Hey BT Forums!
Hope I'm posting in the right category! I'm a long time Battletech player, but I've never run a Battletech Campaign before as a Game Master. I recently thought of a good idea for a campaign, and I found some interested players, so now, it just comes down to making sure I run things right.
Naturally, I'm a little nervous. I've Game Mastered tons of tabletop RPG's before, but never a miniatures game like Battletech, which appears to be a lot more work. I have a few questions I was hoping to get some help with.
To give you a little background on the gaming group and what I'm planning:
Gaming Group: is a bunch of experienced gamers, well versed in board games, tabletop RPG's, and various other games. One of the other players is as experienced in BT as me, but he has also never been the Game Master of a campaign. There are 3 player currently, with a possible 4th. No more will show up. If I end up with only 3 players, I can run an extra mech on the player side to fill out the lance.
Campaign: 3025, to keep things simple for the other two players who have never played BT before. Each player would be an independent mercenary who owns their own mech, who works under contract of a larger mercenary company, in this case, the Grey Death Legion, the Kell Hounds, or the Northwind Highlanders (haven't decided which yet). The players would be responsible for the upkeep up their mechs, and would have full control over everything, in terms of customization and modding and so on. I would like to have some sort of "Hardpoint" system implemented on the mechs, meaning they can only replace like weapons with like (can't swap missiles for lasers, etc.), but other than that, they would have free reign to do what they wanted with their mech.
They will start with either a Light or Medium mech. If they pick a light mech, they'll get the full amount of points they need to make their character, but if they pick a heavy mech, they'll get less points to make their character.
The "Boots-on-the-ground" portion of the game will be done using the Fate Core system. I've run ATOW before, and I don't really like the system, and I want to keep the Role-Playing portion of the game rules light, so that way more emphasis can be placed on the mech combat. I'm familiar with Fate Core, so no help needed on that part.
So now that you know what kind of campaign I'm planning, here are my questions:
1.) What books should I read to figure out how to run a campaign like this? Is there any one book? Is there any guidance anyone can offer on this? The books I've read haven't really detailed anything like this. I was planning on just trying to house rule stuff and come up with things as I went if I can't find anything official, but I would really love any advice here in terms of books to read, or people who have done this before.
2.) This might be covered in a book, but I don't know which one, how do I handle things like customization? I know Techmanual covers some of this, and I have that book, but just wanted to see if there is something else I should be looking at. Also, is there a good place that lists prices for things for markets my players might encounter (i.e., I want to buy a large laser, how much does it cost? How much does a jumpship trip cost?, etc.)
3.) I've heard people mention something called a Warchest system, but I don't know what that is. Should that be something I should consider using? Does this have anything to do with C-Bills?
4.) In terms of Mech Encounter/Combat balance, I was planning on avoiding BV if I could, and instead use tonnage because it feels easier (a lot of Game Masters have used tonnage instead of BV in the past. It's not perfect I know, but it's "good enough" and it seems easier).
Thanks in advance for all the help and looking forward to you all's answers!