Back when True20 was still new there was a "campaign world" created for it; Mecha vs. Kaiju. It eventually spun off into a full blown product.
I talked about it more recently when Pacific Rim came out.
Well True20 sadly never got the traction it should have, but there is a new system to fill it's niche, Fate, and new Mecha vs. Kaiju for it.
https://www.kickstarter.com/projects/1171175182/mecha-vs-kaiju-a-sci-fi-anime-rpg-for-fate-core
If it is anything like the True20 it will be ridiculously fun.
Though it looks like to me this not a simple conversion, but a complete rewrite to fit the Fate rules.
If that is the case then this stands to be a really, really fun game.
If it does for Fate what it did for True20 in my mind then this is an easy winner.
I have been dying to do something with Fate and this just might be the thing I need.
Mecha vs. Kaiju True20 Version
The game is set up much like other True20 books. You have your three archetypes/characters (Adept, Expert, Warrior) and a host of new feats and powers to choose from. Some are campaign-specific but almost all could be used anywhere else. In fact there is enough here that the main feature of MvK is readily apparent; you don't have to do games about fighting giant monsters all the time. Now of course the main plot and thrust of this game is fighting giant monsters, but I can easily see some adventures of exploring monster islands, contests between cocky pilots, mad scientists, children with newly awakened psychic powers.
When I first read this game my thoughts went first to Godzilla, but you can do Akira here as well and any number of other "Neo Tokyo" genres. Plus it is compatible with a host of True20 books I already have, so adding cyberpunk, horror or even comedy is easy.
If you don't like the campaign background you can leave it, but I think you would be missing out on something really fun if you do.
This might in fact be my favorite True20 setting.
Thursday, February 27, 2014
D&D40 Bloghop: Day 27
Day 27: If you had to do it all over again, would you do anything different when you first started gaming?
I don't know. I am not one for regrets or second-guessing my choices.
I think I would have liked to have bought more of the classic books when I could and saved more of the things I wrote. Playing some more games when I was younger would have been nice too.
But yeah I mean I had a blast. I am still having a blast. Why would I want to change any of that?
I don't know. I am not one for regrets or second-guessing my choices.
I think I would have liked to have bought more of the classic books when I could and saved more of the things I wrote. Playing some more games when I was younger would have been nice too.
But yeah I mean I had a blast. I am still having a blast. Why would I want to change any of that?
Wednesday, February 26, 2014
White Dwarf Wednesday #99
March 1988 and White Dwarf #99. This might one of my least favorite covers ever for White Dwarf. Some weird looking space marine (research tells me it is a Chaos Marine). In The Eye Of Terror Collective by Creativity Inc is the credit.
Sean Masterson gives us lackluster editorial.
Marginalia gives us two products, Curse of the Mummy's Tomb and Heroes for Dungeonquest. Curse of the Mummy is a new board game and Heroes another expansion for Dungeonquest.
Lots of stuff for Warhammer 40k.
Letters moves up to the start of the issue.
The Ritual is a Warhammer Fantasy introductory scenario. It's 10 pages and looks like it could be fun. It has a serious old school vibe about it (naturally) but it really looks like something that could be published today for the OSR crowd.
For RuneQuest we get a guide on Martial Arts. Only a page, but some very 80s stuff.
A little bit more on some Warhammer 40k.
Spirit of the Mountain is a Call of Cthulhu adventure. Taking place anytime between 1830 and 1930 it is a fun little adventure set in Navajo land in Arizona. I like it. I am sucker for anything Native American in nature. Growing up in the midwest near old burial mounds will do that. Plus I was in the area of this adventure this past spring on vacation and I have been dying to try something out. It looks like something that I could convert easily to Ghosts of Albion.
One of the reasons (I think) for letters getting moved was to make room for a new forum on miniatures. I have been poking my head in on various newer White Dwarf issues to know that anything miniatures was gold for White Dwarf.
End with more Warhammer 40k and various ads.
A lot of what I said about last issue is still valid here.
Sean Masterson gives us lackluster editorial.
Marginalia gives us two products, Curse of the Mummy's Tomb and Heroes for Dungeonquest. Curse of the Mummy is a new board game and Heroes another expansion for Dungeonquest.
Lots of stuff for Warhammer 40k.
Letters moves up to the start of the issue.
The Ritual is a Warhammer Fantasy introductory scenario. It's 10 pages and looks like it could be fun. It has a serious old school vibe about it (naturally) but it really looks like something that could be published today for the OSR crowd.
For RuneQuest we get a guide on Martial Arts. Only a page, but some very 80s stuff.
A little bit more on some Warhammer 40k.
Spirit of the Mountain is a Call of Cthulhu adventure. Taking place anytime between 1830 and 1930 it is a fun little adventure set in Navajo land in Arizona. I like it. I am sucker for anything Native American in nature. Growing up in the midwest near old burial mounds will do that. Plus I was in the area of this adventure this past spring on vacation and I have been dying to try something out. It looks like something that I could convert easily to Ghosts of Albion.
One of the reasons (I think) for letters getting moved was to make room for a new forum on miniatures. I have been poking my head in on various newer White Dwarf issues to know that anything miniatures was gold for White Dwarf.
End with more Warhammer 40k and various ads.
A lot of what I said about last issue is still valid here.
D&D40 Bloghop: Day 26
Day 26: Do you still game with the people who introduced you to the hobby?
I started 35 years ago. The people I gamed with then have all moved on and now have families of their own. The ones I still keep somewhat in touch with are still over 200 miles away.
Maybe someday I will game with them again. My boys are also playing 1st Ed. AD&D now so everything has come full circle for me.
I started 35 years ago. The people I gamed with then have all moved on and now have families of their own. The ones I still keep somewhat in touch with are still over 200 miles away.
Maybe someday I will game with them again. My boys are also playing 1st Ed. AD&D now so everything has come full circle for me.
20 Years of Starlog
Back in the 80s there was one magazine that vied for my attention as much as Dragon and White Dwarf.
Starlog.
Now the Internet Archive (one of my favorite websites ever) has 20 years worth of back issues of Starlog, Issue #1 to issue #224 (1976 to 1996). Pretty much the golden and silver ages of the magazine.
https://archive.org/search.php?query=collection%3Astarlogmagazine&sort=-publicdate
No idea how long these will stick around. People tend to upload this stuff without having the proper permissions.
Starlog.
Now the Internet Archive (one of my favorite websites ever) has 20 years worth of back issues of Starlog, Issue #1 to issue #224 (1976 to 1996). Pretty much the golden and silver ages of the magazine.
https://archive.org/search.php?query=collection%3Astarlogmagazine&sort=-publicdate
No idea how long these will stick around. People tend to upload this stuff without having the proper permissions.
Tuesday, February 25, 2014
D&D40 Bloghop: Day 25
Day 25: Longest running campaign/gaming group you've been in.
This one is pretty easy.
I have been able to play in some pretty cool groups, but the one that has lasted the longest and the one I get the most enjoyment out of is Dragonslayers.
The Dragonslayers began as a way of teaching my oldest son how to play. He was only about 4 years old at the time. I began with some very simple rules, but mostly based around D&D 3rd Ed.
I added in bits of Star Wars d20, BESM d20 and Mutants & Masterminds. Over the years we also added my youngest son. I have talked about the group many times here.
Presently the Dragonslayers are all in Epic levels, 24-26. Yeah I wanted to do somethings with 4e too, so I am using the 3.x Epic Level Handbook and ideas from 4e. I have one more adventure to take them through and then it is off to the Dragon's Isle to fight Tiamat. It will be epic!
This one is pretty easy.
I have been able to play in some pretty cool groups, but the one that has lasted the longest and the one I get the most enjoyment out of is Dragonslayers.
The Dragonslayers began as a way of teaching my oldest son how to play. He was only about 4 years old at the time. I began with some very simple rules, but mostly based around D&D 3rd Ed.
I added in bits of Star Wars d20, BESM d20 and Mutants & Masterminds. Over the years we also added my youngest son. I have talked about the group many times here.
Presently the Dragonslayers are all in Epic levels, 24-26. Yeah I wanted to do somethings with 4e too, so I am using the 3.x Epic Level Handbook and ideas from 4e. I have one more adventure to take them through and then it is off to the Dragon's Isle to fight Tiamat. It will be epic!
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