High Tempo Operations in Lancer TTRPG
My Goal: Create a campaign framework that embodies “hurry up and wait,” periods of extended downtime punctuated by frantic action for my upcoming Lancer game.
There’s too many of them!
One of the core ways I want to increase the tension in the campaign is by making the players feel like they’re being stretched thin, that there’s always slightly more for them to deal with than they can handle.
My solution is to present them with 3 missions at a time, then allow them to attempt only 2 of them.
Each mission will grant a reward, and an additional priority award if it is chosen first.
Each mission will also have a minor and major cost, the penalty for choosing the mission second or not choosing it at all respectively.
Downtime Sandwich
Downtime activities are a great way to flesh out the characters in a campaign so I intend to give the players the chance to use them often. The general structure of the game will be:
Downtime – Mission 1 – Mission 2 – Downtime – Repeat
Long periods of relative peace punctuated by frantic action!
It’s a Big Universe Out There
Another thing I want to include is many different factions with opposing interests, avoiding a simple “us vs them” narrative. Unlikely alliances, double-crossing, uneasy truces, yes please! But how do we do that without our brains melting out of our ears?
The (Dice) Oracle Chorus
We’re going to let the dice decide.
Assign each faction a die (a plain d6 will do just fine) and roll the dice together into a tray.
If a faction rolls a 1, they make progress towards their goal.
If two factions roll the same number, they have an interaction. If the dice fall close together (this is pretty arbitrary) then the interaction is positive, if the dice fall far apart the interaction is negative.
I always include a die that represents the players, and have been using 6 other dice for a total of 7 during each of my oracle rolls.
The first roll on the Oracle will generate interactions that will become our 3 missions (that the players will be able to choose 2 of) and our second roll will generate our complications. The complications are going to inject some randomness into the Downtime Sandwich to prevent the structure from becoming predicable and formulaic.
Tip: You don’t need to use the same factions in each Oracle! I always include a die for the players because I want things to happen to them, but you could include different factions in the second roll to ensure they’re more likely to see play in the campaign. If a major faction doesn’t roll any interactions in the first Oracle you can carry them over to the second, or choose an entirely different set of factions for the second roll, up to you!
These first 2 rolls on the Oracle are going to do a lot of heavy lifting telling us about the factions in the game, who are they allied with (for now) and who are their enemies (for now.)
Complications in Time and Space
The first roll should generate our 3 missions, the players will choose 2, then its back to downtime. But where and when do our complications go?
I’ve made a table to describe the location within the campaign structure that a complication can be placed.
If it’s during Mission 1 or Mission 2 it’s a Complication, the situation on the ground is a lot messier than intel let on.
If it’s between the two missions it’s an Interruption, it might affect how ready the players are to deal with Mission 2.
If it’s immediately after a mission, sharing a location but not overlapping in time, its an Encore. The players have the option to disengage, they did the thing they came here to do already. These encounters should offer good rewards to entice the players to push just a little bit further, secure in the knowledge that they will get a chance to repair right after.
If it’s between the two downtime activities it’s a Side Quest, these make for good opportunities to mix things up during rests, maybe even being narrative only and not involving mech combat.
And lastly, if a complications occurs during a mission, after the players have customized their mechs but before they have actually arrived at the mission, it’s a Nasty Surprise. The dropship goes down short of the target, the players are ambushed while moving to intercept their real target, etc. This is the least fair and should be weighted accordingly. The Nasty Surprise isn’t like the Encore where the players can simply disengage, they have to fight through it and then still complete the mission they came here for.
I’ll probably make some additional posts to follow up on the specifics of how I think about factions and what kinds of interactions make good encounters eventually! Have fun out there!











