Like a lot
of people, because of you-know-bloody-what, I've been trying webcams
lately. No, not the kind you pay for. Nor the ones you charge for. In
your dreams, BTW. No, the ones where you play a game. A Role Playing
Game. No, not that kind of roleplay. Let's start again.
So, in my
latest attempt to stay sane, I've been running online RPG games. And
because its me, it involves giant robots. Its a little side interest
of mine that's been bubbling away in the background for decades. I've
wanted to play a giant robot RPG for years, but never found someone
to run one, other than me, so I've ended up collecting a few
rulebooks. The most recent thing to catch my eye was today's review
subject, The Mecha Hack. This, as I understand it, is a modified
version of “The Black Hack”, a bare-bones take on 5th
edition Dungeons and Dragons. That sounds like the Kevin Bacon game,
but what The Mecha Hack does is take possibly the most fundamental
RPG mechanics, I.e. going into a dungeon and wrecking face, and apply
them the matter of piloting a robot and wrecking face. You can build
a character in 5 minutes, a party in 30, have the outline of a
scenario in 10, and have couple of fights in 1 hour. Baddies are
boiled down to an attack and a life bar, for example, and you get a
huge great list of them. And there's a great many charts to help. You can have a campaign up and running in an afternoon.
Its pretty elegant stuff, although I did run into a few oddities and
“oh, they mean that” moments as I adjusted to things. The most
obvious is that you “roll under”, but the most significant of
these is that games treats man and machine as the same thing
mechanically. Well, you do get a pilot type and a chassis, for
16 combinations, but the former is mainly a special rule for the
latter. The word I want to stress here is “minimalist”, you don't
get a lot, but you get what matters. And possibly the greatest name
generator chart in human history.
Now, this
means The Mecha Hack is not a deep experience. Not only are most
things abstracted to an extreme, so replicating some styles of robot
is hard, the rules do not cover events outside of combat. Well,
there's half a page or so on that last point, but its not the kind of
game that walks you through a character's history as you create one,
or deals with social matters. That's gonna be a deal-breaker for
some, although I suppose you could hybridise this with Fate/Fudge and
come out OK. My personal opinion though is that the best bits of any
RPG session is when players improvise something, and the absolute
worst is when you have to spend a long time working out if something
out is rules legal. This lack of depth is not a bug, its a feature.
The thing about keeping things this simple is that it doesn't take
much to make it interesting with a few tweaks. This has freed me up
to concentrate on the stuff that's fun about planning/running a game;
world building, endless references, stupid jokes that only amuse me, and developing scenarios for people to play. This
simplicity has also proved a boon for online play, as there's no
infrastructure needed beyond the video call. Using tactical maps
would require something like Roll20, of course, but otherwise its
gonna stuff you have as a gamer. And once players get into it,
there's plenty of meaningful decisions to make in combat. That said, my only problem with system is that the abstract movement can be hard to visualise in my head, so maybe maps are a good idea?
So, to
wrap up this mini-review, The Mecha Hack is a good bit of inexpensive
fun. If you want to get gaming in a hurry with minimal fuss, I can
recommend it. Especially if you decide to take “inspiration” from
things like Pacific Rim and Gundam.
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