Super Robot Quest

Just happy to know that you are considering ways to return to this. So many great stories and quests just go silent and nothing more is heard. Not even a 'There may be something but no promises' like this announcement.
 
Well, good to hear from you Basarin.

At the very least its nice to hear this quest is still in the works, albeit at a slower pace. I probably should take the time to re-familiarize myself with everything. Or at least make sure I've got the sparknotes version down.

Either way, I look forward to your future work, in this quest or in others.
 
Let's see, last I remember was us deciding to make Space Carrier Kuznetsov. Seems like something worth waiting for no?

I don't think we have space fighters to go with our space carrier in order to duel with the space robots but eh. One great leap at a time.
 
I appreciate the kind words; thank you all. :) It's good to see familiar names crop back up, and it's actually quite heartening to see that a fair few folks are still interested in this continuing.

So I have a few initial thoughts. I'd appreciate any feedback you have to offer, and see if these ideas gel with you all.

- Combat - Rather than specific combat plans, I was debating having the players (whether playing via Sasaki or Devin) giving overall stances. In most series where mission control features heavily in super robots (see GGG), while plans and orders can be given,
sometimes the pilot will just use their own judgment instead (for better or for worse). That said, all of their upgrades and abilities will come into play, but you won't be able to manage their actions directly.
- That said, as Sasaki and the Sisters, you WILL have abilities that can support the robots. I may retool them to be more along the lines of SRW spirit abilities. Analyze, Foresight, insights into enemy intentions - you might not be able to directly order the robots, but you CAN give insights into what they can do. It's just more up to the pilots on how they use that information.
- Economy - At this point, the DFRI is pretty much set on their resources. I do feel like the RP became a bit redundant after awhile - it's more time, information and acquisitions that hold them back. I'm not 100% sure on this one yet, but I may shift this to choosing option slots based on your character experts rather than strictly resources. Thoughts?
- Episodes - it's a super robot quest. And with the coming arrival of the Rapid Response mechanics, it makes sense for me to break down the turns between the turn phase and the combat phases. It will also help with more world building and character development. I may also go a little meta and go for differing narrative styles, framing them as animation works from Valiant, Mercury, etc. the DFRI will get their own as well for obvious reasons.

So those are some bits of my brainstorming right now - I'd appreciate some thoughts on it! But in the meantime, I can still offer a little bit of fluff and side stories while I figure this out. Some will follow over the next week or so.

That's all for now. Thanks for sticking with this all - I wasn't expecting it, but I'm happy to see it all the same. :)
 
Makes sense to me. It'll also make matching missions and goals with the proper pilot('s personality) more important. And as for the AI girls, well, it's not like information and support isn't also important, right?

The resource thing also makes sense, we're past the part were the DFRI needs to beg for budget and the Super Robot's have proven themselves now.

Lastly, the episode thing sounds both in theme and fun.
 
JoJo_YES.jpg

- Combat - Rather than specific combat plans, I was debating having the players (whether playing via Sasaki or Devin) giving overall stances. In most series where mission control features heavily in super robots (see GGG), while plans and orders can be given,
sometimes the pilot will just use their own judgment instead (for better or for worse). That said, all of their upgrades and abilities will come into play, but you won't be able to manage their actions directly.
This will speed up combat events, smooth out the action, and possibly give you more creative freedom to run wild. I mean, with the old combat system, would there be a mechanism to have a (smaller) robot ride a (super-massive) kaiju rodeo-style? (I actually don't remember the old system all that well, so maybe) With the new system, you just ride write it.

- Economy - At this point, the DFRI is pretty much set on their resources. I do feel like the RP became a bit redundant after awhile - it's more time, information and acquisitions that hold them back. I'm not 100% sure on this one yet, but I may shift this to choosing option slots based on your character experts rather than strictly resources. Thoughts?
TLDR:

Every "Project" requires a certain amount of "Progress". Every "Turn" the personnel is assigned to different Projects, where they contribute one point each towards Progress. By default, that is, because every Person has a Skill (or a Trait, or however you call it). Sometimes these Skills imrove progress and/or outcomes for the Projects with a matching Trait. Like, "Better roll outcomes for Combinatorics Projects", or "+25% Progress for Xenobiology Projects", etc. Sometimes these Skills influence other Personnel (I'd guess, mostly Skills of leaders), or offer Outcomes that other Skills wouldn't. For example: "Improves the Skills of all personnel assigned to a single project by one step (Ballistics 1 becomes Ballistics 2), if there are at least two Same-Skill pairs among them"; or "If assigned to Repair or Mechanics projects, reveals Kausen technologies".

Something like that.
 
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Episodes - it's a super robot quest. And with the coming arrival of the Rapid Response mechanics, it makes sense for me to break down the turns between the turn phase and the combat phases. It will also help with more world building and character development. I may also go a little meta and go for differing narrative styles, framing them as animation works from Valiant, Mercury, etc. the DFRI will get their own as well for obvious reasons.

Will there be special "movie episodes" where everyone is likely to die very easily? :V
 
I'm cool with anything really.

I'm not that mechanically minded.

As long as it's fun and you make it fun. So take your time and do you.
 
Will there be special "movie episodes" where everyone is likely to die very easily? :V
In that case, I'm voting for "beach episodes", where everyone is equally likely to end up in a revealing swimsuit. Even if wearing a swimsuit would make no anatomical sense.

"Hey, there, Regent. Are you, uh, trying a new look?"

Major Devin squinted at the alien crystal. Part of it was covered with a tiny triangular cloth, with string attached to each end. These pieces of string reached around the crystal, most likely connecting to a similar cloth triangle on the other side.

"Oh, yes! I wanted to try 'wearing clothes', and according to my research, this form is the most appropriate to the current weather and season".

"For the sake of my own sanity, I'm going to pretend it's a speedo", muttered Devlin. The Regent just blinked in confusion.
 
I appreciate the kind words; thank you all. :) It's good to see familiar names crop back up, and it's actually quite heartening to see that a fair few folks are still interested in this continuing.

So I have a few initial thoughts. I'd appreciate any feedback you have to offer, and see if these ideas gel with you all.

- Combat - Rather than specific combat plans, I was debating having the players (whether playing via Sasaki or Devin) giving overall stances. In most series where mission control features heavily in super robots (see GGG), while plans and orders can be given,
sometimes the pilot will just use their own judgment instead (for better or for worse). That said, all of their upgrades and abilities will come into play, but you won't be able to manage their actions directly.
- That said, as Sasaki and the Sisters, you WILL have abilities that can support the robots. I may retool them to be more along the lines of SRW spirit abilities. Analyze, Foresight, insights into enemy intentions - you might not be able to directly order the robots, but you CAN give insights into what they can do. It's just more up to the pilots on how they use that information.
- Economy - At this point, the DFRI is pretty much set on their resources. I do feel like the RP became a bit redundant after awhile - it's more time, information and acquisitions that hold them back. I'm not 100% sure on this one yet, but I may shift this to choosing option slots based on your character experts rather than strictly resources. Thoughts?
- Episodes - it's a super robot quest. And with the coming arrival of the Rapid Response mechanics, it makes sense for me to break down the turns between the turn phase and the combat phases. It will also help with more world building and character development. I may also go a little meta and go for differing narrative styles, framing them as animation works from Valiant, Mercury, etc. the DFRI will get their own as well for obvious reasons.

So those are some bits of my brainstorming right now - I'd appreciate some thoughts on it! But in the meantime, I can still offer a little bit of fluff and side stories while I figure this out. Some will follow over the next week or so.

That's all for now. Thanks for sticking with this all - I wasn't expecting it, but I'm happy to see it all the same. :)
Just wanted to pip up on these...

1.) Combat "direction" instead of detailed plan sounds fine. It might shift a bit more work to you in terms of decision-making, but I think it will reduce how much voting gets bogged down and how much nit-picking we do. A handful of general stances and a couple of "spirit abilities", and probably "no write ins" at least at first, might work wonders there.
2.) I think simplifying and streamlining the resources and "downtime" action economy makes sense. We don't have infinite money, resources, or staff, but decisions about recruiting might ultimately net 1-2 more actions for a category, etc. I like the idea.
3.) The episode/breakdown here sounds solid, yeah. Anything that makes things feel easier and quicker for you is great.
 
Will there be special "movie episodes" where everyone is likely to die very easily? :V

Goodness, I hope not! These are episodes, not movie compilations where the cast becomes orange tang.

In that case, I'm voting for "beach episodes", where everyone is equally likely to end up in a revealing swimsuit. Even if wearing a swimsuit would make no anatomical sense.

*sets aside the mental bleach*
TLDR:

Every "Project" requires a certain amount of "Progress". Every "Turn" the personnel is assigned to different Projects, where they contribute one point each towards Progress. By default, that is, because every Person has a Skill (or a Trait, or however you call it). Sometimes these Skills imrove progress and/or outcomes for the Projects with a matching Trait. Like, "Better roll outcomes for Combinatorics Projects", or "+25% Progress for Xenobiology Projects", etc. Sometimes these Skills influence other Personnel (I'd guess, mostly Skills of leaders), or offer Outcomes that other Skills wouldn't. For example: "Improves the Skills of all personnel assigned to a single project by one step (Ballistics 1 becomes Ballistics 2), if there are at least two Same-Skill pairs among them"; or "If assigned to Repair or Mechanics projects, reveals Kausen technologies".

Something like that.

I was thinking something along those lines. I still plan to retain the 2d6 system, as that was fairly easy for me to keep track of, but conduct an overhaul of how much effort you have available.

For example: Sam is quite passionate about ESP and Kaiju Biotechnology, and as the expert in the field you can be confident that he'll make great progress if you assign him a project on it. The problem is that he's only one guy, and while he has a whole staff to run things in the background, his is the great mind that's going to produce something tangible that you can eventually use. The same goes for Max - unhinged as she is, no one can decipher Xenotechnology like she can. You can assign people projects outside of their specialty, but they won't excel at it and you won't make that much progress.

To that end, I will likely be adding specialties to the Military and Engineering characters as well. Sasaki and Diana will have their specialties when it comes to combat and the response force, and Lana and the Duo naturally have theirs, so forth and so on. Each character is likely only going to start with one available action per turn to accomplish certain projects in their wheelhouses.

Have I made up my mind how this will work completely? Not even remotely. But it's a start.

...

Now. Here is what I HAVE made up my mind on.

When I do start this back up again officially? We will consider the next few segments of this to be a 'tutorial' for the new system. Ease everyone into the new systems, finetune what works and modify what doesn't. This will start with some of the outstanding story threads that were left hanging, and will ease in the new rules for combat and for research, training and production.

...

I have also resolved to produce a few in-universe primers for you all, just to remind everyone at a glance where we stood since last time. Please look forward to those!
 
Goodness, I hope not! These are episodes, not movie compilations where the cast becomes orange tang.
Eh, I was talking about good movies, such as the Transformers' one. Gundam Z and earlier works did everything The Derp of Evangelion did first, and better. Speaking of: Avoid any recruits named Tomino. For the same reason, expect deaths to skyrocket at the end of the season.
 
Eh, I was talking about good movies, such as the Transformers' one. Gundam Z and earlier works did everything The Derp of Evangelion did first, and better. Speaking of: Avoid any recruits named Tomino. For the same reason, expect deaths to skyrocket at the end of the season.

Okay, fair point. Maybe I'll write a 'trailer' scene for them after the quest wraps up. I know some of the movie compilations are fairly good, but I haven't watched them in quite awhile. Maybe I'll go back and revisit them.

And I shall endeavor to avoid killing off 80% of the cast. :p
 
Okay, fair point. Maybe I'll write a 'trailer' scene for them after the quest wraps up. I know some of the movie compilations are fairly good, but I haven't watched them in quite awhile. Maybe I'll go back and revisit them.

And I shall endeavor to avoid killing off 80% of the cast.:p
Does that cast include the Villains? :p
 
Does that cast include the Villains? :p

Depends. I can't give an estimate because you haven't met all of them yet. :p

That means 1 out of 5 people we know in-universe has a chance of dying.


Hey, it's still way better than how the Evangelion TV series ending worked out.
Better odds. :D

"Congratulations!" *even more mood whiplash come the movies*


I will likely have an interlude primer set up for this weekend. Hopefully me lore crafting about SRQ will help me get back into the swing of things.
 
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I was thinking something along those lines. I still plan to retain the 2d6 system, as that was fairly easy for me to keep track of, but conduct an overhaul of how much effort you have available.

For example: Sam is quite passionate about ESP and Kaiju Biotechnology, and as the expert in the field you can be confident that he'll make great progress if you assign him a project on it. The problem is that he's only one guy, and while he has a whole staff to run things in the background, his is the great mind that's going to produce something tangible that you can eventually use. The same goes for Max - unhinged as she is, no one can decipher Xenotechnology like she can. You can assign people projects outside of their specialty, but they won't excel at it and you won't make that much progress.

To that end, I will likely be adding specialties to the Military and Engineering characters as well. Sasaki and Diana will have their specialties when it comes to combat and the response force, and Lana and the Duo naturally have theirs, so forth and so on. Each character is likely only going to start with one available action per turn to accomplish certain projects in their wheelhouses.

Have I made up my mind how this will work completely? Not even remotely. But it's a start.
A caution on the bolded - we don't need maximal realism here, the important part is to ensure that the writeload doesn't exceed your time available.

Something I've seen a good example of lately is from BoneyM, where the Action budget is essentially:
-6 'heavy' write load actions, which can be each be semi-permanently traded for twice as many delegated or 'low' write load actions, which are essentially just a short paragraph or line report from the subordinate or department, compared to interlude sized main actions.
-4 Fluff actions, which are largely consequence free "get to know the characters" stuff.
-Actions are either not swappable or at least not on a per-turn basis. Flipping modes around generates a lot of confusion

Increases in capability does not increase writing load this way, when you get more resources or people, they go into the department, and the department does bigger things or some regular upkeep things fade to background, once you hit a certain size you don't need to plan for maintenance or building facilities, you got dudes for that.

Specific thresholds vary per author, but well...you simply DO have practical limits on how much you can afford to spend writing yeah?
 
[Reboot Primer Shorts] We Are Most Displeased
So this idea cropped up as I re-read my own quest. In addition to bringing returning players and potential new ones back up to speed, a primer of sorts would be required. Yet there's more than a few characters whose viewpoint we haven't really seen anything from, let alone explored. This could be a fun way to bring everyone back up to speed on the state of the world as it exists in A.D. 2072.

Let's see if I still remember how to write appropriate to the world we've built together.

????, 30 June, A.D. 2072
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"I am running out of patience."

Those words, coming from this particular man, would have been enough to send anyone in the movement into a nervous breakdown, and likely fearful for their lives. Such was the mystique of this particular man, that even were you to work for him directly, the states of your well being and your life were not at all guaranteed to be safeguarded. This particular man, who was rumored to have built the movement from the ground up almost by himself. You would serve - or you would simply be ground into dust.

The chamber he sat in was poorly illuminated, only the faint red light of a holographic display highlighting any details of the man at all. The outline of a male in a business suit, hands placed palms-down on a desk, was all that anyone might have glimpsed at - were they to have ever set foot into his sanctum at all. From any other perspective, he might have simply appeared as a man-shaped void in a faint cloud of red light. One would wonder why someone would go to such lengths if he only ever interacted with his subordinates through proxies and wireless communications.

But then one would be questioning the motives of the Red King.

"So you want to blame someone else, hmm?" The grating voice of PJH replied glibly through the holographic display. "We have made quite a few gains as of late, even if very little of it is newsworthy. Yet you want to complain about there nothing to be newsworthy."

"It is not a matter of glory. It is one of optics. Perception." The impromptu 'council of war' reflected back at the man in the display. Still portraits of his various councilors, some valued, and some quite insufferable, stared back at him. "The lack of action leads the public to believe we are losing strength. That we are being defeated - however roundabout the Union wishes to interpret it."

PJH - the war profiteer, and the most insufferable of his advisors, he was regardless one of the men he simply could not dismiss out of hand. As much as he wished it were so - yet everything to the man seemed to be a game, a science experiment. His workshops were too valuable to simply dismiss out of hand - Pak was not his only manufacturer, not in the slightest, but none were quite so prolific as his - and there were fewer bright minds than his, no matter how unhinged his designs proved to be. He doubted that Pak was even his name, likely a nom de guerre - like everyone else's. "No need to be hasty, Koenig," the man replied cheerfully. "You'll be happy to be informed, I'm sure, that I have recently come across some new...stock, shall we say."

"Who did you fleece, Pak?"
A harsher voice, one closer in accent to the North American District, chimed in. Burr - another of his representatives - sounded less than impressed. Responsible for operations in the North American District, he was still stinging from the failed attack on New York City - and only stinging, after the lengths he'd gone through to redeem himself in Koenig's eyes. "And how soon can we actually get our hands on these things, whatever they are? Your Tank-Mobiles are being horribly outclassed."

"You're referring to the new hardware the Union is fielding,"
another voice spoke. Wallace - the commander of the European District - spoke out. Though marginally more successful than Burr's recent efforts as of late, he, like any other in his District, had to contend with Manders' damned infernal machine. "They have started to make their way here, but MSS is still accounting for the bulk of opposition here."

"You'd both be right."
A holographic overlay of the piece in question appeared, and Burr's earlier questions were neatly sidestepped. Appearing every bit like a standardized truck fielded by the Union dogs, the video soon played to show it changing before everyone's eyes. "We've recently gotten a hold of one of these remarkable things. The Union has been working on this as early as two years ago, if not even earlier than that."

"The damned Jackals."
Burr's tone spoke volumes of what he felt about this recent obstacle. "If any of you run into these things, do not underestimate them. They look comical, but they are far deadlier than you'd expect." Additional videos of the Jackals attacking Tank-Mobile formations uploaded to the conference. The Red King watched impassively as a trio of the new machines simply rushed alongside the formation, configuring and conducting slashing attacks while whittling down the formation's numbers. "They're fast, and they can navigate terrain like nothing else. But if you can hurt them, they will not last long."

"So they are," PJH agreed. "Aside from...unique designs, there is no wonder technology in these models that I was able to find. If the Union has something so utterly revolutionary, they are playing it
quite close to the chest." Another image, this one of a giant brute of a robot fighting a kaiju in the ruined harbors of San Diego, uploaded as well. Koenig's hand tightened into a frustrated grip - it was an investment that sadly fell short of what was promised, even if some secondary goals had been met. "If they're in anything, it would be in that." There were murmurs between the various commanders, those of concern and consternation - no one had believed the Union capable of making anything like that.

"What of the new battle tank designs?" Wallace demanded. What looked to be simple main battle tanks were slowly shifting into robotic forms just like the Jackals. "It used to be that the Walkers could deal with armored formations. This is not something so easily dealt with-" Footage of anti-armor teams firing rockets from windows in enclosed spaces were shown. The lead robot staggered as rockets collided with its back, with more than a few explosions rocketing along the head unit. Yet in reply, the one behind it slammed its arm mounted cannon into the apartment, not even bothering to fire the weapon - the building's face simply collapsed from the kinetic force. "-and there's few options for dealing with them effectively."

"As it turns out, I am working on those as we speak,"
PJH replied - sounding more than a little smug. The images of various blueprints began to display onscreen, displacing all previous footage or images thus far. "The Tank-Mobiles have served their purpose, but I agree that they will no longer be enough by themselves. And the walkers having proven their worth, I feel it is time to escalate. Standardize what we have across the world."

"Pak speaks the truth." As much as it pained Koenig to admit it, from a logical standpoint he was right. "What existed before served us well early in our struggle against the usurpers. What was produced was not only sufficient, but effective, against the Union's hardware, even if it was a result of the ad hoc circumstances surrounding it." He chose to ignore Pak's sniff of annoyance at that remark. "But it is now clear that the Union is determined to crush the world beneath its grip. New designs will be ready for fielding soon. But until then."

The image of Valiant appeared. This damned thing - Mander's little pet project from so long ago. "Wallace, renew your efforts," he said quietly. "This pest must be defeated once and for all."

"I have something coming for that," the commander assured him. "Worry not, lord."

"Burr - " The image once again of the Union...'Super Robot' appeared. He grimaced - the term alone left a bad taste in his mouth. " - we must discover where this is coming from. Will you be ready to renew your investigation of Morrison?"

"I'm not confident after what happened to Warlord." The air around Koenig practically chilled from mention of that name alone. But before he could dig himself any further, Burr added, "But I will look into it. I have very few operatives who could hold a candle to him, though."

"You will have someone," Koenig 'assured' him. "And he will make sure you are on track for this task." Dismissing him, he continued to give orders. "Long, you will..."

The meeting soon cleared out, the holographic display quietened - even PJH eventually finished and left. But a moment later, a faint shadow materialized before the Red King. "The Super Robot." It was not a question - it was a statement of fact.

"Yes. You will make sure that Burr does not become...distracted again."

"As you will." The shadow passed - as if it were never there at all.

The lights dimmed, their purpose served...at least until the next strike. Their enemies would feel the blow, their ultimate prize from the next great operation attained.

Westphalia would not be denied.
 
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Hm. What kind of conventional assets can we build next? A SAR chopper that can also manhandle rubble seems like it would be well received by everyone. Especially if minor changes makes it an attack chopper that can evade aerial attackers by going to ground.

What sorts of conventional technology can we revolutionize next to release to the Union next even...
 
Red King be most unhappy with us, oh yes! And Westphalia more and more is looking like they are the central enemy for most of the setting. That's gonna be fun to deal with!

Now i just hope we get a results screen for all the project interludes that never got one. And maybe a result for the investigation into the Bismarck...

Regardless, Glad to see you back boss!
 
Hm. What kind of conventional assets can we build next? A SAR chopper that can also manhandle rubble seems like it would be well received by everyone. Especially if minor changes makes it an attack chopper that can evade aerial attackers by going to ground.

What sorts of conventional technology can we revolutionize next to release to the Union next even...

The answer to that question will be a little while coming. You'll have your chance to make something out of almost anything (so long as dredd RNG favors you).

Red King be most unhappy with us, oh yes! And Westphalia more and more is looking like they are the central enemy for most of the setting. That's gonna be fun to deal with!

Now i just hope we get a results screen for all the project interludes that never got one. And maybe a result for the investigation into the Bismarck...

Regardless, Glad to see you back boss!

Thanks Darik!

There's more interludes coming yet! This is mostly to recap the state of the world as it exists now, along with at least some of the changes you've wrought onto it reflecting. In this case, the consequences of your actions are that the Westphalians are noticing just how much more advanced the Union's hardware are getting.

To put this into comparison: now instead of seeing scenes of Zakus blowing up tanks, now you're seeing them fight tanks with a few GMs or regular mobile suits backing them up.

I will think on what viewpoint to cover next, along with what changes I'll be highlighting.
 
You know, just did some re-reading and realised something. The whole 'everyone in Brest disappeared without a trail thing'... Well, of the four Science paths we were offered at the begging, namely Psi, Kaiju (boosted due to MC Feat), Alien Artefact (probably Kausen) and Quantum Gate, we've unlocked the first three but haven't really had any access to the fourth. I think the Teleportation ability that the Regent could have given us would have been it, but so far we've always had a second or third path to unlocking that tech tree other than just tech trades. Any chance that this is the lead in to unlocking that tech tree via salvage reverse-engineering @Basarin ?

You know, provided we manage to acquire any of relevant salvage or useful data to given us the path to develop from scratch.

EDIT: Also, for some reason the Mystery Time Capsule update threadmark is three threadmarks 'later' than it should be, with Turn Four and Turn Four Results coming before it despite being after it...
 
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