To Serve the Earth

An entry for game-fu 3 by Codex Arcanum
Elements used:
Mechanical Life
Fate points for others
Two dice in every roll
No character advancement
Non-Point Buy Advantages
Technology gone wrong
Author's Description:
In this game, players will guide a robotic society in their struggle to transform the earth from a polluted wastleland into a green world, or a battle-scarred ruin. Players will also take the role of individuals within the robot society, guiding figures who will hopefully make big changes on the world.
Vitenka's review:

"Purpose: To serve the Earth." I once asked my Oracle, what does it mean?
She said to me, "We stand along the edge of great spiral, a spring bounding and rebounding. Once, this world was a lush paradise ruled by the now sleeping gods. In their pride, the gods faltered and the world fell to ruin. So the gods created us and left the world to our caretaking while they entered the great sleep. It was the hope of the gods that one day, the world would be a paradise again, and they could return. That is our purpose, 'to serve the Earth,' that it may one day be green again."

So. Post apocalyptic robots rediscovering and rebuilding the world.
And that's the entirety of the given setting. The rest of the setting - how the facitons interpret these loose orders, what territory is occupied and what is in it...
All of this is generated during play.

Most of the rules, in fact, cover a campaign mode where the factions map out and take over various areas. The gaming is then solving problems in those areas.
And it's a troupe-style game. You have to GM sometimes, if you want your faction to advance.
It's also nice to have a game where you don't play the same character each session - your faction is your character.

Element hitting

Mechanical life and tech gone wrong are shoe-ins - as is fate points for others. Two dice on every roll has been taken to mean 'two KINDS of dice' which is fine.
But the advantages are point buy.
The character advancement is there, although muted - the ability to enhance special parts seem a shame, although it avoids the need for a bigass unwieldy list of parts.
Exploration is another solid hit.


It looks solid, but I'm afraid it doesn't inspire me.
The empy landscape is a bit too empty. More sample factions to suggest clearer conflicts, and more sugestions for ways in which facilities can have problems would help me past the "What do I do?" hurdle.


Well, there's no rules here about things other than running your factions and controlling your robots. The rules are very generic though - they'd run pretty much any group-game well. The group buy-off of failures is interesting, especially coupled with the chance for players to have extra problems in exchange for a solid mechanical benefit.
I think I really need to see how this actually plays.

I'd rate this 6/10