Intro
In my opinion, the two greatest TV shows ever are Robotech and The :20 Minute Workout. The
80’s really were awesome. If you don’t
believe me, just watch them (Robotech,
:20 Minute Workout). Unfortunately, only one of these shows really
lends itself to being adapted to a Role-Playing Game. (Errr. . . tabletop RPG that is. I have no trouble imagining some live-action
role playing with the other show, but this isn’t that kind of blog.)
I had some good experiences playing my own homebrew
version of Robotech and the official
version back in the day. With Palladium
losing the license, I thought I’d go ahead and put up my own version of Robotech the RPG. (And I’ve been at it so long, Strange Machine Games has picked it up. Good F-ing
luck guys. You have no idea what you’ve
bitten off or how ruthless the fans of the show are going to be.) I threatened to do this way back, so this
shouldn’t be a surprise. I’ve actually
written out this intro about three different times (each time, I thought I was
close to finishing the game), which explains why it’s going to run long.
It might have easier to adapt The :20 Minute Workout into an RPG.
I’ve come to understand why transformable mecha RPG’s is such a desolate
field. I’ve thought so little of the
original Palladium Robotech rules,
and still do, but this is a hard genre for tabletop RPG’s. This is going to be an adapted version of my
own Fantasy Core RPG rules, which are based on the D20 rules. The main difference is that there’s only one
Character class and that combat is oriented around fighting with mecha. Social interaction outside the cockpit is
also part of the game and pays XP, so get ready to actually “role play.”
My Robotech History
If you doubt my cred in making up a Robotech-like RPG, hopefully this post about my Alpha Fighter model will convince you. Probably
not. (I also have this post about
my personal history with anime and even a poem and some sketches.) I used
to have a few more Robotech toys. I
bought a few random figures on discount, but I only considered the Bioroid
Terminator one worthwhile. However, I
had a friend who massively collected action figures. Him and his brother and sister had boxes of Star Wars, GI Joe, and Robotech
figures. They were big fans of the show
too. This friend later gave me a Scott
Bernard with a Cyclone and a transformable SDF-1 ship. (I wish I could have figured out what to
trade him for his Invid Shock Trooper, which I lusted over, or his Dana
Sterling figure.)
My Robotech odyssey started innocently enough one
Saturday morning in my youth when a show called Codename: Robotech came on.
It was a 90-minute combination of the episodes Blue Wind and an extended version of Gloval’s Report. I was blown
clean away by what I saw. Not even my
love of Starblazers had prepared me
for this show. Even better, the purpose
of this special was to promote a daily Robotech TV show. I would be getting more of this awesome thing
that I suddenly couldn’t live without.
Unfortunately, the show in my area was poorly scheduled
in the morning about the time I had to be at school. This turned into a happy accident. My mom recorded the shows (on VHS tapes) for
me so I could watch them later in the afternoon. Thanks to those tapes I could later
binge-watch the show for years to come (long before the term “binge-watching”
was invented). I later got DVD copies of
the show.
Randomly, I acquired a bonus disc from another version of
the DVD set. This had the original pilot
episode of series when they had just adapted Macross. Did you know that
the theme song has words to it? You don’t want to hear it. I saw the Sentinels
video a couple of times, but I don’t own it.
Lastly, I do own the Shadow
Chronicles movie and loved it. I’m
sure the live-action movie is just around the corner any day now.
Robotech also
existed in other media. I ended up with
all of the Art books, which I still have.
There was a full novelization of the series, and later the Sentinels and other novels to fill in
the gaps and to end the series. I
collected all of them, but later divested myself of them. The novels had their moments, but weren’t as
good as the series itself.
I had some of the original comic book series by Comico,
even the graphic novel. Frankly, they
weren’t that great and I got rid of them along with most of the rest of my
comics. I got a few random comics made
by other companies later, but I didn’t have much regard for them. I do still have a trade paperback of Prelude to the Shadow Chronicles, which
at least looks good. Germane to this
RPG, I had the core Palladium books, which I was never enamored of. I eventually traded them off at the
bookstore, but not before I took some copious notes on the main mecha. Without those notes, I’d never have thought
to do my own game, so I owe them that much.
I hope I now have some small credibility on this
subject. I know it sounds lazy to say I
didn’t rewatch the show before writing this, but truly, I know the show. When Georges Bizet was asked if he was going
to Spain to research bullfighting for his new opera Carmen he replied, “No, that would only confuse me.” This RPG is just “inspired” by the show
anyway. All the trademarked terms
changed to avoid copyright issues hopefully.
Some things will be wrong, some things I’ve changed on purpose, and some
things I just made up. If some of the
text and commentary of this game also happens to explain concepts in Robotech accurately (or better than
accurately), so much the better.
Game Creation
When I started this, I thought at the time that I could
simply type and post my modified Palladium rules and be done with it. No chance.
Bluntly, the Palladium rules suck and it’s not like everyone is familiar
with them. Hell, I barely used a
recognizable version of them. More to
the point, I don’t actually remember how they worked in detail. I don’t even have the books anymore. (Given what a big Robotech fan I am, that should give you a good idea of what I
thought of them.)
Oh, but the issues didn’t stop there. Palladium’s rules aren’t OGL, so they’re not
wide open to use, even if I wanted to use them.
Further, Harmony Gold is also rather protective of their property. There’s also the story itself, which does not
entirely lend itself to an RPG telling new and original tales. Not to mention, there are some really
questionable elements to Robotech (I
say this as a huge fan) that make it hard to take seriously, harmonize (ah, see
what I did there, pun) between eras, and outright gaps in logic.
This then begat the issue of how to redo the rules, which
was a whole new can of worms. I decided
use my own Fantasy Core and “borrow” some elements from other games. This, along with a few brilliantly explosive
original ideas of my own, formed the core of this new, exciting Robotech-like RPG. (Yeah, “brilliantly explosive original ideas”
because they’re probably going to detonate in playtesting.) I made many poor decisions in rewriting my
Fantasy Core rules to adapt them to mecha combat. Many, many poor decisions, necessitating
many, many rewrites. I actually wrote
out the mecha stats before I finished writing the rules. You may imagine how many edits resulted from
that poor decision.
So why am I doing this?
I had to go back and remind myself a couple of times by looking at some
notes of my old Robotech RPG
games. Before Palladium released their
rules, I’d made up my own based on the only science fiction RPG I had, Paranoia. Yes, really.
It was a real mismatch of settings, but it worked for my purposes as I
played with friends who were also a big Robotech
fans.
I later picked up the official rule books. Frankly, I didn’t like the Palladium system,
but I did like all the mecha stats, though they were likely just as
suspect. With some other friends, we
played through a few more adventures.
Regardless of the rules, we had fun.
If you’re a fan of the show, it’s irresistible to play in the setting.
Just from an RPG standpoint, the mecha in Robotech are not designed for game
play. The armaments are generally
excessive to say the least, not to mention obscure and weird. What GM would allow a Character a fighter
plane with 60 missiles to fly into combat with?
Come on! Even in a
scavenging-type campaign, eventually somebody’s going go “Scott Bernard” on an
Invid and empty their racks, and you’re going to have to let them re-arm at
some point in the near future. How about
that Zentraedi Quadrano Armor with the laser package that can take out a whole
squadron at once? (That one wasn’t in
the Palladium rules, nor is it in mine.)
Macross-era mecha have gun barrels poking out all over them. How do you account for all those weapons
systems, especially when many of them were shown in use in the series and are therefore
canonical?
If you’re making a Robotech game, you also have account
for mecha and enemies from different eras.
Everything needs to be compatible, because you and your players are
fanboys and you’re going to want to fight it out against everybody using
everything. This was the utter downfall
of the Palladium rules. The power creep
with each successive sourcebook eventually made the REF mecha completely out of
line with the mecha and foes from preceding eras. I could see a Cyclone rider taking out an
armored Zentraedi, but no way would the rider have double the hit points! (Actually, I think it was more than
double.)
Synchronizing the various combatants was the relatively
easy part. (The REF mecha is still
upgraded over the RDF mecha, but not outrageously.) I more or less had to live with main weapons
systems on the various mecha, but I dropped some of the lesser systems. A worse issue was trying to figure out how to
conduct mecha combat. Simply, hit points
make for a poor combat system for every RPG.
For any RPG other than a Medieval-base one, they’re even worse. If the setting uses chain guns, massed
missiles, and high-powered lasers, your suspension of disbelief becomes that of
willful blindness.
The Palladium system, as I remember it, basically had no
Armor Class for its mecha. Hit points
were the AC. So, massive HP = high
AC. This lead to the power inflation
that wrecked the game. (DnD 4e
one-upped that by inflating HP and elevating AC. Little wonder nobody misses it.) To sidestep whole issue, I experimented with
using a more “realistic” system that focused on hit location and did away with
HP and AC and calculating damage.
However, this would have required a hit location chart
for every mecha in every mode to actually work.
This meant avoiding getting hit was paramount, so the rules were skewed
to that end. At that point, all of
combat likely would have devolved into combatants shooting at each other and
missing, until they finally got in a lucky shot that caused massive damage and
a roll on a chart. Admittedly, I’ve
played Star Fleet Battles and
nothing, but nothing, is more satisfying than finally blowing a hole in
somebody’s shields and then rolling up massive internal damage on your
foe. But, that’s not going to fly in Robotech, and that lucky shot could
happen on the first round of combat to a Player Character. Virtually all RPG combat systems are designed
to avoid that for obvious reasons. (Dead
Characters don’t game.)
I also considered the other aspect of Palladium’s
system. The defender rolls for their
defense and tries to beat the attack roll, instead of a static defense (Armor
Class). I considered having different
modes of defense against different types of attacks, but ultimately dropped the
concept. AC is a terrible way
determining a combatant’s defense. Being
hard to hit and being hard to wound should be expressed as two different
things. However, AC does simplify things
a lot, which became paramount as this project swung out of control.
In my own experience, randomizing attacks and defense
tends to produce very fluky results. You
might think this would make combat more exciting, unless it was your Character
getting whacked because your dice didn’t show up for a couple of rounds and
that’s all it takes under this kind of system.
In the Palladium system, I think the attacker at least had to roll 12 or
more to hit, regardless of what the defender rolled, which did make combat a
bit more steady. Again though, you still
have to inflate the hit points to compensate for the randomness.
I finally coped out and went with my own Fantasy Core
system, adapted for mecha combat. It’s
so frustrating to see the faults of standard DnD combat and being forced to
fall back on them. I’ve decreased the
mecha HP and kept the AC low. Given the
damage potential of the various weapons systems, combat may go quick. However, the Characters and important NPC’s
likely have superior mecha and can “bend” the rules with the use of FP and XP
to hopefully outlast their opponents.
Enemy aces also have access to FP though. It might be a good idea to plan on having
some of those ace fights be inconclusive, instead of the usual to the death.
It occurred to me that one major aspect of Robotech was missing from the Palladium game. Interpersonal conflict really drove the
Characters of show even more than combat.
Certainly you could have a campaign with plenty of relationship drama
without any rules for it, but I saw this as a means of the Characters earning
more XP, which would improve them in combat.
So hopefully, this makes the game more personally involving and gives
the Players a good reason to interact with the NPCs. Refs will have to up their game in creating
interesting people for the Characters to interact with.
Robotech Setting
I do feel need to address the issue of the Robotech setting in general. While I would say most RPG settings require a
suspension of disbelief on some level, Robotech
likely pushes that over the edge.
Transforming robots are almost the least of it. As per Robotech
Art 1, the original Macross show
was conceived as something of a parody.
While it outgrew that origin and became the dramatic soapy space opera
we all love, it never quite overcame it.
The story of giant warrior aliens in a gender separated society with
gigantic fleets chasing one ship and being overcome by kissing and Minmei
singing is absurd. You could see the
Reconstruction episodes of Macross as
a more adult unsentimental look at the setting and characters.
Southern Cross
again featured an overwhelming alien force, which was inexplicably held at bay
by an almost ineffectual human military.
They were afraid of love and emotions too? (The opening episodes of that show seem like
a bit of a parody as well.) The Invid Invasion had the most believable
premise of the powerful aliens overwhelming and conquering the planet. Invading human fleets were no match for the
Invid, but strangely, a little ragtag group of rebels could blow up entire
hives. Well, at least it’s a good
adventuring environment.
Robotech itself
was a Frankenstein-level creation of science fiction, stitching together three
shows that had transforming robots and some common themes, but were not
related. (I don’t use the word
“Frankenstein” lightly. The creation of
this show was something of an act of genius.)
The seams were always showing on the finished product. Fans, such as myself, have jumped through
hoops trying to make timelines work between the three eras. Elaborate explanations have to be made about
questionable story logic and offhand, unexplained comments made during the
show. You might see the RDF Veritech
becoming the REF Alpha as a next generation development, but SCA mecha goes off
on a complete tangent.
The wet dream of every Robotech fan has to a modern remake of the series, something along
the lines of the Space Battleship Yamato
series remake from a few years ago. But
this is virtually out of the question given the material and Tatsunoko’s
jealous ownership of Macross. The laughable premise of singing your way to
victory is probably why the live-action movie keeps not getting made, no matter
how many nostalgic fans in Hollywood the show has. It’s amazing Robotech even got made using Macross,
as it was foreign reinterpretation of an iconic Japanese anime, not at all a
faithful translation.
Further, and perhaps more to the point, J.R.R. Tolkien
tried to do a more adult rewrite of The
Hobbit after Lord of Rings came
out and gave up in frustration. It was a
kids’ novel; changing it from that, meant changing it completely. Those attempts may have formed the basis, or
at least the excuse, for Peter Jackson’s Hobbit
trilogy. Surely that fearful thought
alone would keep anyone from asking for an “improved” version of the
series. Need I bring up the
“re-imagined” Battlestar Galactica? Whatever merits the show had, it eventually
lost all them in its merciless destruction of its characters, a complete
cluster-foxtrot ending, and just not being as fun as the original.
I agree, Robotech and the 20 Minute Workout made the 80s great! Oh and the music!
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