Apocalypse Rising is going to shut down, probably around the very end of 2013 or the very beginning of 2014. Given that, I figure it's time to start discussion what we'd like to replace it with (partially so that, when many of our players go to conventions over the summer, they will have the opportunity to purchase things that may be needed for the campaign: decals, minis, mapsets, and so forth).
NEXT CAMPAIGN
Here is the one thing that I can guarantee about the next campaign. I will not be running it. Between the work I've been doing to Levs, Elessar, and life in general, I need to step. I do, however, have a proposal on how the next campaign should be structured so that whomever DOES end up GMing, they will have a relatively easy time of it.
The problems we've encountered with GMing for this group are as follows:
1) Getting NPCs - 12-on-3 fights take a long time to resolve
2) Prep time - the larger the game, the exponentially-longer it takes to develop scenarios
3) Inherent nature of Campaign play - campaign play involves either basically driving the same stuff forever (which gets boring), or an inexorable march toward everyone getting heavier and heavier Mechs as they get salvaged.
With these issues in mind, here is my proposition for the general structure of the next campaign:
We run two campaigns simultaneously, alternating games. Each campaign involves about half the group, and each campaign has its own GM. The other group plays the NPCs for the "active" group. I strongly recommend having campaigns be run using the Warchest system, and preferably run through pre-existing campaign tracks (such as Total Chaos), making the GM's life as easy as possible. However, if one group wants to play Clanners on Tukayyid or something (which doesn't have a Warchest track), that's totally fine. Note that the two groups are NOT opposed to one another the way they were during the Terran campaign.
Each player controls a minimum & maximum number of Mechs with the usual limitations on what you can drive (it needs to exist in-game at the time, etc)...but also granted a tonnage budget that he must spend to. So if our tonnage limit is 120 tons and you have a minimum of 2 Mechs, and a maximum of 4, he can have a 100-ton Mech and a 20-ton Mech; or he can have a 70-ton Mech, a 30 ton Mech, and a 20 ton Mech and so forth. The tonnage budget in conjunction with the minimum number of units will hopefully be what puts a brake on that "inevitable" march toward a battalion of salvaged assault Mechs while still allowing people to salvage, repair, and replace Mechs AND allow people to compose units they way they want to.
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If you have a system you'd prefer run, I'd like this discussed throughout the month of May, preferrably closing the discussion in the first week of June so as to give people a chance to develop Origins shopping lists. Please speak up.