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Mecha vs Kaiju: Fate Core/Condensed
[978-1-937013-75-2]
$9.99
Publisher: WrightWerx
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by Jeff C. [Verified Purchaser] Date Added: 03/26/2015 11:37:39

Alas, I couldn't wait for the print version to come out. Although I'm still good for one when it finally does become available. I love this book! This is by far my favorite FATE based product right now. I've been a giant robot fan for years. I used to stay up all night just to watch badly dubbed kung fu and the various Godzilla movies on the late, late show.

My favorite part of this book is the author's emulation of the genre. The anime archetypes are astoundingly well put together. So much that I'm adapting them to other FATE campaigns. It's obvious that someone has spent some serious time watching roughly the same anime series I have. The mecha construction rules are crunchy enough for most gamers, but not so intensive that I have to spend hours with a calculator. This is a game where you can create a really great giant robot in minutes as opposed to other games where you can almost build a real one in your back yard faster than you can on paper. I agreed wholeheartedly with the treatment of martial arts in the game. You can develop entire games based on nothing but martial arts, but MvK manages to present a functional, useful, basic way to deal with all the various fighting styles, etc and stay within the mecha genre.

I also really enjoyed the scenarios included in the game. Without giving any spoilers, I will say that I would very much like to see more campaign material or even straight fiction based on the characters and storylines presented in MvK. It's really great as a gaming book, but I also got very interested in everything that was going on in the story with the various npc's.

The only thing I didn't like quite as much about this product is the introduction of magic into the game. I'll admit, I'm a sci-fi mecha gamer at heart. I would have been just as happy with this being grounded in more of a scientific base. I have railed against game designers that can't get away from making a modern era/futuristic rpg without any magical or psychic mumbo jumbo for years. With all due respect to Shinto and other elements introduced in MvK, I would have been perfectly content with radioactive monsters and freakish genetic mutations without and mystical or psychic causes. Or, at the very least a thin veil of technology over mysticism. On the other hand, some of my favorite anime- Freezing, Chrome Shelled Regios, and Evangelion touch upon the mystical and even religious world a little bit, so it's not all together a bad thing. To MvK's credit, the use of Shinto and the Oni, etc is VERY well-handled and I'm still overjoyed with the final result.

I think MvK is highly adaptable to any anime series and I'm very gung-ho to create other campaigns with many of the concepts introduced in this product. I also think it works ridiculously well for a campaign based on a certain Saban Entertainment martial arts/giant robot live action series that the author was very careful to avoid any direct reference or distinctive likenesses-to in MvK. Go-Go Johnathan on a job well done there. Lots of love for Strike force Ichi-Ban on that one. I have an eye toward a lot of my favorite anime in terms of adaptation, and in many cases it's not even a big stretch. Job well done!



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thanks so much for your detailed critique! I\'m deeply gratified you enjoyed it so much. The inclusion of magic was, indeed, an attempt to make the setting as inclusive as possible. The great thing about it is, when you run your own game, you can completely ignore the magical aspects!
Except for ninja magic. Ninjas always have ninja magic ;)
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Mecha vs Kaiju: Fate Core/Condensed
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