I’ve mentioned before that one of the pillars of my early
roleplaying game experiences is the Robotech RPG by Palladium Books. I first
encountered it in junior high school, where I encountered some other young
gamers and—at first—I mistook the books for Battletech books. It seems odd to
me now to think that I knew of and could recognize Battletech as an IP before I
ever was exposed to Robotech, but that’s how it was.
Obey the Minmei!
I had seen episodes of the show, of course, but only
sporadically, as it was not played on the air for any of the broadcast channels
I had access to in my youth in central Arkansas.
Nevertheless, as soon as I got a chance to look the books
over, I was enthralled. Giant robots fighting giant aliens? For love? This, to
me, was incredibly cool. I must’ve doodled about a hundred different veritechs
in my trapper keeper over the next few years.
Looking back on it now, I could tell we had a lot of trouble
making Robotech work as a game. For one thing, none of my friends or I had any
real-world military experience. We were junior high school students in the
80’s… all we knew about military pilots and aircraft carriers came out of Top
Gun.
Editor’s Note: Actually, I used to dream about Robotech so
much that I came up with an entire story about a lost ship full of Robotech
pilots where each chapter corresponded to a specific song on the Top Gun
soundtrack… I’ve promised someone to do a blog post about that by itself later,
so stay tuned)
We played the heck out of this game, and I actually lost
count of the number of characters I’ve made for it. The last time I played the
game was sometime in 1995 during a brief stint in the US Army, so it’s been almost twenty years for me at this point. Quite a distant perspective!
The Core Book
As the battle goes on we feel stronger...
Let’s begin by pointing out a few important facts. First,
this game was published in 1986, which puts it in the first wave of Palladium’s
RPG offerings and is fairly early in the industry as a whole. RPG’s have
evolved quite a bit since then, but it is unfair to judge it entirely by modern
standards.
Secondly, the Robotech license itself is a fairly tangled
web, ensnaring at least three very different anime shows and multiple games
(for example, Battletech) amongst the legal issues involved. Even in the modern
era, America has not received anything new related to Macross (as just one
example) in decades due to the copyright wrangling that is still ongoing over
pieces of the Robotech puzzle.
I am compelled to point out my ground rules of the blog:
there is no hate on Rogue Warden. I may be disappointed with something or find
it lacking, but I’m seeking to avoid using loaded emotional terms like hate.
With those out of the way, on to the review.
Visuals
Actually, the Robotech RPG core book is actually the
“Macross Saga” portion of Robotech as an RPG. The front cover says nothing
about the “Macross Saga,” which along with the material inside can lead one
down a path suggesting that Macross equals Robotech, which is not really true.
Also, the cover has a small but noticeable mistake: the
Veritech on the cover is painted like Roy Fokker’s Skull 1, but it is the wrong
model. Entirely forgivable, but worth mentioning.
Another important thing to mention up front is the amazing
artwork: I’m a fan of Kevin Long, and I think it’s fair to say that his work
heavily shaped the vision of the Robotech RPG (based on its animated origin, of
course) and Palladium Books in general in those early days.
I remember trying again and again to figure out how Kevin
had drawn the Veritechs so well, with his distinct curve of their leg nacelles
and the glassy texture of the optics.
The System
Guardian Mode, AKA Gerwalk
One of the things that makes me face-palm about this book is
the example of play on page 3. One would imagine that, in an RPG about giant
robots and drama and romance and defending earth against invaders, the example
of play would have something to do with all of that.
The example of play is about you, as Rick Hunter, confronted
with… a mugging. A micronized Zentraedi is threatening a janitor and demanding
money. This. Is. A. Mugging.
Keep in mind we’re not even sure what a Zentraedi is yet,
besides some kind of alien.
Page 5 is all about Hit Points and S.D.C., which stands for
Structural Damage Capacity. It’s unclear why you have two different things to track about
how hard it is to kill you, and it’s all useless at any rate, because next we
have: Mega-Damage!
Basically, Mega-Damage means there are things out there that
are so tough, they can’t be hurt by S.D.C. weapons no matter what. You can
whale away all day with a baseball bat on a tank and cause no damage, the book
explains (in another baffling example).
So, a Mega-Damage weapon inflicts normal damage on MDC
things and does the same damage x100 vs. SDC things. This means that
mecha-sized guns, lasers, and missiles do amazing amounts of damage, which is
kind of cool.
Next you have some information on OCCs (Occupational
Character Classes), alignments, and experience points, which is all fairly
standard stuff for a mid-80’s RPG.
Then we get… 3 pages of Insanity rules. Now, granted, some
Robotech characters are definitely insane—Colonel Edwards comes to mind from
the Sentinels—but it is hardly a staple of the show. Robotech is in no way
related to Call of Cthulhu. So these detailed insanity tables seem
exceptionally jarring and out of place. Plus rules for drug addiction! Again,
not so much a part of Robotech.
What are the available classes? Well, there’s Destroid Pilot
(ground robots) and Veritech pilot (flying robots). Those are very cool and
match what you get the in show. So far my expectations are met nicely.
Next we have Communications Engineer. Er, this doesn’t sound
like a lot of fun, to sit around and fiddle with radios. Not exactly military
action, definitely not really related to giant robots fighting stuff.
After that: Electrical Engineer, Field Scientist, and
Mechanical Engineer. Hrm. Not really exciting or applicable. I suppose I could
see someone playing a field scientist, maybe even a mechanic… and they can
learn to pilot mecha… but these choices are really reaching outside the
boundaries of your typical military action genre heroes.
The Military Specialist is basically a spy, and he does get
to drive Mecha almost as good as the Destroid and Veritech Pilot, so he’s a
decent choice.
At the end of this chapter, I’m puzzled as to why you’d ever
want to play anything besides a Destroid Pilot, Veritech Pilot, or Military
Specialist. I don’t recall any of our Robotech games even including a character
from one of those classes.
At the time this game was published, one of Palladium’s
other game lines was Recon, a military action game. I think a lot of Recon’s
mindset bled over into the writing and development of the first Robotech RPG,
stressing the “we’re military guys doing military things” theme but with little
actual resemblance to any other aspects of Robotech. Guns, gear, and Mecha are
the unabashed stars of the show in this book, and it is clear that the game is
meant to be played as more of a military simulation than as a drama.
Skills, combat rules and gear round out the system portion
of the book. Possibly one of its finest features is that it does go into great
detail about the mecha and vehicles, lovingly showing the reader many of their
systems and cockpits and discussing all the stuff they can do. In many ways,
this book does succeed in being a Robotech mecha resource manual in that it
really shows you what the Veritech fighters look like and how they work.
The Story
Cover art by Kevin Long
Actually, there’s… not much about the story at all in this
book. You barely get a page and a half about who the Zentraedi are and what
they want. We get a page and a half on the reconstruction of Earth and about
the same length about the various remaining regions and conditions on Earth. We
then are introduced to a handful of NPC’s and some information about the SDF-1,
and then the book ends.
To say that this book presents very little about Robotech is
an understatement of massive proportion.
I suppose Kevin Seimbieda assumed that his consumers were
fans of the show, and thus, they were already watching the story and didn’t
need to see it inside the books themselves. That’s quite an assumption, but I
don’t really have anything else to go on.
Looking on the bright side, I do owe this book a great debt
in that it caused me to seek out any and all information about Robotech that I
could find. I devoured the novels by James Luceno and Brian Daley, I watched
any episodes I could find, and I researched as much of the story as I could. I
found a lot to like about the Macross Saga and Robotech in general.
There’s a lot of things about Robotech—specifically the
Macross Saga—that I really hold dear: the romance between Max and Miriya, the
brotherhood of Roy Fokker and Rick Hunter, the tragedy of what occurs to the
hopes and dreams of the human race, the aching loneliness of Lisa Hayes,
Minmei’s sometimes sweet/sometimes annoying naiveté, the stoic honor of Captain
Gloval—these things and much more make up the core of what Robotech is really
about.
Unfortunately, the Robotech RPG covers only a handful of
these ideas, and even those are just briefly touched on in favor of more guns,
more mecha, and more combat rules.
For another perspective, check out the RPG.net review here:
Supplements and Sourcebooks
The Robotech RPG line had a troubled history with
sourcebooks and supplements. Some, such as the Southern Cross and Invid
Invasion books (detailing the second and third chapters of Robotech,
respectively) were quite good overall.
Others, such as New World Order and Return of the Masters,
attempted to flesh out the setting with more information on the situation on
Earth with varying results and quality.
Oh man. This book is full of crazy.
The original Robotech RPG line had one major misstep with
its sourcebooks, the infamous Lancer’s Rockers, featuring transforming
“instrumecha” and “battle of the bands.”
The Sentinels received a couple of books later on that cover
the later chapters of Robotech (and hopefully not the last). Unlike previous
sourcebooks covering periods of Robotech, the Sentinels books discuss more of
the story and background.
The big one in back is the MAC II "Monster."
Of these sourcebooks, my favorite is definitely Strike
Force, which presented some new Macross mecha, some decent setting information for post-Macross Earth (Indochina), and probably the line's best adventure, dealing with an inventive and cunning Zentraedi warlord.
Adventures
I wonder why they're in Guardian mode in deep space...
Overall, the adventures for the original Robotech RPG line
are lackluster at best. The RDF Accelerated Training Program, for example, is
basically just a bunch of random encounters, tables to generate bands of
enemies, and reprinted material from other books (including the superfluous
insanity rules).
Two words: Metal Siren
There was an attempt to make a Macross II RPG based on the
anime of the same name. However, Macross II is not really Robotech… and, in
fact, it is only a parallel universe to the actual Macross Saga that started
the whole thing in the first place. Aside from some new mecha and vehicles, it
doesn’t really offer anything different.
The expansions for Macross II featured one sourcebook with
additional mecha and bad guys and three volumes of deck plans, in case you
wanted to dungeon-crawl your way through an alien ship. I found these to be
singularly unimpressive and a disappointing use of the page space.
Overall Verdict
Note that heads are not to scale.
The original Robotech RPG is actually a pretty bad example of a “licensed
game.” It get some things right, particularly in the visuals, but in nearly
every other way it fails to get across to the consumer just what Robotech is
about and how to experience that in a roleplaying context.
Other than the license, it doesn’t really have anything to
offer as an RPG—it’s basically just Recon with the serial numbers filed off and
giant robots put in.
The thing that I keep coming back to with Robotech is that I
don’t think it really knew what kind of game it wanted to be. Most of its
products leaned heavily towards mecha military action, more of a tactical
exercise than really exploring themes or ideas or stories.
Bright Spots
In an attempt to end this review on a high note, I am really
glad that Palladium made the Robotech RPG. It helped introduce me to a lifelong
love of anime, giant robots, and cool sci-fi stories mixing the two. Looking
through my “nostalgia goggles,” I can remember how each new Robotech RPG book
made me imagine amazing action-packed battles against alien invaders, rescuing
the pretty idol singers from certain doom, and flying a kickass space fighter
through impossible odds.
Also, Robotech really helped Palladium grow in its early
years. Who knows, it is possible that without the Robotech RPG, we may have
never seen Rifts, or Nightbane, or Chaos Earth.
The brightest spot of all is that Palladium decided not to
abandon Robotech and began releasing a new version of the Robotech RPG in 2008
with Robotech: The Shadow Chronicles. Tune in next time for my review of the
new (and definitely improved!) Robotech RPG.
I think that your posting here put into words that gnawing sensation in the back of my mind as to why I never really fell in love with the Robotech RPG. I loved the show growing up and after looking at the books in the mid 90’s when I picked them up, I always felt that they were, somehow, lacking but I just couldn’t put my finger on it.
ReplyDeleteInterestingly enough, I felt that in a number of ways, Macross II was a superior product…though I think this is because as a game it knew what it wanted (no insanity rules, no OCCs that were not in the show, etc.) and I feel it had better artwork. Don’t get me wrong, Kevin Long is awesome, I love his work! But I don’t think his work always lends itself well to the anime style, at least not like Wayne Breaux anyway.
Still, a great post and I’m looking forward to what you have to say about later installments.
Thanks for the read, man. I think you will like what I have to say about the new version of the Robotech RPG. :)
DeleteI remember playing this game way back when... had the frst few books but only ever played
ReplyDeletein a setting post-Macross
and pre-Southern Cross. It was fun but you had
to contribute a lot to
make stories as the books gave almost nothing
for that.
Oh boy, doesn't this bring back a boatload of memories.... played the hell out of this game back in the late 80s, early 90s with my friends, sometimes taking turns in GMing between stories.
ReplyDeleteThe example of play - damn, i had blocked that out of memory out of sheer hilarious badness, but i have to say it was kind of helpful to us in the end. We learned, at least in part, to trust the episodes and our own opinions about appropriate theme and mood over the writers BECAUSE of how off-putting that thing was....
And so our main influences were generation 1 & 2 Robotech (what aired here in Brazil back then), Top Gun, Born on the Fourth of July, Platoon, reruns of Battlestar Galactica and Buck Rogers on TV, with bits of Enemy Mine, 2001, The Black Hole, Alien & some other sci-fi and WWII movies whose names i can't remember right now mixed in for flavor.
Ah, and the cover - that veritech is supposed to look like Skull-1 but obviously isn't in a background of a crapload of veritechs flying over what seems to be the rings of Saturn got us thinking of lost chapters and untold battles from the get-go. :D
That said, weird as it may sound, we actually got some milleage from that "military simulation" tones of the book, it would get us thinking of problems, strategy and stuff, one could read almost as written to represent mission reports and other stuff PCs might receive from superior officers or colleagues in other departments. The OCCs were actually useful in that they made us think of different cliques and classes (in a school, not D&D sense), what lead to some fun stuff involving rivalries, intrigue, petty pranks played on each other, romancing and lots of gossip and meshed actually pretty nicely with the kind of drama one would expect of an anime, so we were lucky on that.
But yeah, beside this accidental influence it had on us i very much the book had far more OCCs than it actually needed but we dealt with it quite handily by streamlining things to just 2 OCCs: the technical support specialist, that was a catch-all OCC that covered all the engineers, scientists and the Military Specialist, depending on skills chosen, and the pilot, that covered both veritech and destroid pilots, again with just a few tweaks. Seriously, having just 2 OCCs and XP tables made things much, much easier and quicker.
Also, the bridge bunnies, sorry, communications officers, ended up being surprisingly participative in our campaign due to a few things we tweaked or extrapolated about the SDF-1 and some of its resources - god bless much longer ranged communications, sensors and scramblers. :P
True, Kevin Siembieda did something of a leap of faith in assuming the public would already be familiar with Robotech from watching the show, but that was kind of par for the course with licensed materials back then, no? That said, it would be kind of like buying the Star Wars RPG without ever watching the original trilogy - or loads of other films, cartoons or games nowadays - no?
I have never actually played it, but bout those who malign "Lancer’s Rockers" as a particular low of the Robotech franchise i have just one thing to say: Macross 7, watch it all, i dare and double dare you! XD
And damn, i KNOW i'm going to end up looking for some of these Macross II and Invid Invasion books now (incidentally, i remember playing or two stories in that particular era, V the Final Battle was a major influence there)...
Anyway, thanks a lot for the review and i think that's enough of a trip down memory lane for this time.
My Robotech RPG books are still sitting in the top of my closet (along with even more Rifts books). Where I lived, there were almost no places where you could find RPG books of any kind on a consistent basis, so beyond The Sentinels and the REF Field Manual, I missed out. I think I came across Lancer's Rockers once in a shop that I managed to get to maybe once in my life before it went out of business and was *insanely* confused.
ReplyDeleteI must have tried to set up adventures dozens of times back in middle school/high school but never managed to play any of them. I'm not sure why I hang on to the books even now, as they're basically worthless.
Anyway,thanks for the nostalgia!
PS - Just a nitpick here, but those Veritechs on the cover of The RDF Accelerated Training Program are underwater, not in deep space.
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