Is the contrast between Thieves (unlimited uncertain attempts) and Mages (limited guaranteed attempts) not niche protection? I like the idea that the Mage can always go invisible once, while the Thief has many chances to hide in shadows, but none are guaranteed. I feel like the Mage playstyle rewards careful planning and patience, while the Thief playstyle rewards or punishes risks. That's just my suspicion, though.
I love the Mekton house rules. I've been trying to figure out how to run this game for a while, ran into exactly the problems you described, and I think your solution is excellent. By any chance, do you have the mecha stats available somewhere? It would be useful to see what the defaults are given some of the assumptions implied in the house rules.
Thanks for the shout out. One thing that has me obsessed with Gangbusters is what I see as it's incompleteness. It's holes. On the one hand it has the fairly unique (and early) characteristic of totally different means of gaining XP by class while also having a skills based system. But, the closest thing it has to a domain game is with Gangsters. The rules outline mechanics for building and managing a criminal empire from tiny to large. While the other classes do have means of rising to positions of power, the details of exactly what this means need fleshing out. At some point that plucky reported gets promoted to editor but it's left to the player/DM to determine what that means. People flounder here unless very much motivated not to. But, one can see the direction Gangbusters was heading even as it falls far short. This could have been publishing space requirements for the original game. But what was left out makes it a much less playable game (and low sales) which likely lead to little further development. A tragic story given it potential. Plus it was just a less popular genre and.more difficult style of play. But, what could have been.
Thanks for the shout out. One thing that has me obsessed with Gangbusters is what I see as it's incompleteness. It's holes. On the one hand it has the fairly unique (and early) characteristic of totally different means of gaining XP by class while also having a skills based system. But, the closest thing it has to a domain game is with Gangsters. The rules outline mechanics for building and managing a criminal empire from tiny to large. While the other classes do have means of rising to positions of power, the details of exactly what this means need fleshing out. At some point that plucky reported gets promoted to editor but it's left to the player/DM to determine what that means. People flounder here unless very much motivated not to. But, one can see the direction Gangbusters was heading even as it falls far short. This could have been publishing space requirements for the original game. But what was left out makes it a much less playable game (and low sales) which likely lead to little further development. A tragic story given it potential. Plus it was just a less popular genre and.more difficult style of play. But, what.cluld have been.
Is the contrast between Thieves (unlimited uncertain attempts) and Mages (limited guaranteed attempts) not niche protection? I like the idea that the Mage can always go invisible once, while the Thief has many chances to hide in shadows, but none are guaranteed. I feel like the Mage playstyle rewards careful planning and patience, while the Thief playstyle rewards or punishes risks. That's just my suspicion, though.
I'd buy that Mecha game, especially it you take in the Dougram/BattleTech space feudalism, Dune with Real Robo direction.
I love the Mekton house rules. I've been trying to figure out how to run this game for a while, ran into exactly the problems you described, and I think your solution is excellent. By any chance, do you have the mecha stats available somewhere? It would be useful to see what the defaults are given some of the assumptions implied in the house rules.
Thanks for the shout out. One thing that has me obsessed with Gangbusters is what I see as it's incompleteness. It's holes. On the one hand it has the fairly unique (and early) characteristic of totally different means of gaining XP by class while also having a skills based system. But, the closest thing it has to a domain game is with Gangsters. The rules outline mechanics for building and managing a criminal empire from tiny to large. While the other classes do have means of rising to positions of power, the details of exactly what this means need fleshing out. At some point that plucky reported gets promoted to editor but it's left to the player/DM to determine what that means. People flounder here unless very much motivated not to. But, one can see the direction Gangbusters was heading even as it falls far short. This could have been publishing space requirements for the original game. But what was left out makes it a much less playable game (and low sales) which likely lead to little further development. A tragic story given it potential. Plus it was just a less popular genre and.more difficult style of play. But, what could have been.
Thanks for the shout out. One thing that has me obsessed with Gangbusters is what I see as it's incompleteness. It's holes. On the one hand it has the fairly unique (and early) characteristic of totally different means of gaining XP by class while also having a skills based system. But, the closest thing it has to a domain game is with Gangsters. The rules outline mechanics for building and managing a criminal empire from tiny to large. While the other classes do have means of rising to positions of power, the details of exactly what this means need fleshing out. At some point that plucky reported gets promoted to editor but it's left to the player/DM to determine what that means. People flounder here unless very much motivated not to. But, one can see the direction Gangbusters was heading even as it falls far short. This could have been publishing space requirements for the original game. But what was left out makes it a much less playable game (and low sales) which likely lead to little further development. A tragic story given it potential. Plus it was just a less popular genre and.more difficult style of play. But, what.cluld have been.