There are always some questions that pop up asking for clarification on so I've pulled and updated some answers from my own game bible. When it comes down to brass tacks I always like to remind players that there are any number of lenses you can view the game through, and it is fine to choose a viewpoint that is different from the standard one. The important part is to choose to have fun playing the game with your friends!
Note: There are a lot of aspects that get considered when choosing how parts of game design impact parts of the rules. For this blog I'm focusing almost exclusively on the core considerations, not any minute of the rules.
The Heavy Gear Manifesto (Game design brief)
This edited brief describes the goals behind the new edition Heavy Gear rules.
The Vision: To make Heavy Gear a classic and modern Intellectual Property that can be a popular cultural device for games and stories set in a science possible fictional future where humankind must face it’s own worst enemy, itself.
The Goal: Our goal is to create a fun and gripping tabletop combat game where between four and twenty models a side face off in a tactical combat scenario. A scenario should last about two hours. The game setting is realistic/tactical with a cinematic flair.
Submitted by Dave McLeod on Sat, 10/11/2014 - 12:02am