![]() Strangely, combat is possibly the least enjoyable part of the game, simply because it requires players and GMs to start tracking a handful of sub-systems and rules that can be more than a little flddley. It's a weird little system that is open to easy gamesmanship if players want to always use their best skills, but somehow it seems to work - most of the time, anyway. An engineer with four points in "I Can Fix It" isn't just a great mechanic, but can also put her skills to use when patching up a relationship or pulling together a squad's shattered morale. Rather than stats, for example, characters are built using tag-like skills that players are encouraged to work into as many situations as possible. Indeed, for all of its skill lists and number-crunching, Robotech plays much closer to a narrative-driven storytelling game than a D&D-clone. When you roll up a party of heroes for Robotech you're unlikely to end up with a squad full of fighters who'll engage directly with the enemy, and instead find yourself playing with an ace pilot, a bridge officer and an exiled princess. It was an unusual take for cartoons at the time and is honestly kind of an odd angle for an RPG to pursue these days. It told a choppy story of alien invasion and human heroism set against a background of over-the-top drama that focused on the support staff just as much as the fighters on the front-line, a combination that proved popular enough to warrant an RPG adaptation 34 years down the line. Formed from the Frankenstiened remains of three completely different anime series, Robotech was the first show to try and bring the mecha genre to western audiences.
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