Showing posts with label MEST. Show all posts
Showing posts with label MEST. Show all posts

Friday, May 2, 2025

MEST Tactics :: Fillable character sheet

I uploaded a editable PDF for MEST Tactics. 

see via https://sites.google.com/site/mesttactics/downloads?authuser=0

An interactive PDF

It supports up to three characters at a time, and performs some minor calculations.

  1. Click each row to import a 1:1 (square) image. About 150 x 150 pixels.
  2. Provide all Weapons, Armor, and Equipment information including all traits.
  3. Provide the BP value for the Archetype as fBP.
  4. Provide the BP for each Item as BP.
  5. When everything is finished, click the CALCULATE button.
The button will do the following:
  1. Sum all of the BP values and insert it as a total BP value for the profile.
  2. Determine the amount of burden experienced by the profile, showing one or more dots beneath the CCA, REF, and MOV traits.
There's rows for 4 weapons and 2 items, and so you'll need to combine the items. I'll alter this at a later time as I continue to improve the format.

Instructions are on the document itself. Here's what a complete form looks like when printed out:

Example of 3 characters created using the interactive PDF.





Friday, April 18, 2025

MEST Tactics - on YouTube

Avausim - The Four Humours

 

As of this morning, I've uploaded some YouTube videos regarding MEST Tactics, including several dealing with how to use Tabletop Simulator on Steam deck.

These are the four:

As I get more time, I'll build out more videos, but those above should be adequate for starters.

I set up the keywords to be the following so that you can easily find the material on YouTube:

  • MEST Tactics
  • Tabletop Simulator
  • Noble Pursuits
  • TTWG
  • Skirmish
  • Wargaming


Visit this Downloads section to get the free and printable materials and guidelines to get started on local copy of MEST Tactics, including rules, missions, and scenarios:

https://sites.google.com/site/mesttactics/downloads


As always, visit the main MEST Tactics page for a general overview to learning about the game system:

https://sites.google.com/site/mesttactics/home

Friday, April 4, 2025

MEST Tactics :: Tabletop Simulator Update

Overview

I updated the Tabletop Simulator modules for MEST Tactics.

  1. Removed the older QSR rules and reference charts.
  2. Added the new QSR rules as a PDF. This of course has a pop-out.
  3. Updated the Basic set characters profiles.

Gates of Huyuk scenario for MEST Tactics.


Getting Tabletop Simulator

It can be purchased here via Steam, which needs to be first installed if you don't already have it.

MEST Tactics Modules

Once Steam is loaded, either visit the Community Hub at https://steamcommunity.com/app/286160. Or, click on the "Community Hub" button as shown in the image below:


Afterwards, click on the Workshop tab:


In that bottom-right search field, enter "MEST Tactics - Baseline" and hit ENTER to see results:

The MEST Tactics items

Click on the "MEST Tactics - Baseline" result to get to the details page.

Details page for MEST Tactics - Baseline

Click on the Subscribe button to add this to your Tabletop Simulator library of games.

Loading Tabletop Simulator and MEST Tactics - Baseline

Go back to your Steam interface and your list of games. Click on Tabletop Simulator to get to that launch interface. 

You can see here that I dabble in the excellent Card Hunter game, and I've got a bunch of other modules as well. None of those yet have MEST Tactics created for them.








Click the big green "Play" button to launch Tabletop Simulator.














This modal dialog appears. Click "Play" again.














On this next screen, you can either choose to Join an existing server, or Create a new game server. Since this will be your first attempt, click "Create"














And then, these choices appears "Single player", "Hot seat", "Multi player". Choose Single player because you'll be attempting to learn too many things at this time, and the priority is to learn to use Tabletop Simulator with MEST Tactics.














This next screen comes up, and it provides to you a matrix of all of your subscribed games. One of which should be MEST Tactics - Baseline.















If you ever want to get back to this matrix, it appears as an item at the top of your Tabletop Simulator display:


If everything goes well, the MEST Tactics - Baseline is loaded and will appears as follows:


At this point, you'll need to go through the exercises of learning how to use the navigation controls for Tabletop Simulator. Those unfamiliar with 3D controls will struggle for a bit, but the cheat menu is accessible from the tray at the top as "Menu".

Click that, and then click "Help Menu" to see the cheat sheet.













Friday, March 28, 2025

MEST Tactics :: Update

 

Overview

These are the recent changes to the QSR.

MEST Tactics Edits

I went through the rules again, and made many refinements.  at https://sites.google.com/site/mesttactics/change-lists/change-list-2-x

There were also Core rules edits as well, but this post focusses on the changes which affect the Quick Start Rules accessed via the Downloads section.


Actions - [ changes ]
  1. Wait - Allow this to be acquired for 2 AP if not Outnumbered. This includes while Engaged.

Situational Test Modifiers - [ corrections ]
  1. High Ground - Changed to benefits Disengage and Hit Test. Should not benefit the Damage Test.
  2. Outnumber - Altered to be +1 Wild die at 1, 2, 5, or 10 additional Friendly models, instead of per Friendly model.
  3. Obscured - Altered to be -1 Modifier die at 1, 2, 5, or 10 other models along LOF to target, include within 1 MU of LOF beyond target. This adjusts Friendly Fire.
  4. Friendly Fire - [ correction ] Altered with Obscured. Friendly Fire should include non-combatants, and Opposing models. It should limited to just those which cross LOF, unless beyond the target then it is within 1 MU of LOF. 
Movement - [ changes ]
  1. Repositioning - [ correction ] It must be a location within LOS that could have been reached if it were to perform a 2 AP Move action. It can be into base-contact or LOS of the Active model.  The entire path to this repositioned location must not cross into LOS of Opposing models not involved with the action. 
  2. Agility - [ clarification ] The amount of repositioning allowed is reduced by the amount of Agility used.
Other - [ changes ]
  1. In-Hand - [ correction ] Affects Fiddle Tests, and the very next Test when interrupted, when using too many Hands
  2. Stealthy X - [ changed ] Updated to allow repositioning up to X x 2 MU instead of X x 1 MU. I think this will make for a more thematic behavior.





Friday, March 7, 2025

Random Photos

 Here are just some photos I created recently of the MEST Tactics game.

AGrav Vehicles. I designed these in Blender and then printed them out on my FL-SUN QQS using a 0.4mm head. I'm still working out the Vehicle rules for MEST Tactics, but I think I like them.

Another Black Gates of Hoyuk play-test. These are the Rangers who defend against mazemouth incursions.

And these are the Undying of the Great Underworld Empire. The mazemouth has formed a warpgate to allow the Denizens to attack the Overland.


Monday, February 17, 2025

MEST Tactics :: Update

Overview

These are the recent changes to the QSR.

MEST Tactics Edits

I went through several play-tests to scrub them and will promote these changes. I've identified each change here as well as below:

Bonus Actions - Several tweaks.
The majority of these are simplifications or normalizations of phrasing. In the case of the addition for "+1 MU per 3 more cascades spent", these Bonus Actions ("Push-back", "Disengage", and "Reposition") allow the battlefield to be more dynamic.
  1. Circle - [ clarification ] terrain must be Clear, and the path can’t be through other models.
  2. Fiddle - [ new ] If Free Ordered Attentive, perform any Fiddle action if have a carryover for the Attacker Damage Test.
  3. Reposition -  [ correction ] if Free, reposition model up to MOV × 1". Allow +1 MU per 3 more cascades spent.
  4. Disengage -  [ correction ] Allow +1 MU per 3 more cascades spent.
  5. Push-back - [ correction ]  in Close Combat; reposition target away up to the Active model’s base-diameter. Allow +1 MU per 3 more cascades spent.

Passive Player Options - Several tweaks.
Counter-charge! actually is a correction and Wait status already offers more than was had been written before this change.
  • Counter-charge! - [ correction, clarification ] Allowed otherwise also during first 1 AP used for Movement if REF is higher than Active model.
  • Defend! - [ clarification ] If afterwards no attack can occur, the AP spent is lost.

Other Rules - Several tweaks.
Most of these are small additions to improve theme. Added Durability to create a future hook. It is used by Stun X at the moment. Line-of-Fire is probably uncommon for most game sessions. The change to the Disengage action is because Agility can already be used without cost during reposition
  • Durability - [ addition ] It is the higher of FOR or SIZ.
  • Out-of-Play - [ clarification, addition ] In-play and Out-of-play are opposites. A a model is Out-of-play if it is KO'd or Eliminated.
  • Line-of-Fire  - [ clarification ] LOF may not pass through a model of higher SIZ than the Active model or the target.
  • Disengage action - [ DELETE ] remove “If Attentive spend a cascade to use Agility.” 
  • Leaning - [ limitation ] This is a Fiddle action.
  • Confined - [ clarification ] includes Difficult and Impassable terrain
  • Friendly Fire - [ clarification ] - LOS to a target is blocked if it passes through the volume of a model of higher SIZ than the Active model or target.
  • Keys to Victory - [ clarification ] Elimination - +1 VP if have most Opposing KO’d and Eliminated characters by BP total at game end. Doesn’t include models Bottled.

Traits - Several tweaks
Many small adjustments to the Core rules. For the QSR, this includes Reach X, Fight X, Leap X, and Stun X.
  1. Reach X - [ DELETE ] remove the part about increasing Melee Range according to the SIZ of the model. 
  2. Pummel X [ addition ] - Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
  3. Boxer - [ addition ] Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
  4. Slam X - [ addition ] Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
  5. Fight X - [ clarification ] When Attentive, for each level of Fight higher than the Opposing character, allow an additional Bonus Action for the Attack action.
  6. Leap X - [ clarification ] Must be used at either the start or end of a Movement action or reposition.
  7. Stun X - [ correction ] Uses Durability instead of SIZ and FOR. Effectively the same, just new terminology.

Quick Start Rules [ QSR ] edits - Several tweaks.
These are changes made to the QSR for the 2025 version of those rules. They carry through to the Core rules as well. The prior QSR rules includes some things which are entirely wrong and have been deleted; marked below as [ DELETE ].
  • Re-add Endgame Turns - [ correction ] 4-6-8 for Small-Medium-Large games.
  • Mail armor options - [ DELETE ] Shouldn't be in the QSR.
  • Momentum & Impetus - [ DELETE ] These shouldn't appear within the QSR.
  • Surefooted X - [ addition ] Added to the QSR. Added some Archetypes with these as well.
  • Weapons - [ addition ] Add Long Axe and Warhammer to QSR
  • QSR - [ correction ] phrasing as "... shows Profiles for the sample characters."
  • Concentrate with Move - [ DELETE ] It is effectively the same as being in Wait status and using Focus
Late Changes - 2025-02-25

I simplified and clarified Wait status. First is to remove the limiting requirement to be first be Free. Second is to match how Wait is used with Delay tokens; elsewhere in the existing rules which that if a Delay token is acquired, this removes the Wait status instead.

Late Changes - 2025-02-26

I updated Disengage action by allowing the use of its cascades for a passed Disengage Test to be used with Bonus Actions. This is a huge change, and it encourages thematic behavior. A character can now Refresh and remove a Fear token, or Push-back or Reversal around its target, before using MOV x 1" and repositioning away from harm.

Reach X is modified as well to require the character to be Attentive Ordered to reach across other models.

Friday, November 22, 2024

Another MEST Tactics update

I received a few proof-copies of my MEST Tactics :: Quick Start Rules. 

Overview

These are the near-identical rules available at the MEST Tactics downloads page. The difference is that these have some full-color pictures!

  • Each of these are 40-pages long. High-quality paper.
  • The Front is full-color.
  • The Back is a reference chart for Situational Test Modifiers.

I'm not sure if I want to make it an illustration or a painting instead of using a simple cropped-shot of some figurines. 

As for cost; these are really affordable compared to the 200-page Core rules book. The shipping cost is still a crazy $10 USD or so.

Outside Art proof-print version

Interior layout. 

A very brief set of Archetypes to choose.


Long-term

I got them printed via The Game Crafter, but I haven't decided on making them available for purchase either there or some place such as Wargames Vault. I'm not sure of pricing, availability, and others logistics factors. 

I'm not sure if I want to have a Kickstarter or Indiegogo or GameFound campaign.

Friday, August 30, 2024

MEST Tactics :: Updates

Big News!

I took the time to make many new components of the MEST Tactics game system which were previously unavailable become available.

Overview

These are the recent changes.

MEST Tactics QSR v2

This is an extraction of the MEST Tactics Core rules limited to 40-pages. It keeps the number of Archetypes (character profiles) to a small number and removes nearly all of the Intermediate rules, and all of the Advanced rules and traits. Again, this is from many, many, years of effort to edit and clarify. 








MEST Tactics on Tabletop Simulator

I've made public the MEST Tactics modules which I wrote and scripted for Tabletop Simulator [ TTS ].
TTS will require that the free playground container known as "Steam" be installed on your desktop or laptop. TTS is a separate purchase of about $15 USD for license.

Afterwards, each player can access the modules ("mods") which I created and made public in the TTS Workshop under the keywords "MEST" and "MEST Tactics". 

Launch the MEST Tactics - Baseline module first, and then any one of the MEST Tactics - Terrain modules to add interesting terrain.

The entire Introductory Scenarios, including character cards and the free TTS fantasy models are available for players that have mastered the QSR from above.

I've got bunches of other play-aides made available within the Baseline module as well.












MEST Tactics Site

I've updated the MEST Tactics Google Site with lots of content, including media shots and some history of the game design. The Downloads section is where you will want to visit for PDFs of everything.







Sunday, March 31, 2024

MEST Tactics :: Updates


I've been working on several things at once, but I've got some time today to provide some news for MEST Tactics.

MEST Tactics > Quick Start Rules

These QSR 2.x rules are now available at the quick links on the right. They replace all of the version 1.6 and 1.7 rules. I've provided a booklet form as well. These are all very plain but number at 40 pages and 20 pages respectively.

MEST Tactics > Old 1.x Rules

These are now available in the Archives section under Downloads at https://matter-energy-space-time.blogspot.com/p/downloads-for-noble-pursuits.html 

MEST Tactics > 2.x Updates

I've been trying to clean up the working set of MEST Tactics 2.x. There's still a lot of churn on phrasing and the use of keywords. Some traits are streamlined as well. 

Here are the biggest changes:

Traits

  • [Automaton] — Altered to work better with revised Controller and with Synchronized
  • [Fragile] — Added as a trial. Added [Flint], [Bronze], [Iron], [Wood] as references to it.
  • Bash — Cleaned up.
  • Brawl — allows additional cascades equal to level for use with Bonus Actions. Unrestricted. The idea is that character with both the Fight and Brawl skill traits are incredible.
  • Controller — Simplified to give 1 AP if Attentive to an Automaton.
  • Fight — allows additional Bonus Action per level superior to target, every Combat action.
  • Protective — Cleaned up.
  • Synchronized — Clarified and expanded to work better with Controller and [Automaton+]
  • Transfix, Torment, Terrifying — All of them cleaned up.

Other Areas

  • Defend! — Cleaned up where possible, and rephrased to make it have a trade-off for usage.
  • Facing — Cleaned up and expanded. It is still an optional rule, but I wanted to make it was more comprehensive than what I've seen in other rule sets. However, facing really messes with several traits such as Perimeter and Leadership, for example. Such as, can a [Winged] model fly backwards? 

MEST Tactics :: Core Rules

I'm still sourcing my prototype book from The Game Crafter, but I think their Perfect Bound Jumbo Book is limited and the glue I just don't trust to hold pages in. But the pages are beautiful.

I'm going to try DTRPG because they have an upper limit of 400 pages and also allow for hard-cover.

Tutorials

I've been creating a bunch of tutorial videos, but this has slowed a bit. I'll get them ready when I can.

Boxed Set

In the meanwhile, I'll continue with The Game Crafter to include the QSR (quick start rules from above) as a booklet in the boxed set I'm fashioning. Of course, all of the tokens and dice are available separately from this. 

Game Store

I don't have a game-store yet. I need to create a small business and file my fictitious business name, as well as get a separate account for managing costs and purchases.


Friday, July 14, 2023

MEST Tactics :: Core Rules > 2nd attempt

 


Perfect-bound MEST Tactics 

So, I ordered and received my second copy of the MEST Tactics :: Core Rules. I'm nervous about using it too much for now, but I did take some pictures.

I'll check the quality with my co-developer this weekend. If the quality is still poor, then I will see about either continuing with The Game Crafter and making the perfect-bound smaller by having two books or just going for hard-cover version via Kindle publishing.

Here's pictures.


Exterior. 200 pages. Perfect-bound, soft-cover.

Side shot. About 0.50-inches thick for 200 pages. These are very thick pages.



Interior shot. The print color and page thickness is very high quality.




Friday, June 30, 2023

MEST Tactics :: Core Book proof-print

Perfect-bound MEST Tactics 

So, I received my proof-print of the MEST Tactics :: Core rules book. 

The exterior looks nice enough. The interior as well, though I think I could improve on the light ramp for most of the images ... they appear too dark in some placed.

A couple of observations:

  1. Pages were falling out.
  2. Text is larger-than-average for similar TTWG game books.

Letter to The Game Crafter

The Core Rules are about 200 pages in length. Lots of interior pictures, all of which illustrate the various rules in the game. I got this idea from the 3rd edition rules for "The Flames of War" game and I thought it would really help new players learn the game system.

The rules are perfect-bound in this case, and at 200 pages it is the maximum allowed for such a format by The Game Crafter. It is about 0.53-inches thick and the pages are glued to the book cover.

When I lay the book down with it opened, the pages started to come out (see below). As a result, I send a letter to The Game Crafter for suggestions and my options for recompense (if any).

I think that I'll need to re-think my package strategy for the rules. I am already considering Amazon's Kindle Publishing because they offer a hard-cover option and allow up to 500 (OMG) pages. I think I'll limit my books through them to be 250 or 224 or whatever. Most of the back of the books would be charts and tables regardless. For Missions, Scenarios, Archetypes, and maybe some print-and-play tokens and cards.

Text Larger-than-Average

I looked at my copies of Frostgrave and Malifaux. The first by Osprey Publishing, and the latter by Wyrd Games. I've been using Microsoft Cambria11-point and it looks very big. Actually, pleasant for a person my age and visual acuity, but about 20% to 30% larger than those other two books.

I may just keep the text that large as I think the market audience will likely be my age group (Gen X and Millenials). I'm not sure, of course, but I think the younger generation is more "casual-gamer" types if they were to play boardgames at all. Especially a game which requires collecting and painting figurines and terrain (for now ... though I think that will eventually change).

Next Steps

I'll continue editing the Core Rules book. It will be multiple tasks. In no order, these are:
  • Redo the layout to fit the larger dimensions of Kindle Publishing. Not much change, but it is a labor-intensive process even when using Adobe InDesign.
  • See about improving the light ramps on thoses images. This I can do with a macro, but I'd need to get another proof-print. Likely through Kindle Publishing.

Near Future Tasks

Done

  • Create Tactics cards. 
  • Create tokens and marker set.
  • Create Grimoire Basic cards.
  • CreateAgenda cards.
  • Create Resource cards.
  • Create Dunjon of Death tile cards.
  • Create full-color layout of Core rules play-test. (see above)

Work-in-progress

  • Create full-color layout of Core rules final version.
  • Create full-color layout of Expansion rules.
  • Create 2D play-set for Fantasy Genre characters.
  • Create rules for Dunjon of Death genre book.

Queue

  • Create Dunjon of Death tiles.
This is the most daunting set of tasks. I'll create the final rendition of the various genre and settings. The low-hanging fruit are those which I've already worked on, but I'll need to make them solid. For those of you following this (intermittently updated) blog, you'll know them fairly well. 

The first genre and setting books will be the Dunjon of Death. That's the one which is a work-in-progress. I'll see about maybe adding Of Werewolves and Tesla Coils, Retropocalypse, or some others. 

After I get everything ready, I'll see about a Kickstarter campaign. Maybe a total of another year for all of the above? I'll see about hitting Summer 2024.

Perfect-bound Exterior
Interior. Pages are falling out.

Friday, September 9, 2022

MEST Tactics :: v.2.83.55

Matter-Energy-Space-Time
Here are some updates to MEST Tactics. I'm nearly ready to extract the primary game into a Quick Start rules and begin building out series of illustrated instructions. 

I've expanded the semver to include minor updates. It is now the version 2.83.55 rules which are up on the link.

    The changes don't have page numbers because I've been moving the sections and paragraphs around. I recognize that I still need to work on the Interconnect System and will likely break that out into smaller sections.

    STANDARD GAME

    Moved Overreach into the Performing Close Combat section, and simplified.

    • Clarified Leaning and moved that into sections for Terrain and Range Combat.
    • Specify that voluntarily Exiting the battlefield doesn't make a model Eliminated
    • Bonus Actions are returned to v1.x; cascades spent don't affect Damage created.
    • Added Oversized Weapons and Armor block under Additonal Concerns section
    • Clarified Improvised Weapons by adding a block under For Attacks section
    • Clarified Laden and Armor Rating by adding a section under Some Important Traits section
    • Added Concerted Attack variation for Group Actions.
    • Collated the Hindrance types for Blinded, Heat, and Cold under Expanded Effects
    • Added Counter-spells for the Magic System.

    OPTIONAL RULES

    • Added Tricky Terrain into an Exotic Environments section for Optional Rules.
    • Moved Variable Weather from the Environs section, since removed, into Exotic Environments.
    • Added Planetary Variations into Exotic Environments.
    • Added Truly Hindered, Weapon Breakages, Motivated by Fear into Rules Adjustment.
    • Simplified Sweeping Attack, Disarm, Subdue under New Bonus Actions
    • Simplified Hurl, Slam, Drag, and Hold under under New Thematic Actions
    • Added Apex & Free-fall under New Thematic Actions
    • Simplified Noise rules a bit by re-adding [Reveal] where needed, and using [Noisy X] less.
    • Added Fantastic Energys to Noise section so as to intergrated Fantastic Items rules
    • Moved Element Destruction into Optional Rules
    • Expanded and clarified Mission Elements, and re-arranged Standard Missions layout.
    • Expanded Objective Markers, VIPs, and POIs.
    • Rewrote the first 9 Missions to match new Standard Missions layout.
    • Added Campaign Game rules with three basic formats. Included Elan and Postmortems.

    INTERCONNECT SYSTEM

    • Moved the Customization rules into their own section.
    • Create the Interconnect System section.
    • Clearly tied Champions, the Reputation trait, with Levels-of-Absurdity and Time-lines.
    • Expanded Factions to include Organizations.
    • Added Archetype Availabilty lists to Factions.
    • Expanded the Medical Postmortems rules.
    • Clarified and simplified the Allegiance Diagrams to incorporate Availabilty lists.
    • Added Loyalty checks.

    TRAITS

    • [Automaton] - Clarified Automaton vs. Machine vs. Mindless
    • [Blackpowder] - Simplified tremendously.
    • Amphibious - Expanded to work with Tricky Terrain for Shalows, Deeps, and Rapids
    • Believer - Clarified and simplified Believer, Charismatic, Hatred, Comrade
    • Brawl X - Generalized to award +X cascades for any Bonus Actions
    • Celerity X - Rephrased to be simpler and more clear.
    • Disrupt X - Simplified
    • Horrifying X - Simplified
    • Infect X - Added. Useful as a post-Mission effect.
    • Leadership X - Simplified by removing the INT + X Turns benefit.
    • Multi-target X - Added. For Range Combat.
    • Mythos - Re-wrote Mythos, Outsider, Invader to exclude each other
    • Night-vision X - Re-wrote into Night-vision X to allow gradations
    • Reach X - Re-wroteto better handle SIZ 4+ models
    • Sensors X - Clarified
    • Splash - Added Splash > Trait. For throwing bags or glass bottles of Acid or Fire or whatever.
    • Surefooted X - Repointed. It is still very powerful on very cluttered battlefields.
    • Tactics X - Simplified by removing the INT + X Turns benefit.

    ARCHETYPES & ITEMS

    • Re-pointed many Archetypes
    • Re-wrote Common Packages & Upgrades to match the ones used for Variant archetypes
    • Expanded Archaic Equipment List
    • Expanded Modern Equipment List
    • Added Near Future Explosives List

    PLAY-AIDES

    • Clarified and re-wrote as necessary Tactics cards.
    • Clarified and re-wrote as necessary Spell cards.
    • Clarified and re-wrote as necessary Resource cards.
    • Clarified and re-wrote as necessary Agendas.


    Friday, July 22, 2022

    MEST Tactics :: Update to v2.83

    Here are some minor updates to MEST Tactics.

    Matter-Energy-Space-Time
    The version 2.83 rules are up on the link. Here are the recent updates to the rules:

    • page 14 > Spear should be shown on this page as 37 BP instead of 27 BP, and the attributes should instead be Damage STR +2m instead of Damage STR +1m. 
    • page 25 > Added that Mission Attacker may state to win Initiative Tests on ties but receive zero cascades. Added Optimized which provides +1 Base die on Turn 1 Initiative Test if starting Mission with an Assembly that has the fewest BP. Also, the Mission Defender chooses the battlefield edge which to deply their own Assembly.
    • page 26 > Recover and Revive applies SIZ Delay tokens, and convert all but 2 into Wound tokens. This makes revived characters be prone to KO'd again.
    • page 29 > Hindrances of both models affect Revive.
    • page 36 > Reposition and Disengage use the reposition keyword instead of the move keyword.
    • page 38 > Clarified that Charge movement disallows direction changes.
    • page 43 > Convert GP to IP altered to 2 GP for 1 IP. An IP converts to 1 GP plus 1 per IP.
    • page 51 + 52 > Spell Mastery stacking. This wasn't clear and must have been removed during an earlier update; that acquiring multiple copies of the same Spell increases the Mastery Level.
    • page 66 > Simplified Busy status under the Optional Rules. I'll need to check this in play-testing and see if it is something which should move into the Advanced Rules. 
    • page 112 > Revised Mission 1 and Mission 2 to be more interesting. Revised VP conditions to have four goals instead of three. Play-testing is much more interesting now for Mission 2.
    • page 141 > Addicted X updated to include Hallucenogenics. 
    • page 148 > Burn X and Confuse X simplified.
    • page 156 > Poison X simplified.


    Friday, January 7, 2022

     Several critical site updates.

    As ridiculous as it may seem, when I converted my sites into the updated Google Sites 2.x apparently many users lost access to my Downloads directories.

    So ... I've updated them.

    MEST Tactics

    https://sites.google.com/site/mesttactics/downloads


    Sarna Len RPG

    https://sites.google.com/site/sarnalen/downloads

     

    Giant Robots of World War II

    Restored this.

    https://sites.google.com/site/groww2/downloads

    Friday, September 17, 2021

    MEST :: Play-aides > Tokens and Markers

    Overview

    I received a nice gift to myself in the mail today !

    My prototype for the MEST Tokens and Markers kit arrived. These kit has two types of components; laser-cut 3mm MDF (thick card-board) for the markers, and acrylic tokens with laser-cut stickers for the tokens.

    This actually is the physical set, as I have been using Tabletop Simulator to employ the digital versions for about 6 months now. I will likely need to adjust the proportions of the kinds of markers which I'll need as I can already determine that there's maybe too much of one kind or another. Something like this doesn't come easy to my mind when I'm designing the art, and the reality of it in physical form undeniable. I looked at the spacing of the slugs shown and I think I can have more images per sheet and maybe one or two fewer sheets. I am WIP for adjusting this.

    Pictures

    I'll just upload the lot of these for thumbing through. There will be small comment blocks for each, but I'll summarize way below in paragraph form.

    Two sets of 3 slugs.


    Slug 1. An 8-MU ruler, a Scatter Diagram, some Resource markers, and two Transfixed with 5 Acid markers. I think the Scatter Diagram is nice but could benefit from having a 30mm hole at the center within that red ring. I'll have to try it out.


    Slug 2. Left-to-right are 5 Burned markers, 4 Poisoned markers, 7 ROF/Suppression markers, 2 Emplaced/Fire-lan markers, 3 Out-of-Ammo/Jammed markers, 6 Hidden markers, 3 Victory Point tokens, 4 Initiative Point tokens. The tokens are kept in hand instead of positioned near a model.


    Slug 3. Top-to-bottom. 9 Go Point tokens, 9 Objective Markers [ Yellow/Red-or-Blue ], 9 Delay markers, 9 Wound markers, 9 Fear markers. 


    Top-to-Bottom. 24 Done markers, a slug of stickers, 24 Wait markers. I got an extra Wait (clear) disc with my purchase. 



    A note which came with each slug. I sort of crumpled it, but the message is essentially "this stuff has soot and will smell". The soot is also sort of hard to clean, but I used a wipe and did my best. Be sure to clean your fingers after you finish handling these laser-cut elements as well.




    The kit's very flat 3mm-thick MEST Ruler at the bottom. A bit flimsy but serviceable. The five green sticks above are hand-made and I like them much better. I think with the final published rules what I will do is have a small section or small booklet on hobby crafts.

    At the left are my home-made Initiative Point tokens. At the right are the laser-cut ones. The home-made ones are hefty wood. There was close option for that at the Game Crafter made from 3mm plastic but it would have required even more stickers.

    Left are my Go Point tokens, Right are the laser-cut ones. Again, the home-made ones are hefty because they are stickers on wood. There was no equivalent for the size on the Game Crafter except for some thick laser-cut acrylic at 25mm. But it would have been too fancy in comparison to the more "valuable" IP tokens above.

    Here's where the laser-cut stuff begins to be more impressive. These are Wound markers and I like the nice size for the ones at the right with the inset artwork.

    Fear markers. The skull on the yellow laser-cut markers are very nice.

    Delay markers. Nothing shouts "Distracted" as a nice donut with a line through it.

    Hidden markers. The laser-cut markers are nice in comparison to the gemstones on the left.

    At the left are the Out-of-Ammo! [ top ] and Jammed! [ bottom ] home-made markers which are stickers printed from my color laser-printer affixed to 0.75-inch bingo chips. At the right are the laser-cut ones from the kit which look much better to me. A bit smaller as well.

    These are the Burned markers. The laser-cut ones are the correct size for a Hindrance identifier. I've been using them in my play-testing and the home-made ones are just too big.

    These are Poisoned markers. Like Burned, Delayed, Wound, and Fear these are Hindrance identifiers and are all the same small size. At the left is my too-large home-made version.

    These are the ROF and Suppression markers. At the right these are double-sided with the top ones being ROF. Those are placed and then are flipped to the bottom image to represent Suppression.

    I am really happy with this one. At the left is my single home-made Confused marker. At the right are the laser-cut versions. The top is a Confused marker, and the bottom is a Transfixed marker. Both are Hindrance identifiers.

    Out of all of items from the kit, these Done tokens and the Wait tokens below are my favorites! At the left are my home-version as a big blue glass bead. At the right are the acrylic discs with stickers on them. I've been using this version via Tabletop Simulator.

    The Wait tokens. At the left are my clear glass beads. At the right are the acrylic discs with stickers on them. These discs are the same diameter but thinner than the blue Done tokens and are meant to be stacked together when positioned next to a model.

    Summary

    I really like the new laser-cut kit and the acrylic tokens. I think it provides an professional quality to any MEST Tactics enthusiast and I hope to make them available to others soon. Players won't need to purchase these and may always use their own set of home-made markers and tokens just as I have done. 

    I designed the kit to allow enough markers and tokens for up to 24 models. This number is I think the largest any MEST Tactics game could comfortably manage. It certainly is the limit I've experienced when I've hosted bashes at my work-place and at the gaming conventions.

    I looked over my proportions for each of the markers and I think I could make some adjustments on their numbers. I think I provided too many Delay and Fear markers and I could use the excess when I re-jigger the counts to become additional Burned, Poisoned, or Transfixed markers instead.

    With the custom cards, the custom dice, and these custom markers, I have nearly everything I need to start focusing on a specific setting. I'll discuss that soon and lay out my next steps.

    How everything looks together.