Quote:
Originally Posted by Nightshade
And you could wing combat and character generation, too, but like those, the nature of a mecha is a bit to close to the point in the game for this to serve most people well. So I think either one has to argue that _any_ subsystem can be done without, or that for some sorts of games, vehicle construction systems are, indeed, necessary.
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One of the settings I am noodling away at for BRP is a Mecha setting, and I have no plans for a Mecha design system for it - it would take far too much time and effort to create and check, whereas a set of predefined mechs is perfectly feasible. And I played a LOT of Battletech in the late eighties and
never used a Mech design sequence#.
BRP games / settings in general tend not to be detail oriented, and complex design sequences (GURPS, MegaTraveller) by defintion ARE, so I think in general they are a poor fit with BRP.
On the other hand, Classic Traveller Book 2 has a very simple, almost abstract design system for Starships that is far closer to the BRP approach ("Put logical number on what must have numbers only"). The difficulty comes in building a similar system for other technologies. Personally I much prefer what I saw in the equipment chapter in the playtest to any elaborate design system, but its clearly a potential supplement that someone could pitch to Chaosium.
Cheers,
Nick Middleton
#indeed, I don't remember there being one in the set we used: there must have been I suppose, but I remember none of the features of it at all.