AggroChat #510 – Death From Above

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen
Hey Folks! This week we started with a single topic…  and by the time we were finished ended up having to bump half of the assembled topics to next week in order to keep the runtime down.  We start off with Bel talking about the bad news for Path of Exile players, and how there is no new league around the corner.  He also talks a bit about getting sucked into the private league that Pohx created which has capped out at 20,000 players.  From there Grace talks a bit about playing Heroes of Hammerwatch II and enjoying that.  Kodra shares his thoughts about the Diablo IV Campaign thus far as he still is effectively in the first act. Grace and Ash share their experiences with Coridden a more narrative-driven action role-playing game.  Finally, Kodra and Tam talk about their experiences playing Battletech and how Kodra is coming around to the idea of playing games for fun, rather than simply optimizing the strategy for winning.

Topics Discussed

  • Path of Exile League Months Away
    • Pohx League
  • Heroes of Hammerwatch II
  • Kodra’s Diablo 4 Thoughts
  • Coridden
  • Battletech – A Game of Awesome Moments
The post AggroChat #510 – Death From Above appeared first on Tales of the Aggronaut.

On Lancer, Again

Blaugust is half over and I haven’t even posted the thing I promised months ago.

Lancer’s Setting

Because it’s been so long, Lancer is a tabletop RPG about giant robot pilots (for a somewhat flexible definition of “giant” that also includes power armor). It’s set in the Somewhat distant future of our galaxy, in which mankind has used both FTL and long-form travel to spread out among the stars. There’s a mild space-fantasy element primarily consisting of AIs that do things that can’t be explained by physics and what humans have learned from studying them. The term used for this is “Paracausality”, borrowed directly from Destiny.
Monarch Cutaway

Lancer’s History

Lancer is a post-apocalyptic setting, but not in the usual sense of the term. In Lancer’s theoretical future mankind developed near-light ships and managed to establish some colonies on distant worlds. With colonies established and more ships en-route, the collapse of society cut off communication and ended most life on Earth. After a roughly ~5000-year dark age or so, old knowledge was rediscovered in the Massif vaults, and a “world government” called Union was created after a bit of fighting. The game’s narrative present is about 5000 years after this.
IPS-Northstar Mechs
As a Lancer, you (probably) work for Union’s Third Committee. Old Earth (now known as Cradle) and most of known space are recovering from the aftermath of the Second Committee, whose authoritarian and imperialist policies (referred to as “anthrochauvanist”) made a bit of a mess of the place before they were overthrown. Time has resulted in some of the original colonists re-establishing communications, and they’ve had plenty of opportunity to develop their own cultures and in some cases technologies in the thousands of years since contact was originally lost. The most notable of these are the Karrakin Trade Baronies (who existed before the Fall) and the Aun Ecumene (established during the dark ages). Relations between these entities vary.
Smith Shimano Corpro Mechs

Lancer’s Technology

A major event in Lancer’s timeline is referred to as the Deimos Incident. A summary is that a super-powerful AI (known as RA or MONIST-1) was being studied on the aforementioned moon of Mars, and it managed to somehow take over and leave, taking the entire moon with it. It reappeared to force Union to sign a treaty concerning AI research, and has proven to be willing to show up personally to enforce violations. Much of Lancer’s “advanced” technology is the product of studying this entity, and is the given explanation for FTL. Some other factions have their own unique technologies: The Voladores are space nomads and have some knowledge of folding space that no one else does, and the Aun have “hard light” and their own unique form of FTL.
Horus Mechs
As far as what players get, there are 5 major Manufacturers. (It’s really 4 and a cult that has a gear catalog.) Your starter gear is from General Massive Systems, who produces a really quite good generalist mech and weapons of every type. As you advance as a pilot you get access to gear from the other manufacturers with more specialized portfolios. Horus has a strong emphasis on both hacking and defying physics, SSC makes fast, lightly-armored mechs, IPS-N mostly makes the opposite, and Harrison Armory uses the most advanced tech (some of it stolen) in theirs. These manufacturers are also some of the major players within union, so you may end up working for/against their interests. Just like Shadowrun, it doesn’t prevent you from using their gear while you do it.
Harrison Armory Mechs

The Unknown

One of my favorite things about the setting as written is that there are a lot of explicit and implicit mysteries. What does RA want and where is it? What happened to most of the colony ships during the dark ages? What are NHPs really? What weird tech is HA currently developing? What happened on Hercynia? That last one is the subject of the first module, but the rest of these you’ll just have to figure out as they come up.

On Lancer

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.

The Premise

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.

On Lancer

The System

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.

On Lancer

The Mechanics

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.

On Lancer

The Fluff

This is actually complicated enough that I think it deserves its own post. Until next time!

On Finely Cast Resin Miniatures

It’s as much a surprise to me as anyone else that I’m getting into Warhammer Fantasy (now called Age of Sigmar). It’s also a surprise that the first faction I took an interest in wasn’t Lizardmen (now called Seraphon); this one actually caused someone else to lose a bet. Instead I decided to jump in with the start Collecting box that looked most interesting to me. I tend to favor large things, and the Beastclaw Raiders box is just 5 big things, so that’s what I ended up with. The majority of the units in this faction are mounted ogres (now called Ogors) and they’re large and hard to kill and it’s a faction definitely suited to my playstyle.
On Finely Cast Resin Miniatures
Branching out into other things in this faction, one of the options to field is a hunter and some frost sabres. This would add a few more bodies on the table for me and enable the faction to attempt some strategies that aren’t “rush forward as fast as possible”, so I ordered some. These come in the form of what Games workshop calls “Finely Cast Resin Miniatures” and everyone else calls Finecast if they’re being polite.

On Finely Cast Resin Miniatures
To date, I have never heard anyone say anything good about Finecast. I’ve assembled lots of plastic in the past, and I’ve had metal minis too, but this was a first for me. Getting these to a reasonable state involved a lot of cleaning, other work I’m not completely used to. In the process, I learned a few things.

  1. Resin is soft, and cuts with a sharp knife much easier than plastic. Care should be used when dealing with these.
  2. Resin warps in shipping/storage. The tip I got was to use hot water to bend them into shape, and then cold water to set them into that shape.
  3. Resin pieces don’t always fit together that well. I found it was okay to just hack bits off until they did fit, but keeping in mind point 1.

On Finely Cast Resin Miniatures
I’ve now filed this material away as “something to be avoided” and am factoring that into list construction. At least it’s good to be informed?