There’s a principle I talk a lot about in relation to Lancer game design which I call the Knight Boat Principle. In Season 6, Episode 13 of The Simpsons, “And Maggie Makes Three,” this exchange occurs:
TV Announcer: We now return to Knight Boat, the Crime Solving Boat!
[a boat chases several men on jet skis]
Michael: Faster, Knight-Boat, we’ve gotta catch those starfish poachers! Oh no, they’re headed for land!
[the starfish poachers switch from jet skis to motorcycles and speed away]
Michael: We’ll never catch ‘em now!
Knight Boat: Incorrect. Look, a canal!
[cut to the Simpsons’ living room]
Bart: Aw, every week there’s a canal!
Lisa: Or an inlet!
Bart: Or a fjord.
Homer: Quiet! I will not hear another word against the boat.
I actually hold the belief that it’s perfectly fine for there to always be a canal, or an inlet, or a fjord, because this is a show about Knight Boat, the crime-solving boat, and if you don’t have a waterway down which Knight Boat can travel, you are kneecapping the entire premise of your show.
Lancer is a game about mech fights. Major problems in the Lancer universe must always, in some way, have a solution that includes fighting in mechs. If players travel to a place in their mechs, it should be a place with architecture sized to reasonably accommodate them.
This is the guiding thematic principle around which I write for Lancer. I need to justify why the mechs are fighting in a theme park, but I do not need to justify why the mechs are able to fight in the theme park – In Golden Flame and in the greater extent the whole of Lancer is a setting about giant robots being used for things they definitely shouldn’t. If you need me to explain to you why the theme park uses fully-armed giant robots as mascots, you are in the wrong game.