Hidden 6 yrs ago Post by Sierra
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Sierra The Dark Lord

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So I've been sitting on the idea of something Mechwarrior/Battletech inspired and in keeping true to those Battletech roots, I wanted to include tabletop-style mechanics into the combat phases of an RP. What I've worked out so far is somewhat simpler than classic Battletech but hopefully that makes it more accessible (it's still rather adv. level). It is meant to have both combat action which is tabletop-style ten second lockstep and includes roll-to-hit, and out of combat downtime where a more normal (relative a forum like RPG) style of character-driven long-form posting with fluid time and no randomness. Obviously these two are not simple to integrate into the same roleplay and I'm running into multiple issues that need rectifying and concepts needing consolidation. There is a particular conundrum however which I have no good solutions for. Specifically, issues that fall out from where I choose to host this.

In case A I can run this roleplay here on RPG as a long-form, but this creates some problems in regards to position & range during combat phases. It becomes difficult for everyone to be sure where everything is and exactly what range it is and equally difficult for me to define those things without a map. There are reasons I am not considering a map which I will hit later.

In case B I can run this roleplay on Roll20 where I can have a virtual table to use as my battlegrid. Player positions, enemy positions, notable terrain features and anything else is clearly defined and range is perfectly determinate. The problem here is that I have no idea how to handle out-of-combat downtime phases which are supposed to be character driven and with all the usual facets of a written long-form roleplay.

The reason I choose not to run it here on RPG and simply have a map is that even a simple map requires me to have decent skills in photoshopping one (I don't) and places a good bit of additional burden on my players to take it, edit it to indicate their movements or otherwise reposition themselves on said map. They'll have enough to keep track of so if I have a battlegrid at all, I'd rather it be through an interactive setup like Roll20. This brings me to my dilema: I have no way to rectify these two cases and the only apparent solution has its own collection of downsides. I would like some outside input to postulate any things I have yet to think of.
Hidden 6 yrs ago Post by POOHEAD189
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I was going to suggest Roll20, but you already got it down.
Hidden 6 yrs ago Post by ArenaSnow
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I wouldn't suggest drawing purely from battletech, and more from mechwarrior for the combat mechanics.

While the lore of BT has some degree of interest, the tabletop part never grabbed me.
Hidden 6 yrs ago Post by Sierra
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Sierra The Dark Lord

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@POOHEAD189 Roll20 doesn't rectify the desire to still retain the long-form component to it. Therein lies my current issue, though it is looking increasingly likely I'll go full tabletop with it and do R20.

@ArenaSnow The big barrier there is a medium incompatibility since Mechwarrior is a video game line and those mechanics don't translate to a tabletop environment easily. Battletech provides some necessary framework for what I'm building. The action side of things is very simplified comparatively even if the mech-building component retains full mechwarrior style complexity.
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Hidden 6 yrs ago Post by Mae
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Personally I've made maps with just a lazy grid in excel before, literally just to show placement of units. It's not as pretty, but it's functional. If you've already got the written component (particularly in advanced) explaining what the battleground looks like, dangers ect, to look out for, you really only need a couple shapes on a grid to represent the mechanical stuff. No photoshop skills required. There are alot of programmes and websites you could use to make something simple and straightforward if you need to. People have a great imagination and I would actually say a purely functional map inspires the players to absorb all the scenary details from the posts better anyway. But maybe that's just my weird brain ;D

However it sounds to me you are already comfortable with the idea of roll20, which is honestly a great platform with alot of utility. I would suggest running the written element of the RP on RPGuild and players can jump into the Roll20 room when they need to do mechanic-based stuff. Limit the use of Roll20 to only being a resource for precision and the focus to still be on the rp itself, for example.

Personally the issue I would have as a GM is having players jump into the roll20 battle without a mediator and making mistakes and whether that would affect the roleplay flow (i.e writing a long post only to find that the situation they thought happened is moot). Do you as a GM always want to be there when they're in the battle map? It may not be a problem at all of course, but something I would be musing with. You could have certain times to use the battlemap or set a rule that players must drop you a message first so you know what's going on before they post. Then again, you might have players who pick this stuff up quickly which would be amazing for the RP flow.

One last thing I would say, maybe talking to the players (if you have some in mind, or maybe later if you're still unsure) and seeing their preferences on the issue could help.
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