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New look for My Monkeys campaign

August 2nd, 2010

Over the past few days I have been testing out a wonderful little PHP/MySQL program developed by Juho Savela (BitterOne on the BT boards). The best way to describe it is as a content management system/blog for organizing a mercenary campaign. You can see his campaign here. After much begging and pleading, he agreed to [...]

The CGL Situation

May 21st, 2010

As I write this, the hearing in Seattle today on Catalyst Game Labs’ future is about to begin. For those who have not been keeping score, three parties are seeking for force CGL into bankruptcy in order to recover money they feel is owed to them. In dollar terms, the primary claimant is Wildfire Press, [...]

MW2.Mine: Autofire

February 2nd, 2010

Ok, I have been thinking a little bit more about autofire. In my previous post on damage, I decided to stick with the “MoS multiplier” that aToW and MW3e used to deal with burst fire. However, after thinking about this some more and looking at how a variety of systems handle automatic fire, I have [...]

MW2.MINE: A solution to the Piloting/Gunnery problem

January 19th, 2010

One of the most difficult things for any RPG translation of Battletech to manage is the translation of the one unit difference in piloting and gunnery skills to a generic skill system.  For example, a mechwarrior of “regular” skill level has a gunnery TN of 4, but a piloting TN of 5.  How do you [...]

MW2.MINE: Damage System

January 17th, 2010

Ok, its been awhile since I posted on my emerging MW2.Mine system. I said at the end of my last post that I was going to focus on traits next, but I lied. Since this is all work in progress, why go in order? I have been thinking a lot about the damage system used [...]

Analysis: Framewerk (Cthulhutech) RPG System

January 12th, 2010

As a direct result of Catalyst Game Lab’s decision to drop all the prices on their PDF’s, I decided to go ahead and pick up the Cthulhutech core rulebook for a fairly cheap $15. I have been curious about this game for some time now, mostly because it manages to combine two of my favorite [...]

MW2.Mine: Attributes and Skills

October 13th, 2009

My continuing frustration with Battletech RPG systems led me to a little thought experiment. The way I see it, the big problem with MW3 is that it threw the baby out with the bath water in transitioning from MW2.  MW2 was an interesting system with nice Battletech integration. It had some serious faults, but MW3 [...]

A Time of War: What I would have done differently

October 5th, 2009

Well, a beta release of the new Battletech RPG titled A Time Of War (aToW) is out and after having given it a good look, I can confidently say that I am …. frustrated. I have been waiting for a long time for a Battletech RPG that would work, in particular one that would [...]

My Track System: A change to XP costs

September 17th, 2009

So, I was looking through Total Warfare the other day and I noticed that they did have information in there on pilot advancement, which I thought had been left out. Basically 8XP increases gunnery and 4XP increases piloting. It got me thinking about the XP costs I use in my own system. [...]

A Battletech Name Generator

September 9th, 2009

I always like to have names for all my pilots in a battletech campaign. Optimally I would also like to be able to give names to the OpFor pilots. Yeah, its just fluff, but I like that kind of stuff. I have used other name generators around the web in the past to come up [...]