MechWarrior: Destiny is a new way to dive into the action-packed BattleTech universe. Based on the easy-to-learn Cue System, MechWarrior: Destiny is a narrative-focused role-playing experience that has all you need to grab some equipment, load your sidearm, and strap into a ’Mech, aerospace fighter, or tank to fight for what you believe in, be it honor, glory, or even the almighty C-Bill. Loads of characters, ’Mechs, and other military hardware make it easy to start trading fire on 31st-century battlefields in no time. MechWarrior: Destiny also includes rules for incorporating play in BattleTech’s Total Warfare and Alpha Strike games.
Let’s face it, despite being one of the greatest sci-fi settings in human history, the Battletech universe has never had a good RPG. In fact, it’s never even had a passable RPG.
1st edition? Lots of good lore in that ancient book from the 1980’s, but was just a basic add-on to the miniatures game. There wasn’t a system for resolving mech combat outside of breaking out the hex map and Battletech rules. Even the regular system was just flat out terrible.
2nd Edition? It was a significant improvement over 1st with regards to system. I liked how it stole the priorities system from Shadowrun for character creation. Similar to 1st edition, however, you still had to resolve mech combat with Battletech rules.
Then 3rd edition came out. Would it actually have a mech combat resolution system? Nope! Of course not. Just because players had been asking for it for decades, why would FASA listen to that? Even more fun, because of how the life path system worked, you essentially didn’t get to make the character you wanted. 2nd edition was better.
Then Catalyst took over. They created the 4th edition (called Time of War) and everyone who loved Battletech couldn’t wait. It was supposedly going to be a huge book. At last, we could actually role-play Battletech and not get the minis and maps out. Surprise! It didn’t have any of those rules. Like previous editions, there wasn’t any way to resolve mech combat. WtF, Catalyst?! You have this giant book and we STILL can’t do it?!
And now we have Mechwarrior: Destiny. Is the fifth time the charm? Yep. It only took 34 years, but we actually have an RPG where everything can be done in theater of mind rather than using Battletech. It’s also a rather solid (if a bit light) of a system. I can barely believe my eyes. This is the game RPG players have been wanting forever. It’s shocking really, but ultimately a monumental event. It’s about damn time...
This is the BattleTech RPG that I've always wanted. A more narrative take that attempts to capture the kinds of stories told in the fiction, while keeping just enough crunch to still feel a bit like the board game.
It's set in my favorite period of the BattleTech universe: 3025, and includes stats for all the iconic "unseen" mechs (with updated graphics to comply with IP). The Clan invasion is relegated to an appendix (as it should be), and includes all the iconic clan mechs from when they were first introduced.
It has me pulling out all my old sourcebooks, and thinking about scenario ideas.
This looks like a really interesting system to play and I'm excited to try it. Essentially it's a "distributed GM" system which really puts an emphasis on collaborative story telling. I could see how with the right players it could be awesome, and with the wrong type of Min/Max player it could get bogged down. But as the most exciting part of playing for me is sharing a story, I can't wait to try this. Also giant robots shooting lasers, can't forget that.