[quote=Zero Hex] Yeah, sure, why not, mecha are always good. Stepping away from the standard real robot "gundams with a lot of guns" approach to a mecha RP is even better.[/quote] From how I image it, it'd probably be Real Robot with swords and melee weapons (gunpowder is hard and expensive to make for giant ship-transforming robots), with the Super element coming in the form of the Revolutionaries. [quote=Zero Hex]-For factions, I suggest having all the players be part of the same group, while inter-PC conflict can be fun I find that having to keep track of and managing two groups each with their own plots, stories, etc can complicate matters for the GM and players alike. Which group, I dunno. Maybe hold a player vote?[/quote] Yeah, I think you're right about just having the players be part of the same group. All my other RPGs have gone with the PC conflict thing, and with this being the "and now for something completely different" RPG, I feel like having only one faction seems to be a good idea. [quote=Zero Hex]-For the tone, yes, a more super robot-style roleplay is good, because if you look around basically every mecha RP seems to stick to what can be more or less defined as "the real robot genre" something fierce, and while that's all well and good, having some a different style to the mecha would be real nice for a change.[/quote] Yeah, I think this is going for more Super Robot tones where cynicism can take a hike whenever awesomeness kicks in. Where you can do the impossible and see the invisible. Mind you, cynicism is still there (it's not called the Reign of Terror because everyone was greeted with fluffy puppies and bright rainbows), but it's not going to be a sudden whiplash. [quote=Zero Hex]-If by "revolutionaries" you mean the people who can manipulate elements, I'd suggest leaving that up to player choice, with the caveat that if someone chooses to not be one, they should not be screwed over because of it. Something like having to specifically construct Navirezes to channel the abilities which means they sacrifice other functionality (armor, physical power, mobility, you get the drill) for it. A fairly typical squishy sorcerer vs brawny fighting man divide for balance purposes. I'm sure other people can come up with other ways to balance this.[/quote] Hm... That could work. I brainstormed the idea that, since the Navirezes are essentially primitive mechs (like, the first ones to be made), they'd have the same amount of vision as a tank or probably just give tunnel vision, so they'd be crap for someone who would, say, light things on fire since they need to actually [i]look[/i] at the thing they're setting on fire. Another idea could be that, because the Navirez's cockpit is super tight (again, think tank), using your powers inside the mech is a bad idea. Both ideas lead to the conclusion that, in order for a Revolutionary to use their powers, they have to get out of the Navirez (not all the way, they could just pop out of the mech's hatch) but doing so would make them an easy target. The trade off is, obviously, that the Revolutionary is able to use their powers. I have thought of a plot hole for this already (if they can't be able to use their powers with the Navirez, why bother piloting them in the first place?) and the only justification I can come up with is because even outside the Navirez, it could give them better defense than if they're without one, as they're just a second away from the mech to just retreat back in and wait for a moment to strike. I'll take the custom Navirez idea into consideration, though. It'd be cool to see the Ace Customs that the heroes and villains would use for their Navirez. Considering giving them a unique name: Ramirez. [quote=Zero Hex]-As for characters, I'd lean towards original characters only. I'm sure someone'll be offended by this, but from my experience people tend to be bad at accurately portraying existing and well-defined characters in a convincing manner, and then there's the whole bit with fucking with historic characters which may or may not eventually become important plot-wise. sides a story about the unknown heroes and soldiers behind the curtains of history has a nice ring to it, doesn't it? [/quote] Hm... Perhaps. History has essentially screwed up the moment France was able to make mechas (since that would imply they had advanced technology), so ripples could shake up the flow of time enough where the previously important players of the Revolution are now either warped beyond who they were or were simply demoted to just witnesses in the battle. There are some historical characters I have in mind of using. I'm still on the fence about allowing historical characters to be playable, just allow them to be NPCs, or have no mention of them whatsoever save for nods, though I'm leaning towards the former two, since it just wouldn't be the French Revolution without people like Robespierre or Jacques.