. The asian co-prosperity sphere was created by the anglo sphere, in order to prevent another china war - they did not want to have a chinese hitler rise to power.

Since then, the anglosphere has helped to colonise near space, and carry out research programs, but their heart was not into it for a long time. Focusing on the treats on earth, they let independant movements and corporations take the human seed further afield (talk about dodgy analogies) while the AA built up its strength on earth and tried to put an end to the worlds problems in africa and more. This all changed in the late 22nd century, as the European Union finally began to collapse. Corruption, economic unviability, and cultural dominance by the AA all helped to cripple the federal government of Europe, meaning that the sicilian warlord Scipio was able to begin empire building.

Faction 2 : La Rinascita di Forza (RF) (means 'The Rebirth of Strength')

The sicilian Scipio had inaspacious roots. The son of a dustbin man, he underachieved in school and never went to university. His mother named him Scipio at birth, in the hope he would bring the same glory to Italy as did Scipio Africanus. He joined the Italian branch of the federal european army, and was trained as a infantryman. As the EU slowly stagnated and turned into a pool of corruption and economic blight, he began to gain popularity with his fellow squaddies with his belief that this was the result of a weak, foolish leadership (true) that could only be recovered by the purging of those weak by the strong and capable, those who could, and now should, take action into their own hands. In other words, a military coup. He was a charismatic man, who spoke wire fire and intensity. 4 years after enlisting, he had his entire companies rank and file troops support. The commanders, too busy smoking and reading porn magazines to notice, would not have cared in any case. Thus they were caught by total surprise when he walked into their mess with his closest comrades, and shot them. 2 more companies of Italian infantry were sent to take him under arrest, but they had been in close contact with his company and so, instead of capturing him, they joined him. Within months, Scipio controlled most of Italy. He poured vast amounts of the tax income of the regions he controlled into the army, in order to keep his rate of advance going.
Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 21, 2003, 09:38:24 AM

I've run out of time here, need to get ready for work. Some bullet points about what i need to finish writing about:

- RF is a warrior society, with the military most important thing
- present day ~120 years later? (about the turn of the 24th century)
- RF war with AA after germany comes under his possession. Superiour AA troops push him back until everything else in europe and the 2nd and 3rd worlds ally with him against the AA.
- turns into a global war as LDCs flock to RF banner, believing that the AA will never grant them the opportunity for economic viability than the RF will
- AA controls the rich countries (EU went nasty and stagnant, falling behind) and has built up its technology base for centuries. Thus the AA is rich, rich, rich. The RF controls the poor but populus areas. The Asians... dunno whose side they are on. Created by the AA...
- "Present day" map has earth and the solar system divided between AA, RF, and the asian economic sphere (?). All other factions deal with one of these 3 when they want access to earth. Other countries cannot afford to go to space, and were also forced to choose sides or be attacked by both the AA and RF.
Title: Re: Warmech - Homebrew Help
Post by: The Holy Saint, Grand High Poobah, Master of Monkeys, Ehlers on November 21, 2003, 10:57:06 AM
You've got to account for the other alliances rising to power
I imagine that if they don't have a national origin, that the Britonic Union needs to a) be renamed, I'm going to suggest the Templar Union, since they in name follow a pope, and b) have religious and military-industrial corporation roots. for example: some french people (catholic) owned controlling stock in a military vehicle and weapons manufacturer, one that supplied materials to all the AA, the RF, and the Asians. Plants were located primarily in Germany and the UK, and when they started a colonization business, their own employees were taken to be colonizers. Since they were off-earth in the early stages, they remained an economic powerhouse, and despite having the means to be their own faction in this global war, continued to play both sides, supplying all the armies with goods. Then, when everyone was weakened, they took the opportunity to grab TONS of territory in outer space. The French made their Catholicism more appealing to the Germans and Brits by drawing on their mythologies and connecting them to one church. They also corrupted their version of Catholicism by setting up their own pope to rival that of Rome, and co-opted the Roman empire heritage to show they were superior. All this mythological propaganda has resulted in a portestant flavored Catholicism that no one take too much to heart except when facing heathens from outside the empire.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 21, 2003, 04:27:49 PM
Actually, we're not keeping this to one solar system.

It's about 700 - 1000 years in the future, colony ships that left Earth landed and took control of planets far and wide in the galaxy.  As they began to colonize other nearby planets the societies grew closer and closer together until they could not expand anymore (at least in some directions) without conquering other planets.  

So there are boundaries based upon who owns which planets.  The largest factions control 100+ planets while the smaller ones can control anywhere from 1 to 30 or 40.
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 21, 2003, 04:43:44 PM
So Mr.P you said no aliens but what about alien tecnology?   I'm figureing one of the thing that makes my Merc group so good is that they discovered some long dead alien civilization.  From there they, some how, managed to incoperate that technology into their mecha.  It's no big deal if you don't want that.  My guys can allwayse be the best of the best type of thing.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 21, 2003, 04:59:07 PM
Sorry Sprig, I'd like to keep aliens out of this, even just their anicent tech.

Your guys are just the best of the best...known and feared throughout Known Space
Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 21, 2003, 05:38:11 PM
Pope = spiritual (or not? How about pope as king for the RF?) head of the RF.

Hum... if it is 850 (average of 700 & 1000) years in the future, then my whole setup is going to be waay distant history. Almost mythical. So i might be looking at something similar to 40k's horus heresy legend with my stuff. I guess i should add in stuff about how the brits rode on chariots of pure fire and smote their enemies with blasts of righteous might. And we need to think about how space is divided then. Unless one of my factions got kicked off of earth, then they each only control parts of it. With space elevators above each factions main cities. And the other factions would presumably have their own embassies in each others space. So that means that either...
a) the AA and the RF are allied or at peace
b) one is not in Sol any more
c) earth is a warzone

Personally i favour the later. What says everyone else?
Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 21, 2003, 05:43:42 PM
And currently the focus of each faction looks like:

RF - numbers (i'll add fanaticism later on)
AA - bravery, economy (UK soldiers historically very brave)
Geekors - technology
asians - *shrug*
saints - valour, skill
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 21, 2003, 05:57:56 PM
Quote
And we need to think about how space is divided then. Unless one of my factions got kicked off of earth, then they each only control parts of it.  


As I mentioned earlier, as soon as we get a few more factions, we're not worrying about where you are.  Once we get a few more I'll make a map, randomly place you all and let you roleplay and expand.  You'll meet each other and deal with each other then.  Interactive setting creation.  So don't worry about the realations between factions yet, you'll get to do that through interaction.   Given the time span since people left Earth, your factions probably only know about some of the other colony ships that left earth...and most of those didn't make it.   And most factions have probably forgotten which others left since it was centuries ago.

As for Earth, I have a few ideas.  At first I wanted it to be kind of a holy hub like in 40K and Fading Suns, but the more I think about it the more I like to think this:

As centuries passed, Earth was completely stripped of resources to the point that it could no longer support human habitation at the industrial and technological level that humans had become accustomed to.  Thus, everyone left Earth except for a handful.  Oh, all this would have been well after your colony ships had left so don't worry about it.  Anyway, now its basically a strip-mined waste-land.   It still has a use though...it serves as an operational theatre when X faction/factions use trial of combat (big robot combat!) to settle disputes.

That, or none of the factions can find their way back to earth.  

I like the former better though.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 21, 2003, 06:08:42 PM
I should also mention, after reading the entries again, that your factions don't necessarily need to be powerhouses on Earth.  They could have been a small group of political idealists that saw an opportunity to make a difference, bought a ship, and went out to colonize.

A pretty good example is the manner of how Europe colonized the Americas.  The Pilgirms were tired of persecution, bought a boat, and came over to start their own society, etc.
Title: Re: Warmech - Homebrew Help
Post by: Entsuropi on November 21, 2003, 07:40:18 PM
Its your game and all, but since i kinda hijacked the setting by writing more than everyone else, meh.

I disagree with your ideas. Firstly, you say everyone abandons earth after its resources go...
a) There are _currently_ 7 billion on earth. Do you realise how _long_ it would take to move them? Not everyone would want to.
b) Why would we abandon earth? It's where all our religious, historical stuff is. The muslims would be against abandoning mecca for example. If all our infrastructure is here, all our population and all our institutions, then we would simply ship in supplies. Not run away. After all, london is a long way away from stuff like coal pits and what not, yet it has 8 million people out of 60 million brits. And in a space scenario, not much is different.

So i am voting for anything that involves earth remaining as centre of the map.

Plus, figureing out how the factions fit together is vital, in order to work out how they would have evolved, how they would equip their armies and so on. Nothing exists in isolation, and so we must, from the start, work out how the pieces fit together.

And its a damned tabletop game! How can the factions _not_ know about each other? They will face each other on the tabletop, and you can hardly make a table saying who can fight what.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 22, 2003, 04:15:21 AM
Entropy, what we're doing now is set hundreds of years before the current timeline of the game.  The factions don't know each other when they left Earth hundreds of years ago (although some might).

But you'll meet as you expand and by the time present day comes around I'm sure we'll have all sorts of conflict based upon the histories that evolve from your interaction.  That's the whole point of this exercise...instead of us just coming up with stuff and jamming it together we will actually play our factions as they develop and see what interactions there are in present day.  

As for Earth...we're playing a sci-fi game with giant robots fighting.  How Earth was abandoned over the course of anywhere from 700 to 800 years is relatively unimportant.  I could come up with several reasons and methods that are fictionally sound.  

That said, I've come up with something even better for Earth, I think.  Earth and our solar system will be off limits during the time you all are expanding for reasons I'll explain later.
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 22, 2003, 01:59:04 PM
Entropy mentioning a Space Pope made me think of something, it may not be that original but here it is.  A planet that's a religious center to one or many different factions.  This planet as a whole is one big monastary/temple compound, think Vadacin City.  This city is completly nutral, but some factoins may want to control it for propoganda purposes.

This may not work as well as I had thought if factions are unaware of each other, but I;d figure the largest/main factions would all be aware of each other.  And not aware of the ones that broke off and went realy far away from the others.

Ok and another idea is since the factions are all spread out and in different star systems (solar system is actualy the unique name of our star system.  Since Sol is the name of our sun.), but we're stuck in the same galaxey (milky way).  If any of you have studied astronomy any you're probaly following me.  But for those of you who aren't a quick explination:  Galaxies are so far apart it make the distance from earth to the nearist star look like a few city blocks.  So that would give a good reason on why the factions can't expand anymore with out running into others.  They just don't have the technology to traverse galaxies.
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 22, 2003, 02:00:56 PM
Oh and I'm thinking of calling my faction "The Good Ol' Boys" and useing a modified Texas flag as thier symbol.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 22, 2003, 02:43:35 PM
I definitely like the idea of neutral planet like that, Sprig.  I figure we'll still roleplay the factions 500-1000 years after they first contact each other so each is well established by gametime.  THis would give plenty of time for a neutral planet to be set up.

Your famed mercenary company won't likely be a faction, technically, since it will be rather small comparably.  However, I'm sure they'll be very important  once we start roleplaying as they will surely turn the tides of some major battles.  

Since the Good 'Ol Boys are kind of a subfaction, I was wondering if you would mind creating another, larger faction also.  If not, s'cool, but just wanted to put the offer out there.

That said, if the rest of you also want to create smaller sub-factions, feel free.  The role of most famous mercs is gone, but if you wanted to create more mercs they could be famed for their fast strike or recon abilities.  Religious fanatics, merchant guilds, and miners guilds are other examples of this.  

These won't play a huge role throughout history, but their names will pop up now and again.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 22, 2003, 02:43:46 PM
Arg! Double Post!
Title: Re: Warmech - Homebrew Help
Post by: Spriggan on November 23, 2003, 12:27:24 AM
I'll think about makeing an actualy faction.  After reading your setting info the mercs were the first thing to pop into my mind.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 24, 2003, 10:15:06 PM
Any other submissions?

I'd really like some more factions!  C'mon...all those folks in AORP who don't get up here much seem pretty creative...
Title: Re: Warmech - Homebrew Help
Post by: JP Dogberry on November 24, 2003, 10:41:40 PM
How about a space pirate type faction? They raid ships in transit, and also do ground raids where they get their mechs , land on a planet, then proceed to blow things up, rape and pillage, etc.

Their mechs would be of a "Strike" nature. High offence, reasonable defences, fast speed, but without much staying power. They'd overheat quickly, but try to surround and overwhelm the enemy first.

They also would make use of many conscripts, usually as infantry. When there's a group of enemy mechs in fornt intent on killing you, and your enslavers in big mechs behind you, and quite prepared to step on you, who wouldn't fight?

I'll flesh it out more later, and think of a name.  I figure a group like this could be any size and still work.
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 25, 2003, 01:52:54 AM
Pirates are definitely good and will make a good sub-faction.

I should point out that while there will be some unique mechs to the factions, by the time of the game most designs have been stolen and copied.  That way any faction can field any mech on tabletop (again, like battletech), though if they want to stick to the fluff the player will be encouraged to take certain mechs.  

So pirates wouldn't have their own mechs, per se, but would have designs they had bought or salvaged.

Did I mention I'm trying to create a construction system so players can build their own mechs?  Trying to get that worked out and balanced is what's really slowing me down...
Title: Re: Warmech - Homebrew Help
Post by: JP Dogberry on November 25, 2003, 07:55:56 PM
Ok, I'm not really familier with these other mech games, so may I ask if everyone can use the same mechs, what distinguishes the factions? How is playing one different from another if they all use the same hardware?
Title: Re: Warmech - Homebrew Help
Post by: Mr_Pleasington on November 26, 2003, 04:48:53 AM
It's kind of odd, JP

Unlike game like 40K with very strict, codified army lists, in Battletech you can field whatever mechs you want...even those you design if permissable...for any given faction.

That  said, if you want to be a purist you would only take a mech that your faction  is known to use a lot.  The BT books have list that show you how rare it is for a faction to field a certain mech.  

The big division in Battletech is between Inner Sphere and Clan technology which are virutally incompatible with each other, thus dividing the setting into two major factions, subdivided into a lot of less major factions, subdivided into a lot of minor factions.  That's one thing that makes the Battletech univerese so intimidating...there's a lot of history and detail there.  Most Battletech fans are EXTREMELY loyal to their chosen faction.