new GM questions

hey so i've finally started planning for a game with this setting and i'm only partially though the book so some of these questions may be answered already, if so please point to the page.

  1. how has group initiative worked out for you? having played lancer in the past which has a similar system, i found it particularly frustrating to plan and organize turns as a lot of combat was dedicated to figuring out who goes next rather than planning my turn. does this system feel better with it or do you use a different option for combat?

  2. melee players, with cyborg being a class in the game is it reasonable to go mechless in some form and dedicate yourself to supreme martial violence with some kind of laser axe and the mech as a back up truck or is that silly?

  3. is there a way to do battle maps in this ttrpg, would you recommend against it?

  4. for adventuring around, is there a recommended way to handle travel. I do want this game to be set in a post apocalyptic australia so i will have geographic maps to refer to, would hexgrid or simple story travel be recommended?

Posted May 12, 2026, 2:35 PM UTC

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