So as I mentioned back in Part 1 I’m planning to use Mekton Zeta for the giant robot portions of this game. By that I mean the combat and the mecha construction. Theres actually a (weirdly?) small number of dedicated giant robot/mecha rpg’s and Mekton Zeta is one of the oldest and in my opinion one of the best. A number of the more recent mecha games use systems where the attributes are defined narratively, e.g. I mentioned Camelot TRIGGER in the last post. It uses FATE so you have statistics for your robot like “Torso: Great armour”. Nothing wrong with that per se, it lets you quickly model the salient features and start playing. I actually have a lot of time for the FATE system and its various offshoots. But when it comes to giant robots, even if you’re talking about super robots, I like the feel of getting down to the nitty gritty, to the nuts and bolts, to complex systems and sub-systems and lots of numbers. Mekton Zeta’s mecha construction system is a nice middle ground between the fairly light system of something like FATE and the overly detailed/fiddly tech creation systems from something like the Silhouette Vehicle Creation System or T:TNE’s Fire, Fusion and Steel (basically I dont want to deal with complex forumlae). Continue reading…
