When it was all said and done, I was really pleased with the character generation experience with this game. We spoke about this before, but it made character generation fun in an interesting way. The character's background would 'come alive' as you went through it. Even if you had ideas for the character's background before starting, you'd get more ideas. Like you described, almost like a mini-game, thoughts would just start firing as you went through it. By the time the time I had created my first Time of War character, I already felt involved like I might with a character that I had actually played for some time.
I recently had a chance to go over the character creation for this game. (Mostly for the various Lifepaths) The major flaw I find in the system is how easy it is to cheese XP from the system by never having your negative trait points go below -100. It's nice they gave templates for various kinds of characters since it can be hard to tell what the "core" skills are for someone who wants to pursue a specific career. (aside from the obvious Piloting/Gunnery skills)
Seems to me that Heavy Gear (a fine canadian game you surely know very well) succeeded more and earlier thant Battletech at the fusion between rpg and tactical wargaming. Curiously enough, all these games uses d6's. :)
For any young man who has ever looked up at the night sky, wondered about climbing in to a space craft travelling faster than light too another world and waging war there in a giant 12 metre battlemech........ded 🤣🤣🤣💀
That is discussed in the video; it runs faster, is the first to blend so seamlessly with Battletech, and combines the best features of earlier editions.
Thank you Runeslinger, for this excellent, in-depth review. I was on the fence as to whether or not to buy this game. Most of the reviews that I have read were unfavorable. But you have painted the game is such a light that I think I would truly enjoy this game. I will be purchasing it at the next opportunity.
Most reviewers don't get that it's ancestor, Mechwarrior, started as a Battletech expansion for players that wanted to do rp adventures for their mech pilots. Thus the emphasis on the Tabletop game, etc...
Character creation sounds as complicated as Palladium's system. Does Catalyst Game Labs support BattleTech: ToW with campaign setting books (aka D&D style), do they have any adventures made (aka modules)? The tech manuals are a great source of information for certain Mechs but they can get costly as the later in time you play the more Tech manuals you need. TRO also don't give specifics about the politics and Major Houses of the times; just overview. Have they printed any House Davion, Stiener, Marik, Comstar, ect specialty books that go into detail regarding the deep history of the BattleTech Universe. I played the Table Top and Mech Warrior 3 back in the 80's and 90's respectively but when it comes to Table Top RPGs BattleTech always seems to be just one amazing missed opportunity.
It has been a while since I made this video, but I believe I touch on those points. If not, the RPG covers a lot of the important aspects for representing the factions. Catalyst has an impressive catalog of setting and sourcebooks for the Battletech Universe covering most of the published eras in good detail. Check out Drivethru RPG as a wealth of titles is available there going back to the dawn of the game. House books, period books, scenarios, individual worlds, campaigns, and so on are all available. I hope that you get a chance to explore it~
Thanks for the info. My comment wasn't ment as a dig at BattleTech or the game; just a bit of frustration because in all my decades of tabletop gaming it just seems that BattleTech has never gotten a good team behind it. Like Palladium it's clunky when compared to other games. It's biggest handy cap is that I've yet to see any company actually produce modules with complete adventures for beginning Game Masters. I have been looking at your listed sources. The recent game by Pandemic has just rekindled my memories of times playing MW3 and the Wargame.
@@dagazrune6453 Part of the issue is the amount of money they have to constantly use to deal with legal issues with Harmony Gold. It leaves less money for making new modules, advertising, etc...
@@dubuyajay9964 they had to deal with those issues before. They've been able to produce great source books in the past, and have great stories written without issue. All they need to do is adapt those stories to gameplay.
I watched the whole review and enjoyed your views. I really wanted to believe them to be correct. As I go through the rules wondering how I will bombard my new players to the game with this encyclopedic tome of extensive and (what I think are gratuitous) rules... I can't do it. I'll use Hero Systems outside the mechs. Even freaking Hero System is easier than this RPG. I could actually map out a three credit introductory college course on this game. I've been a fan since the 80s but they've never gotten the mechwarrior side right. Big fan of the lifepaths... but I'm running low on aspirin for the rest.
What is giving you trouble, exactly? Margin of Success/Failure? Barrier Ratings? Is it just the Tactical Addendum? I thought it was the really complex part until I ran it. After that, I really liked it for lance level or lower play. My blog has actual play reports from our first campaign with AToW. Much of it includes the rules (from the second battle if I remember correctly). All the mech battles were run with the addendum. If you'd like someone to bounce your thoughts and questions off, let me know. I'll be happy to listen, and maybe help as a bonus effect~
tried reading through ATOW and its comming out as chinese algebra written in russian ... you actually helped a lot in understanding how things work i started playing in the mid 90s with tabletop miniatures
Do you still play BattleTech? I find it is always in rotation in my group. Mechwarrior comes and goes for long and short periods, but we are always up for BattleTech. I am glad that this video was helpful. There is a lot to read at first, but play puts it all in perspective, I think.
@@Runeslinger All the the Mech warrior video games and I paint a few battle tech models. I collect battle tech novels and read them when I can. I'm going to guess you are a solicitor.
The Mechwarrior/Battletech RPG always looked cool to me, but it also always seemed to me like you have to end up buying the Battletech miniature books the moment you want to have mech combat, yeah?
TheMillionDollarProns In this edition, you do not need to purchase the miniatures rules, although familiarity with them can add a lot of cool options to play. For mech and vehicle details, however, you will need to find a source, much like buying a bestiary in many other games. The game doesn't need to involve mechs and aerospace fighters... but... it will. For Mechwarrior, that could mean getting the Techmanual and building your own, getting the specific Technical Readout for your chosen era of play, or getting the record sheets for that era (cheapest option, but none of these books are overpriced). The RPG was originally intended as an option for Battletech players to expand their play beyond the skirmish game and so was a very slim volume lacking in mech information. Now, the game has grown to be a very full-featured RPG and comes as an impressively presented, thick volume - still with no room for the scores of mechs and vehicles the universe and its many historical eras boast. By far the most economical option for players who want to roleplay in the setting, but who are not Battletech players, is to get the RPG and 1 sourcebook of mechs, The Technical Readouts make for good reading, and add a depth of in-game resource material the players can draw on for each mech and vehicle. If it's just the combat information you need, the record sheets are enough. Personally, I like making my own mechs, so I will often just make my own anyway~
@@Runeslinger The mission to be played was to go there to investigate because some investigators were missing. Player would go with a Griffin and I would control the canopus character. They needed to find and protect an informant, report back to the magistracy and wait for orders. Destiny has a generic NPC sheet for informant and for gang member. Upon picking the informant in a designated location, the gang member showed up in a Locust and the tabletop battle begins...
@@Runeslinger If you are not used to the lore, you may try to play Mechwarrior 2 Mercenaries. Go to "Battletech fan" channel and look for the video with instructions on how to install in Win10. Video description contains everything you need. Mechwarrior 2 Mercenaries will allow you to get familiar with Battletech technology. Either if you play instant action to configure and test, or you go for a campaign where you see your character log. This kind of thing is very much what you may need in Destiny.
You do not need to learn lots of lore. The Inner Sphere is quite big. You have House Steiner (space Germans), House Kurita (Space Japanese), House Davion (space British/Americans), house Liao (space Chinese) and house Marik (space eastern/south Europeans). They fight each other and unless you will interact with the most famous characters of Battletech, you have plenty of room to create your own story in that setting. Space is big.
Hey, where should I start if I wanna get to know this setting and the gameT I've listened to the video I know you covered it but it was kinda spread out...damn this looks good.
The PDF for A Time of War is very reasonably priced and has a lot of information for a new player. There are also novels, video games, and a Saturday morning cartoon~ ;)
The best choice is one that everyone is excited about, that makes enough sense when you read it to be able to play it. Lots of people will recommend their favorite game or genre, but I don't find that to be very helpful. There are a lot of free Quickstart rules downloads available at DriveThruRPG and I suggest checking out a few with your friends and trying the ones which interest you most~
I have found that RPGs have been a bit inaccesible for newbies like me. Battletech beginner box has been a great start before Battletech a game of armored combat. But after trying to play Star Frontiers and being quite unable to have a good grasp of RPGs. Lately I found Mechwarrior Destiny and it looks very simple as an introduction to RPG games. My bet is that it may not please the hardcore gamer, but for me it works. In a way it reminds me Mechwarrior 2 Mercenaries, in the sense that Mechwarrior Destiny helps to fill the between mission text. I am more interested in tabltop but needed something that could allow to organize interesting tabletop games.
Destiny was intended for exactly that purpose, so you are on the right track. Of all the games using its CUE system, it is the one I am most likely to use. Once you get more comfortable with Battletech, more of A Time of War will make sense as an RPG but you may find by that point that the only reason to try it instaead of Destiny might be curiousity. I hope you enjoy Destiny and if you want to talk about using it, I am interested~
@@Runeslinger The only reference I have for RPGs are DnD PC game Eye of the beholder where you enter a big maze and you face stuff and fight and meet characters in a continuum. Also Mass Effect when you have missions. Destiny follows Mass Effect format. It could be played without tabletop, but I prefer to play with tabletop. The book has pregenerated missions, lots characters with a name and some generic NPCs, so you may start playing using these characters, or you may create yours. It has rules to convert to total warfare or alpha strike.
@@Runeslinger RUclips is censoring my description of Destiny game. May be it offends the machine. Go to MeWe (FB replacement) then if you want to know what I have to say.
It's true. One of the main reasons I prefer to use A Time of War is that it is not necessary to convert, so you can move from the characters' scale to mech scale or all the way out to spacefleet scale and back again with one core mechanism and modifiers which use the same range of numbers and patterns. It also presents a large number of pregenerated characters. Where I find Destiny interesting is in how it handles dice results and description. That can be very disorienting or unsatisfying for some players, but I like to explore different ways of doing things.
I am completely new to Battletech, having just bought the mini game core rules last night and I have the starter set on the way. I also purchased the Mechwarrior RPG 2nd. Edition due to most Mechwarrior players telling me it is the best version of the RPG rules. What are your thoughts on this?
My thoughts are in this review. MechWarrior 2nd was fine. If your intent is to play BattleTech and play the RPG together, only A Time of War does that. It also includes far more information about the universe and factions.
@@Runeslinger Thanks. I was told 2e allows your character to integrate into the miniature game as well. Since only Piloting and Gunnery matter at all in the mini game I am not sure why all editions would not allow for this. I have been looking for A Time of War to pick up also but sadly it is already out of print and all sources online seem to want insane amounts for it.
Yeah, they are passionate about the IP which is evident in the care they are putting into it I have the battletech rpg stuff coming in the mail...i have the strongest urge to try and become a legendary urbanmech pilot during the third succession war
Are you referring to the new introductory and basic box sets? I have not checked, but I am expecting them to tie to Alpha Strike, but am hoping their connection is to Total Warfare.
Hello, I know this is an older video , But I was wondering if you could give me what would be one or two essential books to have for this beyond the Core book?
That is covered later in the video. If (and only if) you will be including battlemechs and vehicular combat in your RPG session (instead of using BattleTech itself for that) you will need a Technical Readout (TRO: date) for the era you choose, such as 3028, 3055, etc. These Readouts have details on mechs, aerospace, aircraft, and ground-based military vehicles, as well as background on their histories, quirks, and notable uses. If you are not going to be using the RPG for mech battles, you only need the core book and perhaps the Companion, if you plan to play for a lengthy run. If you are totally new to BattleTech, reading one of the many novels or playing one of the video games is a fast-track to being introduced to its major conceits and concerns. I hope this helps you get started with A Time of War~
Recently started running this system for some players, started them in solaris as arena fighters untill i can get a handle on the universe, any avice for that type of game? (timeframe is the civil war era after clan invasion)
+Damian Ryan Our last campaign was exactly that; navigating the underworld and politics of gambling and graft to survive both in and out of the Arenas. Great fun! For advice, the corruption of Solaris is great for entangling players in the setting and in a state of positive and negative tensions. A chance to vie against a top contender, a sudden upset in the rankings, a tragic death are ways to offer newcomers to Solaris a way into the limelight. Set up potential rivalries with other pilots as soon as you can. Hate makes the arena shine. Lastly, it's all about the money, salvage, and pride~ Have fun! Keep me posted~
I just couldn't get what you actually were supposed to do in the MechWarrior RPG, apart from take part in battles in your BattleMechs, which is just playing BattleTech. Is there espionage? Is there friendly rivalry between pilots outside battles? The game didn't really tell me anything except really high level politics and galaxy changing events, not what the PC's should be doing at all.
I find that games go about explaining what they are about in several ways, some flat out tell you that, 'this is a game where you do X', others fill the game with fiction that demonstrates what the game is about, and there are others where the concept of the game is presented through the details in the rules and in character creation. A Time of War is among the latter. When a universe is as broad and developed as the Battletech Universe, there isn't any one thing that the player characters *should* be doing. It's open to whatever the group *wants* them to do. That can be a challenge if a group is exploring that universe for the first time, is returning after a long hiatus, or has limited exposure to the 'game of armored combat'. The sample characters (Core: mechwarrior, tanker, aerospace pilot, elemental, scout, faceman, renegade warrior, and battlefield tech; Companion: hot shot, grizzled veteran, chopper pilot, communications specialist, sniper, canine soldier, battle armor specialist, information broker, martial artist) all obviously fall in and around the military and as such point to a game where we play as characters derived from the skirmish game in their lives outside of conflicts in the war machines of the period. Likewise, the lifepaths help us build a picture of what the character has done, ostensibly why they have done it, and what they are good at doing, and most of those paths do not involve mechs. Mechwarrior as an RPG has typically been about those things that occur outside the mech and as the game has expanded to include options beyond mechjocks, that premise has held true. Exploration, espionage, trade, recruitment, invention, piracy, regaining lost status, brokering peace, escaping from under an enemy occupation, vying for position - the list tends to go on and on. The archetype templates (Companion: noble, mechwarrior, infantry, tanker, pilot, explorer, ship's officer, mercenary, pirate, cop, diplomat ) offer further insight into what makes a character and expands the suggestions into more civilian circles. What do you want to do in the Battletech universe? For our part, we first used it for launching a resistance movement against an occupation. That campaign lasted 2.5 years, featured two major mech battles and one minor one, but was focused on recruitment and training, intelligence gathering, disinformation campaigns, and investigation. We followed that up with a campaign about life as a salvage reclamation unit in the periphery, one as an exploratory force looking to recontact lost colonies, one on Solaris VII that was about the criminal underworld that has arisen because of the games, and one searching for caches of Lostech. While mechs and other war machines have played roles in these games, they have been background elements. As you say, if the mechs are in the forefront, you can just play Battletech. The RPG is about all the other stuff in the universe. I hope this helps in some way. With a game like A Time of War, standing as it does as an element of a much larger property spanning decades of production, it can legitimately be hard to find an entry point. Of course, it can also be hard to choose just one~
I've heard that the later edition fleshes out what players should be doing a lot better, as I'm basing my view of the game on the version I've got, the old 2nd Edition MechWarrior. What I found with that edition is while the setting is gorgeously detailed, it's all at a very high level what the houses are doing, and which planets were falling to who. It didn't talk about how do the players get from planet A to planet B, are there Star Wars style freighters, or passenger flights? What are the accommodations like? What's life actually like? And the players, do they make their own destiny, do they get orders from bosses, do they get hired by Mr Johnsons, etc. I just felt that there was nothing to really help me emerge the players in that world. But as I've said, I've heard it got better with later editions.
@@RPGGamer Mechwarrior's first edition was mostly a tool for adding detail to mechwarrior characters, and the 2nd edition was a big step up. Each edition did add more detail and larger page counts, but it helps to recognize that the RPG like most of the Battletech sourcebooks is primarily about the rules, with setting being communicated between the lines. Most of the pure setting information for Battletech was communicated through the fiction lines for years. The company now includes a lot more setting material in its releases. Looking at the characters in 2nd edition, you can see that the majority are mechwarriors (rather than the majority being simply military in A Time of War) but there are still a good number of characters with different occupations and outlooks. The GM chapter then goes into the deep setting with the large scale movements in trends and events that will shape the galaxy as a whole, and this is meant to inspire the GM to work inside those lines to create their own conflicts and issues - things that matter directly and personally to the characters. The Technical Readouts, the novels, the scenario packs, the cartoon, and the video games all managed to present a fairly consistent view of how the universe operated on a cultural level, including how interstellar transport worked. I think the novels were typically regarded as the most direct means of absorbing the setting material, but as I mentioned, the rules, characters, and equipment descriptions carried the bulk of that detail as well. The most specific supplement that spoke to your question about transport was "Dropships and Jumpships" (not to mention the Merc Company guides) but details about getting around and communicating on an interstellar basis are on pages 149-152 of the 2nd Edition core rules: the Space Travel and Hyperpulse Generators chapters. The Mechwarrior Companion went into even more detail about specific campaign types, and advice for running them. The Running the Game chapter (page 62) of the 2nd edition core rules book, however, does go into specifics of planning your start, what to do in session 1, how to build from there, and the types of scenarios fit with the genre and rules. If a group only had the core rules, did not play Battletech, and was not exposed to it any other way, I tend to think that there is still a strong thread of foundational material and advice for getting things moving. The blank spots in my estimation are when groups want mech combat to be a feature. Although each edition tried balancing the needs of a group that wanted to use both Battletech and the RPG, they had problems until the 4th Edition (A Time of War) which finally approached it from the point of view of using the same system to handle both tasks. The core rules do not include mech detail or equipment that will allow for understanding of what the mechs and other war machines are and can do. That means a group at least has to buy a Technical Readout (TRO). In their TRO of choice, they will get not only the stats for the machines, but a lot of cultural, social, historical, and tactical detail, however, so there is some merit in that approach that a gear list in the back of the core rules could not equal. Ultimately, the RPG editions have been and continue to be, supplements for the skirmish game. They are provided to expand the battles on the tabletop into the realm of roleplay. Each edition after the first has been able to do that on its own, but there is no doubt more confidence would be felt in a gamer that had greater exposure to Battletech products than just the core rules.
Seems that I bought the original, then in the mid or late 90s a second edition core book came out and I bought it. I'll have to look at my shelf and see if I have this Classic version. Last I knew FASA went out of biz or got bought up. I was really in a hole, so to speak, for the last decade so I couldn't keep up. I was still buying novels as of 05 or so. The Dark something, if I recall.
I have them here. First edition was '86, Second came along in '91, Third came in '99, and 4th in 2010. FASA did close down, and many of its iconic properties have been purchased. The company reopened a few years ago and have released a few things, but the Battletech license is now with Catalyst Games.
Okay then. I have First edition, as well as the Mechwarrior core book. I must have missed the one in '99, or choose not to purchase it. I did keep up on the sourcebooks and technical guides, at least until 00'. Thank you for the info.
It is very different mechanically, and the video demonstrates the system specifically, as well as being a soft update to the 3070s. Really for the first time, the skirmish game and the RPG work together using the same resources, modifier ranges, and logic. The hardest part is inverting between roll under and roll over if you switch between them in the moment~
@@Runeslinger Cool. I have 2nd edition in book form but, on the strength of your review, think I'll pick-up the pdf versions of the core and companion books. Looked into harcover copes and they are either unavailable or insanely expensive so I'm guessing its out of print atm.
@@DocFlamingo I think it is a great idea to start with the PDF. Some groups get thrown by the character Generation section and then panic as it is designed to be very flexible and specific. Of course, the game includes a large number of pre-gen archetypes that can be customized for play rather than delving into the life path character creation process, but that explanation can sometimes fall on deaf ears, sadly. If your group is into BattleTech, it should be very easy for them to pick this game up and play it. If most or all of the group is new to BattleTech, then there is nothing wrong with taking small steps into its richly detailed universe. Hopefully, if you really like the game, you'll be able to get it in print for a reasonable price at a later date. Anyway, let me know how it goes!
I've used this battletech character generator a few years now - depositfiles.com/files/i6ntickdw - its alpha ish and the person who made it no longer is working on it - but it helps new people quick start a game faster then trying to do it by hand - its not perfect but it works hopefully this will get a few people in the game as I've been a long time player and love coming up with new ways to traumatize the game master who runs this - the person who made it left the uncompleted version here - github.com/bearchik/Battletech-Character-Creator - at version 8.9 - I'm not a programmer so while I've tried tweaking it in spare time I generally catch things on fire more then fix it - but maybe a fan programmer will take up the torch and make it better for us fans
+jason thomas The answer depends on your familiarity with the setting. If you are already a BattleTech player you just need the RPG rules. These RPG rules are in A Time of War, with some expansion and clarification in its Companion. If you are not going to be using vehicles or mechs, perhaps in an espionage or political campaign, then again all you need is the core book and maybe the Companion. If you plan to integrate Battletech combat, you will need maps, miniatures, and the TRO (Technical Readout) for the Era in which you wish to play. (Age of War, Star League, Succession Wars, Clan, Jihad, etc). Alternately, instead of a TRO you can get the Tech Manual and make your own mechs and vehicles. There are hundreds of books available to flesh out the BattleTech Universe, but for the RPG, you need a minimum of 1 to a soft maximum of 5 depending on your experience with the skirmish game and the intentions you have for your campaign. A Time of War Companion Technical Readout For including miniatures more fully: Total Warfare Tech Manual Maps Miniatures
I played it as a kid but I have not played battletech sense 1993 I want to play the RPG part of the game more. I want to use small unit tactic. not great big battle just small unit tactic.
A Time of War is an RPG. It can be easily blended with the Battletech skirmish game if desired. Despite appearances, it has very quick play at the table due to minimal rolls required, a clear and consistent mechanic, and easily assessed modifiers. The hard part is learning the setting if you don't already know it.
Runeslinger stop for a second and look at the dated art work. Im not saying its a bad game. I'm saying the game has just added more layers of fat to make up for the lack of art direction, marketing and streamline game play. This would have been a perfect time to revamp the system. Only power gamers and rule junkies will be picking this up, and no one likes playing with those guys. RUclipsrs save your money. Pick up the old books in used book shops.
Let's Talk Boardgames Thanks for sharing more of your opinion in this comment. I am not going to try to sway you toward trying the game; it's not my job to market the thing. I am not going to comment about the art. That is too subjective a topic area and it's outside the scope of my review - especially considering most of it is photographs of miniatures. I will comment on the system, and the apparent contradictions in your comment. I have to say, it now seems to me like you have never played it, and it seems unlikely that you have read it - or seen its price. Let's start with "save your money and buy used." The Quickstart rules pdf is available for free from the publisher (here: bg.battletech.com/download/QSR_ATimeOfWar.pdf?bdd337 ), the full PDF is available for $15 from DriveThru (here: www.drivethrurpg.com/product/64580/BattleTech-A-Time-of-War-the-BattleTech-RPG ). If you seek out the hardcover (360+ pages, full color) it's $37 new (cheaper than most RPG books its size). Finding the other editions is not hard, but with the exception of the 1st edition (a very limited game) they are as or more costly (barring a lucky find). Third edition runs for $50 for example, its pdf is more expensive as well, and it lacks the flexibility of A Time of War in conjunction with Battletech. To my mind, the older books are more for collectors, completists, or perhaps old friends looking to recreate a specific experience. The game has been out for more than 5 years now, and has received consistent report over those years. For collectors, or those concerned with the appearance of a book as much as its contents, the hardcovers match up in theme, tone, and appearance with the Battletech books they are intended to complement. Having played all the editions in campaign play except 3rd, and having reviewed all the other editions against 4th before settling in to use it for 4 consecutive campaigns lasting 6 months to 2 years (with a mix of newcomers and old hands) I feel your attempt to pigeon-hole who might play it to be quite inaccurate. Outside my own circle I would point you toward the excellent blog recap of a group trying out the rules called Ten Years on Terra (here: tenyearsonterra.blogspot.kr/2011/05/weeks-away.html ). My first campaign with it ran for two years and was on themes of leadership and rebellion. Our second was pure exploration, the third was smuggling and salvage in the Periphery, the fourth was trying to survive in the seedy underbelly of illegal gambling on Solaris VII. Finally, you offer the opinion that it's not a bad game, it's just not streamlined. I am not sure what can cause you to say this. As I mention in the review, of all the editions of the game, this one has the most consistent and coherent mechanic throughout, minimizes unnecessary rolling, offers the most support for new players in terms of both setting and character background, and is the most compatible with Battletech. It works for those familiar with the game and those coming to it for the first time, which is no mean feat. Detractors who have actually tried the game do comment on challenges with the character creation system, but most neglect to mention the ready-to-use templates and also forget to mention that there are two methods of character creation. One uses life paths and can appear daunting (but inspiring) the first time, and the second is point-buy and simple. In other words, the game was revamped. These same detractors also seem to bail on the game before actually playing. All that said, not everyone will want to play in the Battletech Universe with or without mechs, and jumpships, and politics, and intrigue, and exploration, and legitimate or criminal enterprise. Not everyone is interested in games with an approach which leans more toward emulation than toward narration. While some love the little details of the Battletech universe, others will shy away from getting into another fictional world. That's all fine, and the diversity is actually quite welcome. To recommend to others, however, to avoid the game and that the system is problematic - particularly without something concrete given to base that suggestion upon, seems inappropriate to me. That is what stirred me to respond to your comments, in such detail. Thanks again for commenting~
When it was all said and done, I was really pleased with the character generation experience with this game. We spoke about this before, but it made character generation fun in an interesting way. The character's background would 'come alive' as you went through it. Even if you had ideas for the character's background before starting, you'd get more ideas. Like you described, almost like a mini-game, thoughts would just start firing as you went through it. By the time the time I had created my first Time of War character, I already felt involved like I might with a character that I had actually played for some time.
I recently had a chance to go over the character creation for this game. (Mostly for the various Lifepaths) The major flaw I find in the system is how easy it is to cheese XP from the system by never having your negative trait points go below -100. It's nice they gave templates for various kinds of characters since it can be hard to tell what the "core" skills are for someone who wants to pursue a specific career. (aside from the obvious Piloting/Gunnery skills)
Man, this really makes me want to play again. :) I wish there would be another opportunity to pick up with that same character again someday.
Providing we live, there will be.
Seems to me that Heavy Gear (a fine canadian game you surely know very well) succeeded more and earlier thant Battletech at the fusion between rpg and tactical wargaming. Curiously enough, all these games uses d6's. :)
Someone should do a study about that~ ;)
Runeslinger Indeed! :)
@@Nolinquisitor Try Mechwarrior Destiny.
Oh man, thank you so much for this review! Answered all my questions!
+Eric C. Campbell Glad to hear it!
For any young man who has ever looked up at the night sky, wondered about climbing in to a space craft travelling faster than light too another world and waging war there in a giant 12 metre battlemech........ded 🤣🤣🤣💀
This is an oddly large category of young person~
;)
How does the game compare to the older FASA Mechwarrior RPG versions?
That is discussed in the video; it runs faster, is the first to blend so seamlessly with Battletech, and combines the best features of earlier editions.
Thanks for the answer.
Thank you Runeslinger, for this excellent, in-depth review. I was on the fence as to whether or not to buy this game. Most of the reviews that I have read were unfavorable. But you have painted the game is such a light that I think I would truly enjoy this game. I will be purchasing it at the next opportunity.
I hope you enjoy it like I do. Let me know how it goes~
Most reviewers don't get that it's ancestor, Mechwarrior, started as a Battletech expansion for players that wanted to do rp adventures for their mech pilots. Thus the emphasis on the Tabletop game, etc...
That reaction does make me wonder~
Character creation sounds as complicated as Palladium's system. Does Catalyst Game Labs support BattleTech: ToW with campaign setting books (aka D&D style), do they have any adventures made (aka modules)? The tech manuals are a great source of information for certain Mechs but they can get costly as the later in time you play the more Tech manuals you need. TRO also don't give specifics about the politics and Major Houses of the times; just overview. Have they printed any House Davion, Stiener, Marik, Comstar, ect specialty books that go into detail regarding the deep history of the BattleTech Universe. I played the Table Top and Mech Warrior 3 back in the 80's and 90's respectively but when it comes to Table Top RPGs BattleTech always seems to be just one amazing missed opportunity.
It has been a while since I made this video, but I believe I touch on those points. If not, the RPG covers a lot of the important aspects for representing the factions. Catalyst has an impressive catalog of setting and sourcebooks for the Battletech Universe covering most of the published eras in good detail. Check out Drivethru RPG as a wealth of titles is available there going back to the dawn of the game. House books, period books, scenarios, individual worlds, campaigns, and so on are all available.
I hope that you get a chance to explore it~
Thanks for the info. My comment wasn't ment as a dig at BattleTech or the game; just a bit of frustration because in all my decades of tabletop gaming it just seems that BattleTech has never gotten a good team behind it. Like Palladium it's clunky when compared to other games. It's biggest handy cap is that I've yet to see any company actually produce modules with complete adventures for beginning Game Masters. I have been looking at your listed sources. The recent game by Pandemic has just rekindled my memories of times playing MW3 and the Wargame.
@@dagazrune6453 Part of the issue is the amount of money they have to constantly use to deal with legal issues with Harmony Gold. It leaves less money for making new modules, advertising, etc...
@@dubuyajay9964 they had to deal with those issues before. They've been able to produce great source books in the past, and have great stories written without issue. All they need to do is adapt those stories to gameplay.
I watched the whole review and enjoyed your views. I really wanted to believe them to be correct. As I go through the rules wondering how I will bombard my new players to the game with this encyclopedic tome of extensive and (what I think are gratuitous) rules... I can't do it. I'll use Hero Systems outside the mechs. Even freaking Hero System is easier than this RPG. I could actually map out a three credit introductory college course on this game. I've been a fan since the 80s but they've never gotten the mechwarrior side right. Big fan of the lifepaths... but I'm running low on aspirin for the rest.
What is giving you trouble, exactly? Margin of Success/Failure? Barrier Ratings? Is it just the Tactical Addendum? I thought it was the really complex part until I ran it. After that, I really liked it for lance level or lower play.
My blog has actual play reports from our first campaign with AToW. Much of it includes the rules (from the second battle if I remember correctly). All the mech battles were run with the addendum.
If you'd like someone to bounce your thoughts and questions off, let me know. I'll be happy to listen, and maybe help as a bonus effect~
tried reading through ATOW and its comming out as chinese algebra written in russian ... you actually helped a lot in understanding how things work
i started playing in the mid 90s with tabletop miniatures
Do you still play BattleTech? I find it is always in rotation in my group. Mechwarrior comes and goes for long and short periods, but we are always up for BattleTech.
I am glad that this video was helpful. There is a lot to read at first, but play puts it all in perspective, I think.
Runeslinger i try to taught some friends and they love the game ... my favored faction is Clan Coyote
I favor the 3025 era, particularly Marik~
You are one of the most well-spoken people I have ever heard. I am keen to play this due to your review, can I ask what you do for an occupation ?
I am glad that the game sounds interesting. I hope you enjoy playing it. Do you play BattleTech?
@@Runeslinger All the the Mech warrior video games and I paint a few battle tech models. I collect battle tech novels and read them when I can. I'm going to guess you are a solicitor.
@@dannylaynes685 That is a solid grounding on the setting material, so you should have no trouble getting ready to run the game~
Haha, loved it when my dark room was lit up by a flash of the elegance.
I am glad I could entertain with a little exuberant elegance~
The Mechwarrior/Battletech RPG always looked cool to me, but it also always seemed to me like you have to end up buying the Battletech miniature books the moment you want to have mech combat, yeah?
TheMillionDollarProns In this edition, you do not need to purchase the miniatures rules, although familiarity with them can add a lot of cool options to play. For mech and vehicle details, however, you will need to find a source, much like buying a bestiary in many other games. The game doesn't need to involve mechs and aerospace fighters... but... it will. For Mechwarrior, that could mean getting the Techmanual and building your own, getting the specific Technical Readout for your chosen era of play, or getting the record sheets for that era (cheapest option, but none of these books are overpriced).
The RPG was originally intended as an option for Battletech players to expand their play beyond the skirmish game and so was a very slim volume lacking in mech information. Now, the game has grown to be a very full-featured RPG and comes as an impressively presented, thick volume - still with no room for the scores of mechs and vehicles the universe and its many historical eras boast.
By far the most economical option for players who want to roleplay in the setting, but who are not Battletech players, is to get the RPG and 1 sourcebook of mechs, The Technical Readouts make for good reading, and add a depth of in-game resource material the players can draw on for each mech and vehicle. If it's just the combat information you need, the record sheets are enough. Personally, I like making my own mechs, so I will often just make my own anyway~
@@Runeslinger The mission to be played was to go there to investigate because some investigators were missing. Player would go with a Griffin and I would control the canopus character. They needed to find and protect an informant, report back to the magistracy and wait for orders. Destiny has a generic NPC sheet for informant and for gang member. Upon picking the informant in a designated location, the gang member showed up in a Locust and the tabletop battle begins...
@@Runeslinger If you are not used to the lore, you may try to play Mechwarrior 2 Mercenaries. Go to "Battletech fan" channel and look for the video with instructions on how to install in Win10. Video description contains everything you need.
Mechwarrior 2 Mercenaries will allow you to get familiar with Battletech technology. Either if you play instant action to configure and test, or you go for a campaign where you see your character log. This kind of thing is very much what you may need in Destiny.
You do not need to learn lots of lore. The Inner Sphere is quite big. You have House Steiner (space Germans), House Kurita (Space Japanese), House Davion (space British/Americans), house Liao (space Chinese) and house Marik (space eastern/south Europeans). They fight each other and unless you will interact with the most famous characters of Battletech, you have plenty of room to create your own story in that setting. Space is big.
Hey, where should I start if I wanna get to know this setting and the gameT I've listened to the video I know you covered it but it was kinda spread out...damn this looks good.
The PDF for A Time of War is very reasonably priced and has a lot of information for a new player. There are also novels, video games, and a Saturday morning cartoon~
;)
Me a few friends want to get into rpg games, but we don't know which one to do. Which one would you say is the best for starters?
The best choice is one that everyone is excited about, that makes enough sense when you read it to be able to play it. Lots of people will recommend their favorite game or genre, but I don't find that to be very helpful.
There are a lot of free Quickstart rules downloads available at DriveThruRPG and I suggest checking out a few with your friends and trying the ones which interest you most~
I have found that RPGs have been a bit inaccesible for newbies like me. Battletech beginner box has been a great start before Battletech a game of armored combat. But after trying to play Star Frontiers and being quite unable to have a good grasp of RPGs. Lately I found Mechwarrior Destiny and it looks very simple as an introduction to RPG games. My bet is that it may not please the hardcore gamer, but for me it works. In a way it reminds me Mechwarrior 2 Mercenaries, in the sense that Mechwarrior Destiny helps to fill the between mission text. I am more interested in tabltop but needed something that could allow to organize interesting tabletop games.
Destiny was intended for exactly that purpose, so you are on the right track. Of all the games using its CUE system, it is the one I am most likely to use.
Once you get more comfortable with Battletech, more of A Time of War will make sense as an RPG but you may find by that point that the only reason to try it instaead of Destiny might be curiousity.
I hope you enjoy Destiny and if you want to talk about using it, I am interested~
@@Runeslinger The only reference I have for RPGs are DnD PC game Eye of the beholder where you enter a big maze and you face stuff and fight and meet characters in a continuum. Also Mass Effect when you have missions. Destiny follows Mass Effect format. It could be played without tabletop, but I prefer to play with tabletop.
The book has pregenerated missions, lots characters with a name and some generic NPCs, so you may start playing using these characters, or you may create yours. It has rules to convert to total warfare or alpha strike.
@@Runeslinger RUclips is censoring my description of Destiny game. May be it offends the machine. Go to MeWe (FB replacement) then if you want to know what I have to say.
It's true. One of the main reasons I prefer to use A Time of War is that it is not necessary to convert, so you can move from the characters' scale to mech scale or all the way out to spacefleet scale and back again with one core mechanism and modifiers which use the same range of numbers and patterns. It also presents a large number of pregenerated characters.
Where I find Destiny interesting is in how it handles dice results and description. That can be very disorienting or unsatisfying for some players, but I like to explore different ways of doing things.
I don't see any sign of RUclips flagging your comments.
I am completely new to Battletech, having just bought the mini game core rules last night and I have the starter set on the way. I also purchased the Mechwarrior RPG 2nd. Edition due to most Mechwarrior players telling me it is the best version of the RPG rules. What are your thoughts on this?
My thoughts are in this review. MechWarrior 2nd was fine. If your intent is to play BattleTech and play the RPG together, only A Time of War does that. It also includes far more information about the universe and factions.
@@Runeslinger Thanks. I was told 2e allows your character to integrate into the miniature game as well. Since only Piloting and Gunnery matter at all in the mini game I am not sure why all editions would not allow for this. I have been looking for A Time of War to pick up also but sadly it is already out of print and all sources online seem to want insane amounts for it.
I don't know if you are interested but there is a kickstarter for a new turn-based tactical BATTLETECH game
I know; I backed their Shadowrun games. Good company~
Yeah, they are passionate about the IP which is evident in the care they are putting into it
I have the battletech rpg stuff coming in the mail...i have the strongest urge to try and become a legendary urbanmech pilot during the third succession war
Ha! The little trashcan that could~
I hope this will be compatible with the new Battletech rules coming out.
Are you referring to the new introductory and basic box sets?
I have not checked, but I am expecting them to tie to Alpha Strike, but am hoping their connection is to Total Warfare.
Hello, I know this is an older video , But I was wondering if you could give me what would be one or two essential books to have for this beyond the Core book?
That is covered later in the video. If (and only if) you will be including battlemechs and vehicular combat in your RPG session (instead of using BattleTech itself for that) you will need a Technical Readout (TRO: date) for the era you choose, such as 3028, 3055, etc.
These Readouts have details on mechs, aerospace, aircraft, and ground-based military vehicles, as well as background on their histories, quirks, and notable uses.
If you are not going to be using the RPG for mech battles, you only need the core book and perhaps the Companion, if you plan to play for a lengthy run.
If you are totally new to BattleTech, reading one of the many novels or playing one of the video games is a fast-track to being introduced to its major conceits and concerns.
I hope this helps you get started with A Time of War~
LOL, sorry still watching the video....I tend to ask and watch later....very informative so far, Thanks very much
No problem~
Recently started running this system for some players, started them in solaris as arena fighters untill i can get a handle on the universe, any avice for that type of game? (timeframe is the civil war era after clan invasion)
+Damian Ryan Our last campaign was exactly that; navigating the underworld and politics of gambling and graft to survive both in and out of the Arenas. Great fun!
For advice, the corruption of Solaris is great for entangling players in the setting and in a state of positive and negative tensions. A chance to vie against a top contender, a sudden upset in the rankings, a tragic death are ways to offer newcomers to Solaris a way into the limelight. Set up potential rivalries with other pilots as soon as you can. Hate makes the arena shine. Lastly, it's all about the money, salvage, and pride~
Have fun! Keep me posted~
I just couldn't get what you actually were supposed to do in the MechWarrior RPG, apart from take part in battles in your BattleMechs, which is just playing BattleTech. Is there espionage? Is there friendly rivalry between pilots outside battles? The game didn't really tell me anything except really high level politics and galaxy changing events, not what the PC's should be doing at all.
I find that games go about explaining what they are about in several ways, some flat out tell you that, 'this is a game where you do X', others fill the game with fiction that demonstrates what the game is about, and there are others where the concept of the game is presented through the details in the rules and in character creation. A Time of War is among the latter. When a universe is as broad and developed as the Battletech Universe, there isn't any one thing that the player characters *should* be doing. It's open to whatever the group *wants* them to do. That can be a challenge if a group is exploring that universe for the first time, is returning after a long hiatus, or has limited exposure to the 'game of armored combat'.
The sample characters (Core: mechwarrior, tanker, aerospace pilot, elemental, scout, faceman, renegade warrior, and battlefield tech; Companion: hot shot, grizzled veteran, chopper pilot, communications specialist, sniper, canine soldier, battle armor specialist, information broker, martial artist) all obviously fall in and around the military and as such point to a game where we play as characters derived from the skirmish game in their lives outside of conflicts in the war machines of the period. Likewise, the lifepaths help us build a picture of what the character has done, ostensibly why they have done it, and what they are good at doing, and most of those paths do not involve mechs. Mechwarrior as an RPG has typically been about those things that occur outside the mech and as the game has expanded to include options beyond mechjocks, that premise has held true. Exploration, espionage, trade, recruitment, invention, piracy, regaining lost status, brokering peace, escaping from under an enemy occupation, vying for position - the list tends to go on and on. The archetype templates (Companion: noble, mechwarrior, infantry, tanker, pilot, explorer, ship's officer, mercenary, pirate, cop, diplomat ) offer further insight into what makes a character and expands the suggestions into more civilian circles. What do you want to do in the Battletech universe?
For our part, we first used it for launching a resistance movement against an occupation. That campaign lasted 2.5 years, featured two major mech battles and one minor one, but was focused on recruitment and training, intelligence gathering, disinformation campaigns, and investigation. We followed that up with a campaign about life as a salvage reclamation unit in the periphery, one as an exploratory force looking to recontact lost colonies, one on Solaris VII that was about the criminal underworld that has arisen because of the games, and one searching for caches of Lostech. While mechs and other war machines have played roles in these games, they have been background elements. As you say, if the mechs are in the forefront, you can just play Battletech. The RPG is about all the other stuff in the universe.
I hope this helps in some way. With a game like A Time of War, standing as it does as an element of a much larger property spanning decades of production, it can legitimately be hard to find an entry point. Of course, it can also be hard to choose just one~
I've heard that the later edition fleshes out what players should be doing a lot better, as I'm basing my view of the game on the version I've got, the old 2nd Edition MechWarrior.
What I found with that edition is while the setting is gorgeously detailed, it's all at a very high level what the houses are doing, and which planets were falling to who.
It didn't talk about how do the players get from planet A to planet B, are there Star Wars style freighters, or passenger flights? What are the accommodations like? What's life actually like?
And the players, do they make their own destiny, do they get orders from bosses, do they get hired by Mr Johnsons, etc.
I just felt that there was nothing to really help me emerge the players in that world. But as I've said, I've heard it got better with later editions.
@@RPGGamer Mechwarrior's first edition was mostly a tool for adding detail to mechwarrior characters, and the 2nd edition was a big step up. Each edition did add more detail and larger page counts, but it helps to recognize that the RPG like most of the Battletech sourcebooks is primarily about the rules, with setting being communicated between the lines. Most of the pure setting information for Battletech was communicated through the fiction lines for years. The company now includes a lot more setting material in its releases. Looking at the characters in 2nd edition, you can see that the majority are mechwarriors (rather than the majority being simply military in A Time of War) but there are still a good number of characters with different occupations and outlooks. The GM chapter then goes into the deep setting with the large scale movements in trends and events that will shape the galaxy as a whole, and this is meant to inspire the GM to work inside those lines to create their own conflicts and issues - things that matter directly and personally to the characters.
The Technical Readouts, the novels, the scenario packs, the cartoon, and the video games all managed to present a fairly consistent view of how the universe operated on a cultural level, including how interstellar transport worked. I think the novels were typically regarded as the most direct means of absorbing the setting material, but as I mentioned, the rules, characters, and equipment descriptions carried the bulk of that detail as well. The most specific supplement that spoke to your question about transport was "Dropships and Jumpships" (not to mention the Merc Company guides) but details about getting around and communicating on an interstellar basis are on pages 149-152 of the 2nd Edition core rules: the Space Travel and Hyperpulse Generators chapters. The Mechwarrior Companion went into even more detail about specific campaign types, and advice for running them. The Running the Game chapter (page 62) of the 2nd edition core rules book, however, does go into specifics of planning your start, what to do in session 1, how to build from there, and the types of scenarios fit with the genre and rules. If a group only had the core rules, did not play Battletech, and was not exposed to it any other way, I tend to think that there is still a strong thread of foundational material and advice for getting things moving. The blank spots in my estimation are when groups want mech combat to be a feature.
Although each edition tried balancing the needs of a group that wanted to use both Battletech and the RPG, they had problems until the 4th Edition (A Time of War) which finally approached it from the point of view of using the same system to handle both tasks. The core rules do not include mech detail or equipment that will allow for understanding of what the mechs and other war machines are and can do. That means a group at least has to buy a Technical Readout (TRO). In their TRO of choice, they will get not only the stats for the machines, but a lot of cultural, social, historical, and tactical detail, however, so there is some merit in that approach that a gear list in the back of the core rules could not equal.
Ultimately, the RPG editions have been and continue to be, supplements for the skirmish game. They are provided to expand the battles on the tabletop into the realm of roleplay. Each edition after the first has been able to do that on its own, but there is no doubt more confidence would be felt in a gamer that had greater exposure to Battletech products than just the core rules.
Out of curiosity, what would the 3rd edition be?
+The Fatman GM It was called The Classic BattleTech RPG.
Seems that I bought the original, then in the mid or late 90s a second edition core book came out and I bought it. I'll have to look at my shelf and see if I have this Classic version. Last I knew FASA went out of biz or got bought up. I was really in a hole, so to speak, for the last decade so I couldn't keep up. I was still buying novels as of 05 or so. The Dark something, if I recall.
I have them here. First edition was '86, Second came along in '91, Third came in '99, and 4th in 2010.
FASA did close down, and many of its iconic properties have been purchased. The company reopened a few years ago and have released a few things, but the Battletech license is now with Catalyst Games.
Okay then. I have First edition, as well as the Mechwarrior core book. I must have missed the one in '99, or choose not to purchase it. I did keep up on the sourcebooks and technical guides, at least until 00'. Thank you for the info.
Your voice is similar to Jeff Golblum. It's like Ian Malcolm is telling me about Mechwarrior.
How different is this from previous versions?
It is very different mechanically, and the video demonstrates the system specifically, as well as being a soft update to the 3070s. Really for the first time, the skirmish game and the RPG work together using the same resources, modifier ranges, and logic. The hardest part is inverting between roll under and roll over if you switch between them in the moment~
@@Runeslinger Cool. I have 2nd edition in book form but, on the strength of your review, think I'll pick-up the pdf versions of the core and companion books. Looked into harcover copes and they are either unavailable or insanely expensive so I'm guessing its out of print atm.
@@DocFlamingo I think it is a great idea to start with the PDF. Some groups get thrown by the character Generation section and then panic as it is designed to be very flexible and specific. Of course, the game includes a large number of pre-gen archetypes that can be customized for play rather than delving into the life path character creation process, but that explanation can sometimes fall on deaf ears, sadly.
If your group is into BattleTech, it should be very easy for them to pick this game up and play it. If most or all of the group is new to BattleTech, then there is nothing wrong with taking small steps into its richly detailed universe. Hopefully, if you really like the game, you'll be able to get it in print for a reasonable price at a later date. Anyway, let me know how it goes!
I've used this battletech character generator a few years now - depositfiles.com/files/i6ntickdw - its alpha ish and the person who made it no longer is working on it - but it helps new people quick start a game faster then trying to do it by hand - its not perfect but it works hopefully this will get a few people in the game as I've been a long time player and love coming up with new ways to traumatize the game master who runs this - the person who made it left the uncompleted version here - github.com/bearchik/Battletech-Character-Creator - at version 8.9 - I'm not a programmer so while I've tried tweaking it in spare time I generally catch things on fire more then fix it - but maybe a fan programmer will take up the torch and make it better for us fans
how many books do I need to gm a game?
I mean battletech a time of war.
+jason thomas The answer depends on your familiarity with the setting. If you are already a BattleTech player you just need the RPG rules. These RPG rules are in A Time of War, with some expansion and clarification in its Companion. If you are not going to be using vehicles or mechs, perhaps in an espionage or political campaign, then again all you need is the core book and maybe the Companion.
If you plan to integrate Battletech combat, you will need maps, miniatures, and the TRO (Technical Readout) for the Era in which you wish to play. (Age of War, Star League, Succession Wars, Clan, Jihad, etc). Alternately, instead of a TRO you can get the Tech Manual and make your own mechs and vehicles.
There are hundreds of books available to flesh out the BattleTech Universe, but for the RPG, you need a minimum of 1 to a soft maximum of 5 depending on your experience with the skirmish game and the intentions you have for your campaign.
A Time of War
Companion
Technical Readout
For including miniatures more fully:
Total Warfare
Tech Manual
Maps
Miniatures
I played it as a kid but I have not played battletech sense 1993 I want to play the RPG part of the game more. I want to use small unit tactic. not great big battle just small unit tactic.
If that's the case A Time of War and your old Battletech stuff will be enough.
Whenever i hear someone talk about Mechwarrior RPG, i wanna play.
So do I~
Runeslinger
What are your thoughts on Online gaming? Any experience with Roll20.net? (system generic with VOIP and video support).
WolfBladeGX I run some games in Hangouts. I haven't used Roll20, but I am familiar with it.
I've never used Hangouts. I don't have anyone to do online games with so my knowledge of applications for net play is lacking.
It is like this guy tries to make his videos as creepy as possible.
It's an aesthetic
Is this a wargame or a rpg. Waaay to much info to run a smooth fast game.
A Time of War is an RPG. It can be easily blended with the Battletech skirmish game if desired. Despite appearances, it has very quick play at the table due to minimal rolls required, a clear and consistent mechanic, and easily assessed modifiers.
The hard part is learning the setting if you don't already know it.
Runeslinger stop for a second and look at the dated art work. Im not saying its a bad game. I'm saying the game has just added more layers of fat to make up for the lack of art direction, marketing and streamline game play. This would have been a perfect time to revamp the system. Only power gamers and rule junkies will be picking this up, and no one likes playing with those guys. RUclipsrs save your money. Pick up the old books in used book shops.
Let's Talk Boardgames Thanks for sharing more of your opinion in this comment. I am not going to try to sway you toward trying the game; it's not my job to market the thing. I am not going to comment about the art. That is too subjective a topic area and it's outside the scope of my review - especially considering most of it is photographs of miniatures. I will comment on the system, and the apparent contradictions in your comment. I have to say, it now seems to me like you have never played it, and it seems unlikely that you have read it - or seen its price.
Let's start with "save your money and buy used." The Quickstart rules pdf is available for free from the publisher (here: bg.battletech.com/download/QSR_ATimeOfWar.pdf?bdd337 ), the full PDF is available for $15 from DriveThru (here: www.drivethrurpg.com/product/64580/BattleTech-A-Time-of-War-the-BattleTech-RPG ). If you seek out the hardcover (360+ pages, full color) it's $37 new (cheaper than most RPG books its size). Finding the other editions is not hard, but with the exception of the 1st edition (a very limited game) they are as or more costly (barring a lucky find). Third edition runs for $50 for example, its pdf is more expensive as well, and it lacks the flexibility of A Time of War in conjunction with Battletech. To my mind, the older books are more for collectors, completists, or perhaps old friends looking to recreate a specific experience. The game has been out for more than 5 years now, and has received consistent report over those years. For collectors, or those concerned with the appearance of a book as much as its contents, the hardcovers match up in theme, tone, and appearance with the Battletech books they are intended to complement.
Having played all the editions in campaign play except 3rd, and having reviewed all the other editions against 4th before settling in to use it for 4 consecutive campaigns lasting 6 months to 2 years (with a mix of newcomers and old hands) I feel your attempt to pigeon-hole who might play it to be quite inaccurate. Outside my own circle I would point you toward the excellent blog recap of a group trying out the rules called Ten Years on Terra (here: tenyearsonterra.blogspot.kr/2011/05/weeks-away.html ). My first campaign with it ran for two years and was on themes of leadership and rebellion. Our second was pure exploration, the third was smuggling and salvage in the Periphery, the fourth was trying to survive in the seedy underbelly of illegal gambling on Solaris VII.
Finally, you offer the opinion that it's not a bad game, it's just not streamlined. I am not sure what can cause you to say this. As I mention in the review, of all the editions of the game, this one has the most consistent and coherent mechanic throughout, minimizes unnecessary rolling, offers the most support for new players in terms of both setting and character background, and is the most compatible with Battletech. It works for those familiar with the game and those coming to it for the first time, which is no mean feat.
Detractors who have actually tried the game do comment on challenges with the character creation system, but most neglect to mention the ready-to-use templates and also forget to mention that there are two methods of character creation. One uses life paths and can appear daunting (but inspiring) the first time, and the second is point-buy and simple. In other words, the game was revamped. These same detractors also seem to bail on the game before actually playing.
All that said, not everyone will want to play in the Battletech Universe with or without mechs, and jumpships, and politics, and intrigue, and exploration, and legitimate or criminal enterprise. Not everyone is interested in games with an approach which leans more toward emulation than toward narration. While some love the little details of the Battletech universe, others will shy away from getting into another fictional world. That's all fine, and the diversity is actually quite welcome. To recommend to others, however, to avoid the game and that the system is problematic - particularly without something concrete given to base that suggestion upon, seems inappropriate to me. That is what stirred me to respond to your comments, in such detail.
Thanks again for commenting~
You managed to pack 10 minutes of content into only an hour. Sort of like the book.