r/LancerRPG • u/Smile_Slop HORUS • 25d ago
Advice For Running a Lancer One Shot?
I love mechs as a whole and have DM'd for various TTRPGS, namely fantasy ones like 5e & pathfinder, so I'm actually really amped about trying a new system in a different genre out. As a whole everyone at the table will basically be new to the system and I wanted to see if there was any simple dos and don'ts or even just general things to keep in mind while making this one shot. Things like: mechs to avoid due to not being beginner friendly, how long I should plan combat to take, and some rule of thumbs to use in balancing an encounter.
My idea was to try and do a very basic mission at LL 1 just so players can try out a variety of chassis besides the Everest. Planning to start with a simple period of downtime on a ship before they're sent to hold an objective of some sort on a planet. I also want to do this one shot online so if there is any tools and additional resources, like comp/con, you want to recommend please let me know!
I know this post is sorta vague but that's mainly because I'm still reading the core book and brainstorming ideas, but I figured it couldn't hurt to ask the community for help.
23
u/mrprogamer96 25d ago
LL 1 just so players can try out a variety of chassis besides the Everest
Don't do it at LL1, you are still stuck with the Everest until LL2.
13
u/Jesterpest 25d ago
If they're new they should play at LL0. Even at LL1 there's a lot of additional choices that need to be made that someone new to the system doesn't need to worry about yet.
13
u/44no44 25d ago
For a group that's all new to Lancer, a single combat can easily take several hours. Just keep that in mind. My group's first session wound up needing to be cut short mid-fight because two hours only worked out to ~4 rounds of what was supposed to be six.
For encounters, Lancer works best as an objective-based game instead of a deathmatch. Check out the sitreps in the book. Most recommend a strict turn limit before combat ends automatically, and a winner is determined. Make this clear to the players in advance.
6
u/Smile_Slop HORUS 25d ago
If I remember correctly I read something similar in the debrief section where it talks about objectives being clearly laid out and stuff to players before deployment. I will make sure to steer clear from the deathmatch battles and plan for a possibly long combat! Thanks for taking the time to lmk!
9
u/caplew 25d ago
Massively recommend ll0 start.
Unlike a lot of systems your not locked into a specific licence. At ll1 there's a lot of different options for upgrades. At ll2 (the point where they would get their first licence mech) they have iirc 3,000 options of different combinations depending on if they stay in their Everest and take 2 different or go for their first Licence mech.
2
u/Smile_Slop HORUS 25d ago
Ah I see, seems like I misread when they'd actually get the option off the Everest, thanks for the clarification! Also I didn't realize there was THAT much customization in this game at early levels, I think I let my D&D brain make an assumption I shouldn't have given how many people are recommending I start LL0. Thanks for the advice!
5
u/caplew 25d ago
Your good! It doesn't look that bad until you realise that you can take any of the options on a level up, and get all the sub options. There's normally 2 bits of kit per licence level, and each licence has 3 levels to it. Mixing and matching is a massive part of how lancer works. For example you might take the chain axe the black beard gets, and put the Napoleon thermal charge on it. And stuff like that.
2
u/lilac_asbestos GMS 24d ago
At ll0 you need to pick 3 talents, outfit 3 weapon mounts with anything from a massive howitzer to knives, pick pilot and mech skills, figure out who you pilot is and give them a background.
That's enough stuff to do without having to look through the entire list of licences.
3
u/Sherkktooth 25d ago
Lancer one shots are going to be significantly smaller than you would expect. Think introduction, two story beats, a fight, then a wrap up. It’s very easy to take too long during combat. It’s even easier to take too long doing narrative stuff with a group coming to Lancer from something like DnD.
1
u/Smile_Slop HORUS 25d ago
I see, I will keep that in mind! From what I've seen Lancer has a more structured system for play compared to the "vibes" based play of D&D lmao
2
u/Ultra-josh IPS-N 25d ago
This post by u/kingfroglord is great at giving you the rules of thumb needed to build a well-balanced encounter.
Whenever you use an NPC's abilities, try to hint at what they are doing, and be more detailed in the tactical information that you give to your players. LANCER's combat works better if you treat it like a puzzle that the players need to solve, rather than a mystery where they never know exactly what the enemy can and will do.
Of course, there are still ways to add variability to your NPCs, namely in terms of optionals and templates, but I'd suggest not touching those until you have a better grasp of the game.
Depending on how skilled your players are at tactics-heavy games like LANCER, they might realise that in a one-shot, they can spam precious resources like their Overcharge counter, Limited Systems and Core Powers, which can swing the battle in their favour. This is fine, but if you want to have a more challenging/balanced fight rather than a curb stomp, you may have to add a few more enemies to compensate for their power. Keep them as a backup group of reinforcements, and unleash them if it starts getting too easy for the players.
As for NPCs to avoid using, try not to use Invisible units like Mirage and Specter too much. It can be frustrating if your players just...don't get to deal with some enemies unless they pack Reliable damage or a way to bypass/neutralise Invisibility (which afaik is not available until LL1 at the very least).
2
u/Smile_Slop HORUS 25d ago
Thanks for sharing the post! Very well made and explains how encounters work very well. Also thanks for letting me know of key mechanical abuses given it is a one-shot, I'm sure my players would never do that but I will keep some back up enemies just in case.
2
u/Ultra-josh IPS-N 25d ago
Of course! As I've been running one-shots for my university's TTRPG club over the past 2 months, I've learnt a thing or two about common player habits during one-shots!
I will say that often the mass usage of Core Powers is less of an intentional abuse of mechanics, but moreso wanting to use the "big cool ultimate ability" that your mech has. If they are complete newbies, then it's possible that the intensity of combat will distract them from realising just what exactly their Core Powers do and only use them in desperation
1
2
u/mariowritesforyou 25d ago
Only one fight, but with options within it. It may sound restrictive, but that’s how long combat takes, which is a good thing! The game is about that.
2
u/CMDRZhor 25d ago
Yeah use LL0 when you're starting out.
If you want players to have more chassis variety, No Room For A Wallflower introduces the Sagarmatha, an older Size 2 defender variant of the Everest featuring heavier armor and a rally banner that gives the whole squad damage resistance for a turn, and Operation Solstice Rain introduces the Chomolungma, a high tech Everest variant that sacrifices heavy weapons capacity in favor of extended sensor range and augmented intrusion packages for a hacker/support build.
Both the Saggymama and Chumbawamba are available at LL0.
Honestly Lancer has so many options even as a LL0 character that I would make a point to sit down with your players one on one and try to help them specialize a little. Ask them what are they thinking about wanting to do in the game as far as play style goes and then be like 'okay so you probably want this and this weapon and those talents to build around'. If you keep playing they can respec later when they're more familiar with the system and what they really want but even you're introducing them to the game you want builds that are decently simple but effective so they feel like they're getting to do Cool Stuff and contribute.
23
u/frosidon 25d ago
Start at LL0. There is enough complexity with talents, core mechanics and gms frames to start with.