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Tanks:the RPG = Cool Idea or Crack Smoking Insanity?

Started by Spinachcat, February 24, 2009, 10:04:05 PM

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Spinachcat

Do you know how yogurt is made?   You use fresh milk and a bit of culture from another yogurt.   Thus, a single strain of yogurt bacteria could replicate itself over many batches, definitely over years, maybe over centuries.   Also, the presence of the culture is the key that changes milk into yogurt.

So WTF does this have to do with Spellcasting Tanks?

It's how magic items work!!!

Idinsinuation

#31
For melee I picture spikes/blades for crippling movement, dense front ends for ramming.  Maybe some close range defenses like flame throwers/oil sprayers which temporarily blind other drivers or hinder their ability to fight effectively.

Quote from: Spinachcat;298593Do you know how yogurt is made?   You use fresh milk and a bit of culture from another yogurt.   Thus, a single strain of yogurt bacteria could replicate itself over many batches, definitely over years, maybe over centuries.   Also, the presence of the culture is the key that changes milk into yogurt.

So WTF does this have to do with Spellcasting Tanks?

It's how magic items work!!!
Neat!  Are you going to go somewhat "old school" and assume that caster tanks have thinner armor plating?  Sorry if this was mentioned already. :D
"A thousand fathers killed, a thousand virgin daughters spread, with swords still wet, with swords still wet, with the blood of their dead." - Protest the Hero

Spinachcat

Quote from: Idinsinuation;298673Neat!  Are you going to go somewhat "old school" and assume hat caster tanks have thinner armor plating?  Sorry if this was mentioned already. :D

Each class will have a chassis type and the power of your chassis will determine your locomotion and how much armor you can carry.   The Heirophant tank (cleric) has a medium chassis and casts spells with good armor plating.  The Evoker tank (mage) has a light chassis and casts spells, but uses faster / weaker locomotion and barely any armor.

Rune Tank will be very old school in most approaches.

riprock

Quote from: Spinachcat;298593Do you know how yogurt is made?   You use fresh milk and a bit of culture from another yogurt.   Thus, a single strain of yogurt bacteria could replicate itself over many batches, definitely over years, maybe over centuries.   Also, the presence of the culture is the key that changes milk into yogurt.

So WTF does this have to do with Spellcasting Tanks?

It's how magic items work!!!

The magic items are powered by self-replicating information-embodying matter?

Is this more like bio-yeast or more like chrome-plated-nano-gears?
"By their way of thinking, gold and experience goes[sic] much further when divided by one. Such shortsighted individuals are quick to stab their fellow players in the back if they think it puts them ahead. They see the game solely as a contest between themselves and their fellow players.  How sad.  Clearly the game is a contest between the players and the GM.  Any contest against your fellow party members is secondary." Hackmaster Player\'s Handbook

RPGPundit

Sounds cool to me. I don't know how much long term viability it might have, though.

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Spinachcat

Quote from: riprock;298719The magic items are powered by self-replicating information-embodying matter?

Is this more like bio-yeast or more like chrome-plated-nano-gears?

Currently, I am envisioning the recovery of ancient widgets which can be attached to a particular tank system (the armor, the main gun, the threads, etc) and the "self-replicating information-embodying nano gears" would warp and transform that system into something greater, but maybe with a more specific bonus.  AKA, an iron cannon may become a Geode Flame Hurler that instead of shells, draws power from the earth (becoming more powerful the deeper it is) and fires great gouts of fire (but capable of indirect targeting like a mortar).

Spinachcat

To push the process along, I am doing two playtests of Rune Tank at the Gateway Convention over Labor Day Weekend.  I have no freaking clue if this game / setting is viable and there's no better way to find out than throwing it in front of players!

The big problem I see is that immersion aspect.   We can immerse outselves in other humanoid minds - elves are easy, but seeing yourself as a VR construct whose physical shell is a 20-ton tank?  Hmm...from day one, I know this game at best would be a curiosity, but for it even to become that, it will need way for the player to get invested in their tank.  

The playtest mission will be put in the final product.  The PCs have to destroy a caravan before it reaches a city.   To locate the caravan, they will have to cut through a mountain range with dungeons so we get to do some exploring on the way to the goal.  

Gonna give them 3rd level tanks to see what those are like.  I am still putzing about to see how I feel about the power level.   Tanks at any level have to be built tough so even a 1st level tank has to be able to impress.   I may go the Mazes & Monsters route and only have 6 levels so you start meaty and become really meaty as you level up.

Spinachcat

So it's been 3 years since I farted around with Rune Tank. I had run 4 sessions of playtests at different cons and I was not happy, even though the players found it a neato idea.

I was at PolyCon this weekend (awesome con on the Central Coast of California), and several gamers wondered why I hadn't finished it because they wanted to run some RT for their home groups.

I asked them what they remembered about the game that they liked, what they wanted the game to do, what would be cool, etc. I took some notes and I have been letting the ideas percolate in my brain.

The big issue was this: they loved having a tank, they loved the tank being the focus of the game, but they wanted to be able to get out of the tank. They liked the idea of squishy crew of a heroic tank.

In every playtest, the feedback was the same - they are RPGers and wanted abstract narrated combat instead of a boardgame and loved how I made that front and center. They enjoyed fighting godzillas, not orcs and the weirdness of the world with lots of hologram and virtual places was fun.

I will be posting some new ideas this week I hope if my brain allows.

Dodger

If you're going to create a tank-based RPG, you should, nay must call it Kelly's Heroes.
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Silverlion

What about making the Tanks, have downloadable "Robot" people that mimic them on a human scale, the class concept is kept, they can get out and go do things.

Or you could handle it like mecha--the human side is all about maintaining the mecha, drama between the character/allies/enemies/whatever, and the Tank is visual spice for the action.
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Marleycat

Why does this give me a Shadowrun vibe? Fun idea though about the tanks.
Don\'t mess with cats we kill wizards in one blow.;)

Silverlion

Quote from: Marleycat;554360Why does this give me a Shadowrun vibe? Fun idea though about the tanks.

Troll Adepts=Magic Tanks?
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Spinachcat

Quote from: Silverlion;554356What about making the Tanks, have downloadable "Robot" people that mimic them on a human scale, the class concept is kept, they can get out and go do things.

The crew issue is something I am definitely considering. I am thinking Robots or Androids so the tank does not have multiple personas.

I am also playing around with the idea of Tank Commander PCs and their crew being followers ala OD&D.

I tossed around the Mecha-like concept, but I want the game world to be on the tank scale and humans to be puny, squishy in comparison to the predators on the planet. But I do have to find a way to make the human drama work.

Quote from: Marleycat;554360Why does this give me a Shadowrun vibe?

I think any RPG with Magic + Tech = Shadowrun vibe. Its the gold standard that any Magic + Tech will be compared to. Also, Rune Tank has an aspect of being a game all about Riggers jacked into their vehicles.

Marleycat

Quote from: Spinachcat;555312The crew issue is something I am definitely considering. I am thinking Robots or Androids so the tank does not have multiple personas.

I am also playing around with the idea of Tank Commander PCs and their crew being followers ala OD&D.

I tossed around the Mecha-like concept, but I want the game world to be on the tank scale and humans to be puny, squishy in comparison to the predators on the planet. But I do have to find a way to make the human drama work.



I think any RPG with Magic + Tech = Shadowrun vibe. Its the gold standard that any Magic + Tech will be compared to. Also, Rune Tank has an aspect of being a game all about Riggers jacked into their vehicles.
Totally, good to see I'm not offbase then.
Don\'t mess with cats we kill wizards in one blow.;)