
On Blaugust 2021




In the most recent podcast, I mentioned Lancer, a sci-fi mech RPG that’s currently on Kickstarter. I feel like I didn’t entirely do it justice, so here’s a bit of a longer explanation on what it is, and why I think it’s great.
Lancer is a Mech-based Tabletop RPG using a custom d20 system. (A d20 is used for resolution, but the “standard stats” and levels and various other things that are in a normal d20 system are not here.) It’s set in a sort of future version of our galaxy with some hand-waves in the form of “sufficiently advanced technology” (think Mass Effect or Infinity) but very little in the way of aliens. As a result humans have spread across the galaxy, multiple factions are trying to advance their own agendas and the players are mech pilots who Got Involved. How exactly that works is left pretty open.

One of the more creative things about Lancer is that it’s basically two games stapled together. There’s a very open narrative system for pilot interactions while you’re not in a giant robot, then also has tactical combat built in for when you need to get into fights. In this way it avoids the tendency of other narrative systems to break down when negotiations do (I know this is a complaint my usual GM has about World of Darkness-based systems) but also supports doing more than just fighting (which is the generally largest complaint about systems like D&D 4e). Interestingly Kodra proposed something like this on the podcast for playing 4e, so it’s interesting to see it in a more realized form.

Part of the fun of Gundam Breaker 3 to me is the very high amount of customization you can do on any given robot. Lancer uses the concept of Licenses to add their own spin on this, and getting more licenses means you have more options to choose from when designing a mech. Each license has one associated frame, and then an assortment of 6 associated weapons and systems that go with that frame thematically. Once you have enough license levels you can mix and match these as you choose (within certain limits) until you have a mech that does what you want it to.
There’s also a little bit of vertical progression associated with license levels, as your pilot skills increase and can result in your mech having more ammo, more HP, faster movement, etc. Pilots also have talents for further customization, plus a set of things they can do while not in their mech.

This is actually complicated enough that I think it deserves its own post. Until next time!
For those of you that missed it, we recorded our “GOTY 2018” Aggrochat show two weeks ago. In a break from tradition, a few Honorable Mentions also came up last week. I just want to give some additional words to a few of my favorites.
This is a side-story of sorts to 2016’s Digimon Story: Cyber Sleuth. (It takes place at the same time, TVTropes would call this a P.O.V. Sequel.) It’s a good example of a “the same, but more” approach to a sequel, in that you play as an actual hacker who has more capability to mess with the digital world but less unexplained magical power to travel through computers. Opinions on this mostly relate to whether or not you needed Cyber Sleuth to be longer. I put quite a few hours into it, but Monster Hunter World cut into the time I was using to play it. It’s still worth a look if you really enjoyed the first game.
Crash vs. Spyro was a big thing when both of these franchises on the PS1, but for me there wasn’t really much contest. The Crash games were products of the limited ability to display 3D spaces at the time and don’t hold up terribly well today. Spyro levels have a considerably more open design and a more mobile protagonist, and remain interesting even 20 years later. These games show that with a fresh coat of paint, they’re just as good as they ever were. You still have to like collect-a-thon platformers on some level, and it turns out I still do.
This is a game that I picked up in Early Access and liked a lot. It hit 1.0 and released in February and I unfortunately have to admit that I haven’t played it since this happened, but I’m still going to mention it here. Tangledeep is a roguelike in nearly all of the definitions of that term (turn-based, grid movement, random generation, (optional) permadeath). It’s set in a fairly whimsical and colorful world but what really drew my attention is that uses a job system for the main character that’s pretty close to the implementation from Final Fantasy Tactics.
The reason it didn’t get played this year is mostly because they announced a Switch version which then didn’t come out before the end of the year.