On Lancer

In the most recent podcast, I mentioned Lancer, a sci-fi mech RPG that’s currently on Kickstarter. I feel like I didn’t entirely do it justice, so here’s a bit of a longer explanation on what it is, and why I think it’s great.

The Premise

Lancer is a Mech-based Tabletop RPG using a custom d20 system. (A d20 is used for resolution, but the “standard stats” and levels and various other things that are in a normal d20 system are not here.) It’s set in a sort of future version of our galaxy with some hand-waves in the form of “sufficiently advanced technology” (think Mass Effect or Infinity) but very little in the way of aliens. As a result humans have spread across the galaxy, multiple factions are trying to advance their own agendas and the players are mech pilots who Got Involved. How exactly that works is left pretty open.

Lancer cover art

The System

One of the more creative things about Lancer is that it’s basically two games stapled together. There’s a very open narrative system for pilot interactions while you’re not in a giant robot, then also has tactical combat built in for when you need to get into fights. In this way it avoids the tendency of other narrative systems to break down when negotiations do (I know this is a complaint my usual GM has about World of Darkness-based systems) but also supports doing more than just fighting (which is the generally largest complaint about systems like D&D 4e). Interestingly Kodra proposed something like this on the podcast for playing 4e, so it’s interesting to see it in a more realized form.

The Mechanics

Part of the fun of Gundam Breaker 3 to me is the very high amount of customization you can do on any given robot. Lancer uses the concept of Licenses to add their own spin on this, and getting more licenses means you have more options to choose from when designing a mech. Each license has one associated frame, and then an assortment of 6 associated weapons and systems that go with that frame thematically. Once you have enough license levels you can mix and match these as you choose (within certain limits) until you have a mech that does what you want it to.

There’s also a little bit of vertical progression associated with license levels, as your pilot skills increase and can result in your mech having more ammo, more HP, faster movement, etc. Pilots also have talents for further customization, plus a set of things they can do while not in their mech.

The Fluff

This is actually complicated enough that I think it deserves its own post. Until next time!