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Posted

Hmmm, weird. If it's just me having trouble, then I would guess either I'm filtering something or that particular club is set to filter me? I didn't see anything in my settings that would filter/block any users/clubs. I don't know. Maybe I offended someone when I abruptly ghosted a few years ago... got myself blocked?

I suppose it doesn't matter. I'll stop brainstorming, so we can keep the thread Bluebeard's Bride related. 

Posted

It's not just D&D - it's the entire fantasy thing. Ars Magica, various hacks, alterations and alternate rulesets to achieve the same thing...

Bluebeard's Bride may have been a bad choice - thematically it kind of fits, but it's very bounded by it's themes. It's kind of the mental equivalent of gaming bondage, maybe.

Back to the drawing board...

Mecha and futa alien pilots anyone?

Posted

Savage Worlds is a ton of fun. Most things I've played in it end up feeling a bit 'pulpy' because of that swingy-ness, but 9 times out of 10, that's not a bad thing. 

If we're talking about FATE, I'd just as soon say 'Sex' is the skill and let Stunts and Aspects round out everything else. I could maybe see a case for dividing it 'Topping' and 'Bottoming' as separate skills, but it doesn't feel intuitively necessary. 

(I want to like GURPS so bad, and it never works for my groups, lol. I don't know how that crunch gets us everytime)

Posted
1 hour ago, WritesNaughtyStories said:

I actually have a terrible record with suggesting games. The Expanse flopped miserably. Black Crusade as well. The pirate thing happened for about 4 posts. It may be that anything beyond pretty broadly popular fantasy stuff, interest is low, but I keep hoping to get something else running.

wait there was a pirate thing? I would have jumped for the chance to be a pirate!

Posted

The GURPS crack was me playing - I actually don't like the game much, but not because of the crazy crunch, but because I had been playing Champions for years by the time GURPS was released.

Sex as a skill would be the smart play for any of the FUDGE derived systems, but I'd probably argue that the swingy, combat focus of Savage Worlds might make it the better choice for Mecha - the Rifts hack gives us a pretty clear path for how to make that work well. I backed FATE's kick starter and have a ton of the Worlds of Fate, but can;t think of a particularly good implementation of mechs. Interface Zero was ported to FATE and that seemed to work fairly poorly for the mechs.

I've always thought that in a play by post setting FATE would work exceptionally well, but there's kind of a meta game conversation that has to be negotiated as Aspects are declared and Stunts occur that would require a separate thread. I haven't played a ton of FATE but am inclined to make this a more serious discussion as an excuse to give FATE a go in a PbP environment.

Posted (edited)
20 minutes ago, DreamsnThings said:

wait there was a pirate thing? I would have jumped for the chance to be a pirate!

There was - I think I posted it originally around 2020. @LeonaFair was one of the people in it for a while, but it never went anywhere and she deactivated her account years ago. I reused the club to create the Expanse idea that also died. I really ought to quit with the games and just write porn - seems to be where I can add the most value.

Actually, I just had a moment of clarity. I think I tend to leave things too open and want too much discussion to get buy-in.

I wonder if the thing to do is just put the mechanics in place, post a blank character sheet and set up the first scene.

Edited by WritesNaughtyStories
Posted

I hesitate to suggest other sites, but I used to play play on a few other sites that were very open to non D&D games in a play by post format. They weren't as explicitly sexual as this place gets, but the games could be private an as long as you post the intent and subject matter up front, then use lines and veils to determine what players are comfortable with, you can play some pretty over the top stuff on some of those sites.

Posted

My online RP days go back to the age of IRC... Glad I'm the sexy kind of old.

Seriously, is there interest in Sex Mecha? Somehow it feels like the thing to do is drive right at sex as what powers the mechs. 

Say they're biomechanical constructs, grown for war. But the most powerful pilots are REALLY connected to their mechs. Your mech does have to want you in it, like that, to work but if it does the pilot and mech get the mystical, one mind, one body such power. Only the best pilots (who, of course, are the rebels against the corrupt government) know that the mechs can feel like that....

FATE or Savage Worlds?

Posted (edited)

First off, yes. Even in base concept, I'm interested. 

Savage Worlds or FATE could work; I think I would lean FATE just because the system scales really easily and you wouldn't have to do much to have mechs and people outside of mechs in the same scene interacting. 

If we go with bio-mechs, here's how I would frame Sexy Mech Adventure (going to repeat some of what was said earlier here, too):

  • Players are all on the same team (rebels taking down a corrupt gov sounds great).
  • Your one-mind/one-body sync with your mech is based on having a good relationship with it, possibly a sexual or romantic one for best sync. (encouraging pilot x mech play)
  • Mechs are hyper-sensitive to their pilot's subconscious, so friction with their squad-mates can result in mechs failing or going rogue while the squad is trying to work as a team. So yes, you need to sync with your mech, but you also need be in sync with your squad (encouraging pilot x pilot play).

From there, we get some fun stuff to consider, like, are we just fighting opposing military/mech units? Do we want mech vs. kaiju stuff? If enemy pilots don't have that intimacy with their mechs, do they come from a repressed society (something like 'all clones', 'romance  is forbidden because it conflicts with one's loyalty to the state', and stuff like that)?

Edited by WickedCadrach
Posted

FATE it is. Let me pull my rules and solidify my approach.

Ya'll keep working that setting lore. Here's my thoughts. I love the idea of the mecha feeling interpersonal tension between the squads' pilots. It might encourage some pilot x pilot action, but "Careful with that mic, Weezy." the mecha can get jealous...

Which raises the issue of measuring cohesion. I think we need a metric for squad cohesion and the intimacy between mech and pilot. Thoughts?

The enemy are both Kaiju and the oppressive regime. The Kaiju are forces of nature, not quite malicious but extremely dangerous. Hurricanes you can punch.

The government mecha have neuro inhibitors installed to keep them loyal to the military rather than the pilots. But they can be jail broken.

Posted

The easy answer with FATE is to give each character a Stress Track that's just Sync (In addition to the regular Physical and Mental Stress tracks). At zero Stress, all is well. Acting against the interest of the mech (going into dangerous situations, inciting jealousy, etc) can build Stress and Consequences just like getting punched or intimidated can hit Physical and Mental Stress + Consequences. 

The issue with this idea is it might get tricky if one person is trying to juggle the loyalty of multiple mechs? Unless that's not something we're worried about.

We can also just give the squad it's own super-character-sheet that sits one level up from everyone's individual characters. Unit Cohesion can be a Stress Track on the squad's character sheet. (I once did this with FATE game based around gang turf wars, a la The Warriors. The players' gang had a Loyalty Stress Track to measure how reliable all their low level soldiers and dealers were as well as a Cash Stress Track that was hit by buying, repairing, bribing, etc).

 

Exploring the lore side a little...

It could be interesting if part of the rebellion's motivation is to liberate mechs under these neural inhibitors? Maybe it's not just mechs. Maybe all people in the Evil Empire receive some kind of neural 'prod' implant that allows large scale monitoring and loyalty enforcement?

I'm happy to have this all happening on one planet, too. Just one Earth-like planet with a global Empire busy fighting rebels on one side and kaiju on the other. While the rebels are trying to overthrow the Empire and also protect themselves and the common-folk from kaiju devastation. 

Also, I'm thinking the mechs can act a little bit on their own. If we are thinking they're basically cyborged-kaiju with a pilot seat to enable high-level tactics and precision, then on their own (poor Sync + no neural inhibitor) they can still fight/move in basic, feral ways.

  • Love 2
Posted

I like the idea of a Stress track for Synch, but I propose it run from, -5 to +5. As the pilot and mech become more intimate they gain Synch, if they lose Synch it decreases. Stunts as a pair get the value of Synch. (Scales may be off - unexpected plumbing project is eating my time)

I like the idea that freeing mecha is one drive of the rebellion. Does anybody remember the old Christian Bale movie, Equilibrium? Law requires emotion blockers for everyone to help ensure compliance - is that how the government works?

Mech's having limited ability to act on their own (provided they do not have a neural inhibitor) makes a lot of sense. That's in.

Another question, since wrenching pipes makes thinking about game mechanics difficult, how much detail goes into the Gear Aspect of the mechs? Or, are they characters unto themselves that are dar more effective with a pilot partner?

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