Eh, not soon, I'm afraid... though with definite interest expressed, it's closer to being on a front burner than it would have been. I'll see if I can poke out the bits I know I wrote but apparently didn't post anywhere, at least.
Despite mecha being what they're both about, I'm actually a bit inclined against Mekton for this, specifically because it's very crunchy, and I'd prefer something a bit more freewheeling in terms of how stat levels are assigned to them and how improvements are made. Valles, was it the system itself that you burned out on, or events in a game? If it's not going to drag up too much bile I'd like to know what sort of thing I should avoid.
OpenD6 and BESM (well, Tri-Stat dX, which is pretty much Silver Age Sentinels minus any setting info, and equidistant from BESM 2nd and 3rd editions, in the points of a triangle kind of way) have the virtue of being available as free PDFs without the need for an eyepatch and parrot, but the MEGS system is summarized in an eight or so page recap section in DC Heroes 3rd ed., so it shouldn't be too hard to excerpt if it came down to it. The trouble with MEGS is kind of the opposite of Mekton, though, because each Attribute Point value is double the previous, so it goes up too fast to allow for much variation from one mecha to the next within the same rough level of ability - part and parcel of the "Exponential" in "Mayfair Exponential Game System." It's actually the part about thesystem that I like the most, but just like Mekton with it's happy-nerd crunch it feels like a bit of an awkward fit in my mind - I kind of want a smoother progression than "mook mech, starter mech, mid-season power-up, boss" where a mook can just barely scratch a boss if they roll really, really well.
In any case, I'd have a LOT of prep work to do before I'd feel comfortable even trying to run even a semi-historical setting, as my knowledge of WWII mostly amounts to having seen a few movies, aside from the wikipedia pages perused to get this far in outlining the game events. It would probably end up as a sort of collaborative-writing-with-RPG-task resolution style thing even then, but that's kind of my ideal for RPGs anyway, since if you're not working together to tell an awesome story as a group there's kind of no point to it.
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
Despite mecha being what they're both about, I'm actually a bit inclined against Mekton for this, specifically because it's very crunchy, and I'd prefer something a bit more freewheeling in terms of how stat levels are assigned to them and how improvements are made. Valles, was it the system itself that you burned out on, or events in a game? If it's not going to drag up too much bile I'd like to know what sort of thing I should avoid.
OpenD6 and BESM (well, Tri-Stat dX, which is pretty much Silver Age Sentinels minus any setting info, and equidistant from BESM 2nd and 3rd editions, in the points of a triangle kind of way) have the virtue of being available as free PDFs without the need for an eyepatch and parrot, but the MEGS system is summarized in an eight or so page recap section in DC Heroes 3rd ed., so it shouldn't be too hard to excerpt if it came down to it. The trouble with MEGS is kind of the opposite of Mekton, though, because each Attribute Point value is double the previous, so it goes up too fast to allow for much variation from one mecha to the next within the same rough level of ability - part and parcel of the "Exponential" in "Mayfair Exponential Game System." It's actually the part about thesystem that I like the most, but just like Mekton with it's happy-nerd crunch it feels like a bit of an awkward fit in my mind - I kind of want a smoother progression than "mook mech, starter mech, mid-season power-up, boss" where a mook can just barely scratch a boss if they roll really, really well.
In any case, I'd have a LOT of prep work to do before I'd feel comfortable even trying to run even a semi-historical setting, as my knowledge of WWII mostly amounts to having seen a few movies, aside from the wikipedia pages perused to get this far in outlining the game events. It would probably end up as a sort of collaborative-writing-with-RPG-task resolution style thing even then, but that's kind of my ideal for RPGs anyway, since if you're not working together to tell an awesome story as a group there's kind of no point to it.
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows