It's been on my list to try for a while, but I wanted a print copy vs. PDF. Was able to pick one up at FARBO Co. and so it went to the top of the list.
I love that you focused on the Pilot, because the core thematic question of HOME is "what would you do to save your home?" It's the story of the pilot: the decisions they make, the things that define and motivate them, and what they leave behind. An AI-piloted mech could have a similar story, but I don't think it would resonate as well.
I also like that you called out the narrative mech elements, because a design goal was to make a "minimum viable mech." I wanted players to be creative and envision cool mechs, and I also wanted mech creation to be super simple (because the game is deadly, and you'll likely make a replacement or two). But because the thematic question isn't about managing heat, or ammo, or hard-points, adding those elements would dilute the core theme of the game.
Anyways, I'm strapped in for the rest of Mech Week. Thank you for writing about HOME, EP!
Nothing like the anxiety of seeing the designer of the game comment on a Skeleton Code Machine article. 😅
Thank you so much for this comment! I probably should have called out that "REMEMBER WHY YOU FIGHT!" is literally scrawled across the printable character (pilot) sheet. Lots of little clues that this is about the pilots first. Love your approach to this, and I had a fun time with it.
Now I’m wondering where the game of drone pilots struggling with their day to day is. Remote-piloted war machines are no longer just science fiction, which makes the current notion of mech seem oddly retro, with its focus on large size, mainly terrestrial combat, and a pilot inside - it’s basically a one-soldier, anthropomorphic tank.
Two thoughts I had on reading this, does the pilot have to be inside? Thinking about the Iron Giant and the boy, who is effectively “the pilot” without being a pilot. The boy helps provide the narrative and provides a relationship to the audience and to the “mech”. 2nd thought relates again to the Iron Giant, or other stories where the isn’t a pilot in the traditional sense, Such as an AI. For narrative purposes a “human” agency is needed for the story to advance and be relatable. Echo. By role over play dead is an example of a dead mech and ghost pilot relating how they ceased to be. Rambling thoughts I know.
ECH0 was on my short list for games to feature during MECH WEEK, but I ran out of time and space. Looks really good and I'll drop a link here for those who want to check it out: https://roleoverplaydead.itch.io/ech0
The games didn't make it this week will probably show up as normal SCM posts throughout the coming months.
As for Iron Giant, I feel like that falls into the Tetsujin 28-go "remote control" area which I wouldn't consider a mech for MECH WEEK, but it is definitely a mecha.
Wikipedia says Mechagodzilla is a mecha: "Mechagodzilla (Japanese: メカゴジラ, Hepburn: Mekagojira) is a fictional mecha character that first appeared in the 1974 film Godzilla vs. Mechagodzilla." But does it fit the MECH WEEK criteria? No pilot. It does have arms and legs. It is giant!
Is Mechagodzilla fully autonomous or is it remotely controlled?
Nathan Russell (Peril Planet) uses the same system of cancelling d6 positive boon and negative bane dice in several of his games such as Neon City Overdrive, Hard City and Tomorrow City.
My play experience has matched the formal probabilities: lots of bane dice makes a roll FEEL very risky but actually each boon die improves chance for success more than a bane die mitigates, so it is a great fit for conveying the theme of struggling against superior opposition but usually coming out on top.
Thank you so much! I knew a reader would come to my rescue and suggest some similar games with boon/bane dice systems. I'm not familiar with any of those and will have to check them out.
Mech stories definitely need compelling pilots to tell an interesting story! The fights between the giant machines is often a metaphor of the internal struggles the characters are going through or to represent the relationships they have with each other.
Love to see HOME getting the deep dive treatment here!
It's been on my list to try for a while, but I wanted a print copy vs. PDF. Was able to pick one up at FARBO Co. and so it went to the top of the list.
I love that you focused on the Pilot, because the core thematic question of HOME is "what would you do to save your home?" It's the story of the pilot: the decisions they make, the things that define and motivate them, and what they leave behind. An AI-piloted mech could have a similar story, but I don't think it would resonate as well.
I also like that you called out the narrative mech elements, because a design goal was to make a "minimum viable mech." I wanted players to be creative and envision cool mechs, and I also wanted mech creation to be super simple (because the game is deadly, and you'll likely make a replacement or two). But because the thematic question isn't about managing heat, or ammo, or hard-points, adding those elements would dilute the core theme of the game.
Anyways, I'm strapped in for the rest of Mech Week. Thank you for writing about HOME, EP!
Nothing like the anxiety of seeing the designer of the game comment on a Skeleton Code Machine article. 😅
Thank you so much for this comment! I probably should have called out that "REMEMBER WHY YOU FIGHT!" is literally scrawled across the printable character (pilot) sheet. Lots of little clues that this is about the pilots first. Love your approach to this, and I had a fun time with it.
Thanks for the kind words, and it's an honour to be in the SCM archives!
Now I’m wondering where the game of drone pilots struggling with their day to day is. Remote-piloted war machines are no longer just science fiction, which makes the current notion of mech seem oddly retro, with its focus on large size, mainly terrestrial combat, and a pilot inside - it’s basically a one-soldier, anthropomorphic tank.
Two thoughts I had on reading this, does the pilot have to be inside? Thinking about the Iron Giant and the boy, who is effectively “the pilot” without being a pilot. The boy helps provide the narrative and provides a relationship to the audience and to the “mech”. 2nd thought relates again to the Iron Giant, or other stories where the isn’t a pilot in the traditional sense, Such as an AI. For narrative purposes a “human” agency is needed for the story to advance and be relatable. Echo. By role over play dead is an example of a dead mech and ghost pilot relating how they ceased to be. Rambling thoughts I know.
ECH0 was on my short list for games to feature during MECH WEEK, but I ran out of time and space. Looks really good and I'll drop a link here for those who want to check it out: https://roleoverplaydead.itch.io/ech0
The games didn't make it this week will probably show up as normal SCM posts throughout the coming months.
As for Iron Giant, I feel like that falls into the Tetsujin 28-go "remote control" area which I wouldn't consider a mech for MECH WEEK, but it is definitely a mecha.
Thanks for the comment!
How does Mechagodzilla fit into all of this?
Wikipedia says Mechagodzilla is a mecha: "Mechagodzilla (Japanese: メカゴジラ, Hepburn: Mekagojira) is a fictional mecha character that first appeared in the 1974 film Godzilla vs. Mechagodzilla." But does it fit the MECH WEEK criteria? No pilot. It does have arms and legs. It is giant!
Is Mechagodzilla fully autonomous or is it remotely controlled?
Ooooh! I love the boon vs bane mechanic. That's a clever way to make the dice interact.
It really is! I had to read it once or twice to really understand it, but is a very cool system.
Nathan Russell (Peril Planet) uses the same system of cancelling d6 positive boon and negative bane dice in several of his games such as Neon City Overdrive, Hard City and Tomorrow City.
My play experience has matched the formal probabilities: lots of bane dice makes a roll FEEL very risky but actually each boon die improves chance for success more than a bane die mitigates, so it is a great fit for conveying the theme of struggling against superior opposition but usually coming out on top.
Thank you so much! I knew a reader would come to my rescue and suggest some similar games with boon/bane dice systems. I'm not familiar with any of those and will have to check them out.
Mech stories definitely need compelling pilots to tell an interesting story! The fights between the giant machines is often a metaphor of the internal struggles the characters are going through or to represent the relationships they have with each other.
I agree, with a few exceptions as I mentioned in the footnotes. ;)
Humans love stories about humans. Always have. Always will.