Feature: Dragon Reactor

July's Mid-month Feature: Dragon Reactor, crowdfunding on Backerkit.

Dragon Reactor: Featuring a dragon-like super machine with a pilot emerging from its torso. It screams and a bolt of energy pulses from the pilot's and machine's mouths.
July Mid-month Feature: Dragon Reactor

This is Asa Donald with a mid-month mecha ttrpg feature! If you’d like to hear more from me, you can check me out on bluesky. As a reminder, this newsletter is free. However, if you'd like to support me and my games, you can grab a copy of Rust Never Sleeps, my grunge solo rpg about doomed mech pilots, or sign up for the Pilot's Lounge tier for as low as $1.00 per month.

This is my first mid-month feature but not my last. I hope to do a few mid-month features per year, each of which will be a short newsletter dedicated to a mecha ttrpg, especially indie games that are crowdfunding. 

Get Ready for Dragon Reactor: Embers, Ashes, Moments and Stars
From Dinoberry Press & 200-Proof Games - Get Ready for Dragon Reactor: Embers, Ashes, Moments and Stars

In this feature, I’m excited to share that Quinn of 200-Proof Games & Nova of Dinoberry Press (creator of Gun&Slinger and Justicar) are about to crowdfund Dragon Reactor, a mythopoetic mech tragedy game that launches on Backerkit on August 1st. 

I'm especially excited because Nova and Quinn are providing not only an interview but also an exclusive sneak peak of the art and layout at the end of this newsletter.

Dragon Reactor

Dragon Reactor about conflict on a grand scale. It’s about warring governments, rising rebellions, slowly-waking god-machines, and the effects forever-wars have on those involved. It’s about the ever-turning wheel of time, and how we’re always racing against it. It’s about wanting to do the right thing, but having to pull the trigger instead.

Launches August 1st on Backerkit!

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An interview with Nova (aka Nevyn) and Quinn

I've been an admirer of Nova's games since Gun&Slinger but never had the pleasure of chatting with them until recently. By coincidence I met Quinn during a Plus One Exp actual play in 2023 in which we played one of my OSR-style games. Those games aren't Quinn's usual cup of tea so I sincerely appreciated the interest and enthusiasm that they brough to the game nonetheless! Earlier this year Quinn returned to the front of my mind after I read their 1E Manifesto, which unlocked a new mindset of game design for me. Seriously! And then, when Nova dropped a hint to me about their upcoming mecha game in one of my posts on Bluesky, I knew an absolute banger was on its way.

And so, I'm sincerely honored and excited to interview Nova of Dinoberry Press (Gun&Slinger, Justicar) and Quinn of 200-proof Games (The 1E Manifesto, ANY%, TRAVEL NOT ADVISED) in my first mid-month feature. Spoiler alert: it's definitely a banger, and I plan to support the campaign myself.

Asa: Dragon Reactor is a mythopoetic mech tragedy ttrpg with an evocative tagline!

What do you mean by mythopoetic?

Nova: One of the main driving forces in our design has been to make something that tells big stories about people. We wanted to pull on legends, myths, poetry and prose to make something that channels the emotional core of so many stories that live on through oral tradition.

Throughout the game we use the language of legend and poem. Your machines of destruction are Dragons, you shape the world by singing and harmonizing Refrains, which are short poetic phrases you can channel to change the world in any way. The whole game is very much focused on the interpretation of language to not only tell your story but to gain dice for your checks and shape the world.

As much as Dragon Reactor is a game about getting in the big robot and doing a big fight, it’s more about the way that story is told and how each Pilot plays the instrument of their character sheet to bring something to life.

Asa: Players create much of their world in Dragon Reactor, but the book lays the groundwork for a sci-fi fantasy setting where their mecha superweapons are called Dragons and where your rivals' archetypes are drawn from Arthurian and fantasy literature. It's a nice mixture of mecha and fantasy.

Why do you mix these genres in particular?

Quinn: What do you call something that can destroy whatever it wants? That outclasses entire armies? That is greater than the sum of its parts, and has its own will in some strange way? That’s a Dragon. A mythical beast defined by the destruction it can cause. This idea is how the game began life in a group chat way back in 2022, and so the science fantasy fusion style grew out of this interpretation of the Gundam as a nuke, and the nuke as a dragon.

As an unpredictable mix of the familiar and new, with a huge range of possible aesthetics, science fantasy was the obvious choice. It lets us harness the inherent romance and horror of war stories in a way that honors the Wow Cool Robot of the source material while also leaving a clear pathway for true emotional vulnerability in play.

Asa: I love that the game is focused not only on conflict but also the aftermath and the intense personal and preparatory moments in the countdown to the next conflict.

Why did you create this structure for this game?

Nova: We knew from the jump that we wanted something with structure to follow and something that could be run in a pretty consistent amount of time. We looked to phase-based games, of which there are many in the Mech TTRPG Sphere. The pretty classic structure of mission-to-downtime was an obvious go-to for many reasons, but mainly because it works, really well. 

We did feel there was more to be done with it, more space that we could use to flesh out the vibes of Dragon Reactor. We sketched up Aftermath as a directly-after-the-fight reflection so players could have a slight wind-down before the real downtime and worked it into a short phase where we can answer immediate questions at the table about the direct effects the big fight we just finished have on the world and the various characters we’re getting to know.

Then, once that’s done, we move into Countdown which is our answer to standard downtime phases. We knew we didn’t want something consistent and reliable, because war is not consistent and reliable, so we worked Countdown to be this semi-inconsistent gamble. You start with a set amount of dice, and roll them every time a player makes an action (like recovering or repairing their robot), and as they act the pool gets smaller. Once no dice are left, downtime is over.

This leads to a very dramatic, unpredictable amount of time you have before the next fight starts. We’ve had Countdowns go on long enough that everyone fully recovers and we’ve had some that end right after a single player heals themself one time. Both are dramatic and intense for different reasons, and both lean into the “well, war is hell” of it all in satisfying ways.

Asa: What inspirations or touchstones does Dragon Reactor draw from?

Nova: So many, oh my god. At the start of development we put together a big list of our favorite Big Robot and Big Feelings stories, and then dove into each of them to pick specific aspects we wanted to pull on. I think a lot about “what if Pacific Rim was sad”: big, very cool machines of destruction with lots of tricks up their sleeves fighting to defend their home, but make it tragic. I’m also (unsurprisingly) constantly pulling on Armored Core 6 and Escaflowne.

Make it big, dramatic, and weird.

Quinn: Yeah, there really are a lot of moving parts here. Something that was fun about the project is that Nova and I each brought a pretty different spread of influences to the table, and I think you can see them all in different pieces of the game. If there’s one of mine that I want to bring to the forefront, it’s war poetry, particularly from the first world war - there’s this wistfulness to the way they represented violence that struck just the right note for me.

Nova: We both knew that we wanted to pull from two specific Gundam series: 0079 and Iron-Blooded Orphans. The tragedy that lives in the DNA of both those stories is something we both love and needed to use as a baseline for Dragon Reactor.

Asa: Why should people get a copy of Dragon Reactor?

Quinn: I usually make games because I’m having a hard time finding a game that does exactly what I want or says exactly what I want it to say. There are lots and lots of amazing mech games. There are a few amazing Gundam games. The thing is, the mech games don’t approach mechs the way Gundam does - as a nuke, as a dragon. Meanwhile, the Gundam games give us a very skillful tight focus on aspects of Gundam storytelling rather than the larger campaign and context.

I wanted to make a game that truly felt like making your own Gundam series and piloting your own Gundam, literally seizing the raw themes and harnessing them in your own way at your own table. And thanks to my incredible co-designer, we actually pulled it off. So if you’ve been playing mech games and feeling like you’re getting some of what you want, but not all of it? Maybe you’re like us. Dragon Reactor will get you there.

Asa: What other games do you recommend?

Nova: Songbirds 3e has been in my mind since I read it. The way Snow uses language throughout that book is impeccable and poetic with what feels like little effort. It’s an elegant game that awards creativity in a way I hope we can approach.

For mech games specifically, Last Shooting hits every mark for me. It’s a 2-player game focused on the exact final moments of a war inspired by the final confrontation between Amuro and Char in 0079, and it’s perfect.

Quinn: I’ve been thinking about Spectres of Brocken the entire time I’ve worked on this game. I think it is such a searing, awesome deep-dive into that pilot-rival relationship that is so core to how we think about this genre. 

I’ll also recommend Ross Rifles from Dundas West, which is an incredible historical game about being members of the Canadian Expeditionary Force in WWI. I learned about it very early into my forays into the RPG scene, and it’s always stuck with me as a wise, caring, and unrelenting look into the complexities of life in and behind the trenches. It engages with so many difficult topics so deftly, I can’t help but love it.

Exclusive Sneak Peaks

As I mentioned, Nova and Quinn were kind enough to sweeten the deal with an exclusive sneak peak at Dragon Reactor's layout and art.

First is a spread featuring the layout of the one and only Luna P with beautifully clean tables and helpful side labels for navigating the book.

Second is a spread featuring art by Emma Harvey. A warrior sits wounded in a chaotic battlefield. A dragon approaches from beyond the horizon...

Want more Dragon Reactor?

You're in luck. Nova and Quinn have been on the campaign trail in advance of their launch date:

Episode 26: Nevyn Homes & Samuel Quinn Morris are making the TTRPG, Dragon Reactor!!! - Whatcha Doing?
The twenty-sixth episode!This time I’m talking with Quinn and Nova about their upcoming mythopoetic mecha tragedy TTRPG, Dragon Reactor!Dragon Reactor Backerkit: bytes.rips/dreamsDragon Reactor Demo: bytes.rip/dreamsdemoDinoberry Press on itch: ht…

Matt Caulder interviews Quinn and Nova on the Whatcha Doing? podcast

This New Mecha TTRPG Will Blow Your Mind!! | DRAGON REACTOR | RFD Developer Showcase Actual Play
Today we are joined by Nevyn “Nova” Holmes and Quinn Morris to play their game “Dragon Reactor”, a mecha TTRPG of epic proportions! Join our squadron of misf…

RFD Actual Play of Dragon Reactor

And if you're looking for a little more, here are a few things from Backwards Tabletop that may interest you:

Mecha Mini-Games or Firebrands Game Jam (TTRPGs)
A game jam from 2025-09-01 to 2026-01-01 hosted by Backwards Tabletop. Join us in creating a mecha ttrpg mini-game! This game jam is for mini games like the ones you can find in Meguey and Vincent Baker’s Firebrands . T…

Join us in creating some mecha mini-games on itch.io! Runs from 9/01/25-12/15/25

Rust Never Sleeps (Beta) by Backwards Tabletop
THE GRUNGE SOLO TTRPG OF DOOMED MECH PILOTS

If you'd like to support me and my games, you can grab a copy of Rust Never Sleeps, my grunge solo rpg about doomed mech pilots

Finally, here's a mecha ttrpg deal that is going to expire before the next newsletter. CHVLR is 50% off on itch.io through the end of July:

CHVLR: A Wretched & Alone Game by Susanah Grace
Just get in the robot.

From now until the end of July, CHVLR is 50% off on itchio! Get yourself a summer bargain and experience the tragedy and terror of being a teenage mecha pilot!