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