Thanks all.
Glad to see some folks still want to see this continue. That's good - I still want to write it!
I do need to workshop this some more, and any ideas you all may have, I still welcome!
Honestly, the difficulty is the other end of the complexity that saw the players constantly rewarded. I can't remember the time when we were seriously threatened, or rather, when the mechanical threat representation lived up to its narrative counterpart. The enemies just aren't scary enough with all the progress we are making ostensibly to keep up. In practice, it's them who need to be scaled up to us.
So long as we have the Big Resolution with lots of dakka flying around as befits any Super Robot series finale, I'll be happy.
This does a very good job of describing how I feel about the system as it stands now. It's going to take some adjusting to, but I would rather script out the battle sequences up to a point, present a dice roll of some points to determine which direction the narrative goes, and then script and continue again while giving the players enough freedom of choice to determine where the story goes.
And I do have those big battles planned out. I have for awhile, but I'm realizing that mechanical statting is
not my strong suit, and I should stop bashing my head on it trying to make it work. I am much more comfortable writing out the narrative and how ridiculous things can get, and I plan to lean more on that.
Something like this? Make a plan -> Roll between "Progress as expected"/"Worse"/"Better"/"How did that happen?"? With characters and circumstances influencing how much of a d6 (or a d8, etc) corresponds to each result? But that would only work for "base phase"...
I'm strongly debating this one. Something like this as you pointed out would probably be best for investing in projects. Specific combat scenarios could probably work best with opposed dice rolls or different dice depending on severity and circumstance? I'm not sure yet, it's something I need to think about.
Anyway, I'd like to mention that the "Build-a-Robot" feeling of designing core units was THE THING. Maybe not the best part, maybe not the most interesting part, but it definitely scratched an itch where nothing else could.
Agreed with you there. It wouldn't be the same quest without the process of designing and building your Super Robots, as that
was one of the original points of the quest. What I do want to lean more into as well is giving the players a little more input in the development of
other Super Robot projects as well (such as Ground Pound and the mad science fair you all
inflicted on them referred to them.