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Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Two new titles for the Robotech Role-Playing Game, a new core book and a new sourcebook, are scheduled for release this summer, the 25th Anniversary of the classic anime series.



Robotech UEEF Marines Sourcebook, by Jason Marker and Kevin Siembieda, provides a complete examination of the United Earth Expeditionary Force Marine Corps, including history, tactics, operations, and missions. New skill packages for playing UEEF Marines, new weapons, gear, and vehicles are also included. This title will be presented in manga size and format at $14.95, scheduled for a late May or June release date



Robotech New Generation, by Kevin Siembieda and Irvin Jackson, will be a new core sourcebook for the Robotech Role-Playing Game. The book will feature rules for using equipment from all four Robotech eras, new kit-based mecha, information about Freedom Fighters and the resistance, new equipment, new mecha, adventures, and stats for NPC’s and villains. Also presented manga size; planned at $16.95 for release in July or August.



Palladium Books also plans nine new books for its popular Rifts series over the next few months: Dimensional Outbreak and Heroes of the Megaverse for March, Triax Two and Thundercloud Galaxy in April, Lemuria for May, Vampire Kingdoms: Expanded and Updated in June, Vampire Sourcebook in July, and Megaverse in Flames for August. Issue #49 of The Rifter magazine will release in March, followed in April by issue #50.



Superhero RPG Heroes Unlimited receives a new title in July called Armageddon Unlimited.


http://www.icv2.com/articles/news/16953.html

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
[MOD]
Solahma






RVA

Do you play the current incarnation of the Robotech rpg?

   
Made in us
Member of the Malleus




Fort Worth, Texas

As a child of the 80s, Robotech continues to be one of my favorite series. Any idea if they might make a table-top game based on it like Battletech?
   
Made in us
[MOD]
Solahma






RVA

There's a Voltron version of MonsterApocalypse coming out this summer from PP.

   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

Manchu wrote:Do you play the current incarnation of the Robotech rpg?


No, never dabbled in any way,shape or form. But I know a few dakkaites do/might so figured the info wouldn't hurt.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
[DCM]
.







I'd like to read some reviews/opinions of the latest incarnation of the Robotech RPG!
   
Made in us
[MOD]
Solahma






RVA

Bumping to stave off thread death and then necessary threadnecro. Someone has to have something that they can share with us! The RPGNet reviews are all like "if you like Palladium . . ." and I don't know if I do so they are rather useless for me.

   
Made in us
Servoarm Flailing Magos







The original edition of Robotech was a game I played a lot, but would have trouble playing now.

The Palladium 'house system' is very clunky. It appears to have begun life as a D&D (1st edition, maybe pre-AD&D) clone, and generally didn't add much to it other than a bit more interesting combat system (a core mechanic, as I remember, is that characters earn 'parrys' and such per level that they can choose to use to block attacks. It's a bit more dynamic than the basic D&D metaphor of combatants taking turns slugging it out.

Characters advance slowly, and at different rates (a technician has a different experience point chart than a fighter jock, for example). An issue in Robotech is that the designers didn't really think about making a useful party, so there's 1 'Fighter Pilot' class, 1 Destroid Pilot, an Engineer, etc. If you're doing a campaign based off the SDF-1's voyage, for example, there's a big incentive for the players to almost all be 'Pilots' as they get to regularly do stuff. You might have one or two that take other roles: maybe someone really wants to play a mechanic or a bridge bunny. Still, these characters better bring something to do during fight scenes.

This can be moderated a bit by doing more interesting adventures, such as maybe having the player characters all be friends and be involved in some sort of conflict that is outside normal military scope. Maybe investigating some sort of weirdness that higher-ups don't believe, or some traitor who happens to have a grudge against all of them. Classes are very focused, generally.

Still, had it been my choice, I would have wanted several Pilot classes based of anime stereotypes (Which, for the record, are pretty much the same as the stereotypes from a lot of other genres as well): The Ace Pilot (Maybe gets bonuses to "Save the Girl"), the Wingman (Bonuses to set up shots: think someone who's special ability is making everyone else work better), the techy Pilot (fixes stuff, etc.)... and so on and so on. Basically, have a bunch of classes that can work together.

Combat is a bit slow by modern RPG standards. Sturdy but not exciting initiative system, and characters get more attacks as they advance down various martial arts paths. Mecha combat is a subset of this, and there's minimal rules for chases and such.

The Mecha have massive amounts of 'MDC' or 'Mega Damage Capacity.' 1 MDC is equal to 100 SDC. A normal human would have a few hit points (representing serious damage) and a couple dozen SDC. So, therefore, being hit by a military-grade weapon is generally lethal damage to an unarmored human. This really isn't dealt with.

Some really hate the MDC system and play by either multiplying it out (so mecha have hundreds or thousands of SDC) or finding other alternatives. I didn't mind it much, but it had some definite flaws: MDC handheld weapons (common in the SC and Invid eras) meant it was common for characters to be running around with weapons that could destroy buildings with a few shots, and really reinforced the old-fashioned 'Sleep with their armor on' mentality of 80s role playing.

I feel the game failed at genre emulation. In the cartoon, Veritechs and Battle Pods are fragile and a failed dodge often means the pilot had better hope they can eject (Oops, I don't think battle pods have ejection seats! ). The game gives out enough MDC to mecha that most can take several hits from the opponent's main guns without a problem.

A possible solution to this is that the Mecha are divided into components: body, head, limbs, and perhaps a few other zones. However, it's still difficult to take off a limb or weapon with a good shot, so these rarely got used. There were some tables to add random lcoations in, but they weren't comrehensive and slowed the game further.

A common complaint about the system is some spot rules for shooting down missiles. This is another opportunity to mimic the feel of the source material, as several characters shoot down missiles at various times. Unfortunately, you can't, as the system explicitly limits the number that can be shot down.

So, as a result, combat is a bit slow and doesn't feel like the dogfight it should be.

Outside of combat things don't get much better. Characters have skills, which are rated in percentiles. Skills are granted by class, with a few skill selections available for meager personalization. Skills get a percentage as a base number (So if you have Pilot, you might get a free 30% in it) and then a bonus per level (say +3%)... Every level, the skills need to be recalculated, and there's nothing really interesting about them other than numbers going up.

Some skills are most definitely 'better' than others unless the group is hard-core role-players who really avoid combat. If I remember correctly, Boxing is a no-brainer skill, as it adds attacks and a raises the character's strength!

Using skills is a relatively simple affair of rolling under the percentage. It works, but is not particularly innovative.

There is also attributes that can be rolled under. So, sometimes you need to roll d100 and try to get under a percentage, sometimes you roll d20 to get under a smaller number (usually 3-18).

This review is for the previous edition. I've heard the new is a reasonably good guide to the series, but uses a tweaked version of the system with few of the flaws fixed. Mecha have less MDC, but many weapons do less damage.

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
Made in us
[MOD]
Solahma






RVA

Thanks, Balance!

   
Made in us
Devastating Dark Reaper




VA

Lots of good info Balance. I am really looking forward to the new books.

I have come to steal your pornography and sodomize my vast imagination.

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Made in us
Servoarm Flailing Magos







I've heard they're good for that, although i did a 'dive' into the Robotech fandom a few months ago, and its not perfect, but that I won't blame on Palladium: From the sound of it, there's a lot of issues with the current Robotech team at Harmony Gold not being quite sure where they want to go with a few things and developing a few couple-frame-images of mecha in directions that the fanbase has rejected.

(It would be kind of like how Exodites or Custodians would possibly annoy people if ever developed for 40k: They have so little hard data in writing, and many people have filled it in on their own, so an 'official' version is likely to disappoint people.)

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

i posted in alpharius's rifts thread and looked down to see a robotech one. pretty much the same thing applies. i bought the first two robotech books in this "new" series and was disappointed to see that they are largely the same palladium system used in my palladium fantasy books from the early 80's. PB missed a golden opportunity to make a completely new system for this reboot and just rehashed their clunky rules for yet another series. i wouldn't recommend it for that reason alone. playing anything by palladium is an exercise in patience as you'll need a ton of house rules to get the game to simply work the way it's supposed to.
   
Made in us
[MOD]
Solahma






RVA

After reading this thread, no way am I getting those Robotech books.

   
 
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