Monthly Mecha: Beam Saber & Austin Ramsay, plus Seamus Conneely

Mecha TTRPGs Monthly

Cover art for Beam Saber, The November Mecha TTRPG Newsletter
Cover art for Beam Saber, The November Mecha TTRPG Newsletter

This is Asa Donald with your November monthly mecha ttrpg. This newsletter is 100% free. To support it, me, or my games, grab a copy of Rust Never Sleeps, my grunge solo rpg about doomed mech pilots. If you’d like to hear more from me, you can follow me on bluesky.

Today is the last day that you can get my newest game for free:
SPINE: A dark solo TTRPG about losing yourself in a book. And you can now purchase a print copy as well.

In this month's newsletter, you'll find:

  • Community content, such as a new crowdfunder on backerkit of mice and mechs, plus the viral release of a PBTA mecha game with so much flavor that I'm sharing it twice in one newsletter;
  • Our featured mech ttrpg, Beam Saber;
  • An interview with Beam Saber creator Austin Ramsay; plus
  • An interview with designer, reviewer, games journalist, Seamus Conneely.

This month, members of the Pilot's Lounge get exclusive access to an RNS mini-game and an alternative character sheet for Rust Never Sleeps by Galen Pejeau.

Community Content.

Curated content based on reader's suggestions.

Suggest Content

Today is the final day of the Mecha Mini-Games Game Jam! Get your submissions in while you can! I'm hoping to feature some of the most innovative games in the January newsletter.

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…

T-Minus 18 hours


Isabelle (anxiousmimicrpgs) has released Girl Frame, and people are going wild over this PBTA game. The pitch: "Do you like lesbians and mechs? Messy power dynamics and half-alive robots you have to swap blood with?" Grab your ashcan copy for $10 on itch.

Do you like lesbians and mechs? Messy power dynamics and half-alive robots you have to swap blood with? I just released GIRL FRAME, a TTRPG inspired by Mechsploitation, Armored Core, and Evangelion. Go check it out! anxiousmimicrpgs.itch.io/girl-frame

Isabelle (Thistle), Anxiousmimicrpgs (@anxiousmimicrpgs.bsky.social) 2025-10-21T15:29:55.784Z

Strega Wolf Eden van den Berg is working on a new mech ttrpg, and the art for it is stunning:

Strega Wolf Eden van den Berg (@stregawolf.art) 2025-10-19T08:37:52.805Z

The Copy/Paste Co-op announces Islands of Weirdhope: An Eco Mofos game, which promises adventures with monsters and mecha beneath the waves.

ISLANDS OF WEIRDHOPE - AN ECO MOFOS GAME!! - Sail the Seas to forge a better world
From Copy/Paste Co-op - ISLANDS OF WEIRDHOPE - AN ECO MOFOS GAME!! - Sail the Seas to forge a better world

Uncover an uncanny and colourful world: a post-post-apocalyptic landscape, where coral covers submerged silos and tech is rediscovered and repurposed for this new world. Sailing across a vast archipelago of sunken cities and volcanic islands, punks will brave the Abyssal seas, confront mutated manta ray and renegade replicants, and delve into the depths of billionaire’s bunkers to salvage USBs of information about the world before. 


Some mecha stock art, including spooky mechs, by SpiderQueenLong, available on itch and DTRPG.

Boo! This Halloween Dieselshot’s released a “pay what you want” Stock Art Pack of Sp0oky mechs to go along w/ our recent Mech Pack! Give your players or a Treat this season… or a Trick! w/ these creative Mech illustrations! dieselshot.itch.io/halloween-me... www.drivethrurpg.com/en/product/5...

SpiderQueenLong (She/They) (@spiderqueenlong.bsky.social) 2025-10-26T22:12:53.620Z

A review of Ion Heart | A Peaceful Mech RPG for Solo Role-Players on Pop Geeks. I've been waiting for Ion Heart to be available for folks who missed the crowdfunder, and I must have missed it. I think this game looks great, and I'm excited to give it a spin.


Beam Saber Content

Content for this week's featured TTRPG:

  • Yes Indie'd: Marx interviews Austin Ramsay
  • Split/Party: Beam Saber (1 of 2)
    "Beam Saber is a greedy mecha game that tries — and manages — to hit as many features of the genre as possible. There is much to be learned looking into the ways it does that, especially when building a mecha game for established systems."
  • Party of One Podcast: Beam Saber with Austin Ramsey (1 of 3)

Community Releases

Girl Frame is a TTRPG using the Powered by the Apocalypse engine to tell a story about lesbian pilots, forced into half-living mech suits and sent by their Handler to kill Gorgons - eldritch beings from outside reality. Yes, I listed this twice!

GIRL FRAME by anxiousmimicrpgs
Lesbians in mechs, struggling against oppression and eldritch horrors

A fully playable ashcan ($10.00)

Mechritter: Urban Mouse-and-Machine Roleplaying by Twelve Pins press & Rat Wave Games launches November 2nd on Backerkit. Mechritter is a sandbox setting and modular expansion for Mausritter, turning it into a game of city dwelling mice in mechs of litter.

Mechritter: Urban Mouse and Machine Roleplaying
From Twelve Pins Press & Rat Wave Game House - Mechritter: Urban Mouse and Machine Roleplaying

Launching on BackerKit as part of Mausritter Month.

CTA Image

Community Content
You can submit your own community content for this newsletter. It's 100% free. Share your new releases, blogs, reviews, etc. as long as it's related to mecha ttrpgs.

Learn More

Beam Saber by Austin Ramsay

Beam Saber is a Forged In The Dark game about the pilots of powerful machines in a war that dominates every facet of life. They are trying to do their part, then get out physically and mentally intact. The organizations that perpetuate The War throughout all of known space are too incomprehensibly huge to take down. There is no “winning” The War, there is only surviving it. Hopefully you can help others get out too.

I've been wanting to cover Beam Saber since I started the newsletter and reached out to Austin back in March. There was no doubt in my mind that I needed to cover Beam Saber, which is one of the biggest and best mecha ttrpgs available:

Beam Saber ($30.00)

Writing, Design by Austin Ramsay. Contributors include Christine blight, Austin Walker, Takuma Okada, Lauren McManamon, Sasha Reneau, Vincent Patrick, and more.

Beam Saber on Itch.io

Characteristics

  • A ttrpg about pilots trapped in a grueling, generations-long war
  • built with Forged in the Dark (FitD)
  • for 4-5 players, including a GM
  • With customizable mechs and clever vehicle quirks

Highlights

  • Fits well with the FitD/BitD system
  • Lovely b/w art with fun illustrations in the margins.
  • Customizable mechs and clever vehicle quirks
  • Thorough examples of play, plus short fiction!
  • Cutting Loose: destress with another pilot during downtime

Consensus

I recommend this game! There is a lot of hype around Beam Saber, and it’s well-deserved. It’s a natural fit for FitD yet has become popular on its own merit. Personally, it hits the techie bits/customization bits that many love about mecha ttrpgs within a fiction-first playstyle with mechanics that facilitate character drama and roleplay. The hype is real.

I also appreciate the microfiction, which makes the game text enjoyable and helps establish the play as well as the setting.

🔍
Hint for Next Month's Feature
Next month, I'll be featuring a couple of short, quality mecha ttrpgs that date back to the original Sad Mecha Game jam. Which could they be?

An interview with Austin Ramsay:

What inspirations or touchstones does Beam Saber draw from?

Austin: Beam Saber primarily draws inspiration from the Gundam mega franchise that has spanned dozens of series over 40 years. However, that's far from the only source. Battletech, Redline, Hammer's Slammers, The Black Company, Legend of Galactic Heroes and more are all things that I pulled ideas from.

What is unique about Beam Saber?

Austin: The most unique thing about Beam Saber is the Cut Loose, Connection, Assist loop which helps centre character relationships. Pilots Cut Loose with each other to remove Stress in a scene RPed together. This increases their Connection which means that they know each other better and are more invested in their success. In following Missions when they Assist each other, the Stress cost is greater the stronger their Connection is, but it also provides greater benefit. After spending all that Stress, they'll need to Cut Loose again after the Mission, completing the loop.

Why should people try Beam Saber?

Austin: People should try Beam Saber if they want a mecha TTRPG that isn't heavy on the crunch nor super focused on the gear your mech has, but still has the necessary complexity for interesting tactical decisions. It also puts focus on the stories that develop between the pilots via the previously mentioned Cut Loose, Connection, Assist loop.

What other games do you recommend?

Austin: I'm going to recommend Unknown Armies as it's one of my favourite games. It's a weird modern supernatural horror game about people asserting their own realities over others in pursuit of power. Both 2e and 3e are a blast with a great stress system that helps to correct the mechanical and moral issues of the traditional Sanity Points.

And if you like Beam Saber, you should also check out CalazCon which is a Beam Saber mega game actual play series featuring 30 players across 6 play groups fighting against an armed anime convention!

Bonus Interview

This month, I've wrangled up a bonus interview with...

Seamus Conneely, Cannibal Halfling Gaming

Seamus Conneely is one of the co-founders of Cannibal Halfling Gaming, an Ennie-nominated tabletop RPG news and review site. He is also a game designer with three particularly cool mecha ttrpgs. You can find links to all that he does on Seamus's Linktre.ee

Lost Among The Starlit Wreckage by Seamus Conneely
A mecha pilot (and their rescuer) think back on the war as death and rescue race to reach them first.

In this month's newsletter, I chat with Seamus about his mech ttrpgs and how Cannibal Halfling Gaming got its start.

What first interested you in the mecha genre?

Seamus: Being interested in the mecha genre and being involved with games at all are actually linked pretty heavily for me. My best friend Christian is the one who first introduced me to both Mobile Suit Gundam and AD&D 2e about three decades ago, so really this is all his fault. While that's the starting point, where the unbroken chain of events starts is a few years later, as Chris and I were physically separated for a bit by changing schools. I was staying up late, and Toonami's Midnight Run had Gundam's 08th MS Team and 0083: Stardust Memory on. The trailers/teasers alone grabbed my attention - Norris Packard's Gouf Custom taking out a Guntank with a sword and a spray of blood-coded oil stuck something fierce - and that was more or less it for me. At first, y'know, the appeal was the cool robots, and that never really goes away, but the more I consumed the more the really memorable moments were the human ones. Gouf Custom vs. 08th MS Team is an excellent fight, sure, but Packard's last thoughts being of Aina as he completes his mission but does so using a sacrifice play because he won't kill her lover? Now that's the really good stuff.

How did you start writing games and reviews?

Seamus: Writing reviews and games can first be traced back to a series of Brians. The timeline is a little fuzzy at this point, but I started posting gaming material at the Gaming Security Agency, and when Brian 'Fiddleback' Casey left there to form the Mad Adventurers Society I eventually followed. My longtime GM Brian Liberge got into game design first with his Pulp! the RPG, which was a short-lived but fun game best described as FATE Accelerated before Accelerated was a thing, and I eventually designed an adventure for it, along with helping playtest her other very pulpy game Ace Adventure. Then, back at MAS, Fiddleback had gotten bullied into following up on a game design idea posted on Twitter, and recruited some help for it. From this came Transit: The Spaceship RPG, my largest collaborative effort, a game of artificial intelligences with starship bodies and one of the most-run games at the PAX East chapter of Games on Demand (entirely my fault).

When MAS wound down, Fiddleback encouraged everyone involved to keep going on their own, and I decided to do so with Cannibal Halfling Gaming (other former MAS alums include The Hydian Way). This is where mecha and TTRPGS hook up again, because in the interim I'd been involved in a series of Gundam play-by-post forum roleplaying games, and a player from one invited me to join their online TTRPG group. Aside from being my first departure from D&D via a Cyberpunk 2020 campaign, the GM of that group at the time turned out to be Aaron Marks, who wound up being my co-founder for CHG. So, without being into mecha, CHG just wouldn't exist in the form it does.

What are some of the games you and/or Cannibal Halfling Gaming have reviewed?

Seamus: Oh gosh, we've been doing this for eight years and counting, so even though we've only touched a fraction of the games out there in the world that still translates to a lot of games. Because of later questions I'm going to avoid mecha for this one, actually. Listed in no particular order: DIEBack Again From the Broken LandCowboy BebopFabula UltimaStewpotWildseaDOGSFISTTo Change, and Galactic and Going Rogue.

I kept myself to ten (technically eleven, the last is a two-for-one), but I think it's a pretty good cross-section! 

What have been some of the challenges and joys of reviewing games?

Seamus: I wrote a whole article about this once, which probably isn't too surprising. To paraphrase for the purposes of this, though:

The challenges are first and foremost fighting with the True Final Boss of TTRPGs: Scheduling. Time is by far the rarest resource, and it needs to be spent well, and it's hard to reach a point where you feel like it is. I don't review games as a primary, secondary, or even tertiary source of income. In some ways, this is very freeing! I can focus simply on things I want to focus on, without worrying about financial consequences. "Passion projects made by enthusiasts," as our contributor SloaneTVBand put it when writing about her own overall body of work. The challenge there is that it means you often don't have time to run every game that lands on your desk, and you can't justify cutting away other things to make more time because you're not making any money off of it, which means a lot of reading reviews, which can be contentious. 

Then there's picking what to write about in the first place. There are more games than there are days in my probable lifespan. At CHG we try not to write about anything we outright dislike unless there is some other value to it, so that narrows things down a fair bit, but still. Then, you have to balance hyping up something that you like while also being critical of its shortcomings - speaking just for myself, I've had a review or two be a little too hype-flavored because the strengths of the game I was reviewing were also inherently its weaknesses for other types of players, and it's important to make that clear.

The joy of reviewing games is deeply tied into the feeling of "Hey, here's this cool thing I found, I think you'll like it." CHG's tagline is about bringing games and gamers together, and introducing just one person to a game they end up loving that they may never have otherwise discovered is just the best. It can also make a creator's day, which hopefully encourages them to keep creating, and I love that. Another high point is that you get to be a better game-runner, player, writer, and designer by consuming more media, and this lets me do so. My exposure to different types of games, design theory, experiences, and even world views has ballooned exponentially by being someone who chooses to then write about those things.

You're also a game designer. Which of your own games are you most proud of? And why should people play it?

Seamus: Lost Among The Starlit Wreckage is probably the one I'm most proud of. The nature of solo/duet games is that they can drill down into a very specific experience, and I think LATSW does that the best of my works. It has the strongest vibes! Anyone with enough time in the mecha genre has seen a pilot in a broken machine, monologuing before their machine vanishes in fire or staggered by what they just experienced before the supporting characters manage to find them. That's what LATSW is all about, and every playthrough I've had or talked about or (flatteringly) seen via someone else's actual play has made the player(s) FEEL something, even if they're not really mecha heads.

What games or other mecha content do you recommend?

Seamus: The fun bit about this question is I get to link to a bunch more articles. "CHG: We've Got An Article For That!"

Mecha Hack is a stellar, um, hack of The Black Hack (thanks to Silhouette Zero and Force Majeure for introducing me to it), great for those who want to roleplay with giant robots but don't want a complicated ruleset.

Mechasys is made using Genesys, the generic version of the system behind the Star Wars RPGs originally published by Fantasy Flight Games. It does a really neat job of advancing both your pilot and your giant robot, and overall the impact and improv of the narrative dice is something I enjoy.

CHVLR is a Wretched & Alone solo game wherein you take on the role of the newest recruit to an experimental military program, barely into your teens, cybernetically implanted to better use your giant robot and thrown into the fray with little to no training. Really, really well written piece of work.

I Have No Railgun and I Must Scream is another solo game, this one from the perspective of a mecha pilot's sibling, who has to stay on the home front. It's a really unique perspective on the genre, an excellent game in its own right that I think also has some potential for being played in tandem with other solo mecha games.

HOME is a mapmaking game for 1-4 players about trying to protect your home and build up its defenses while fighting your way through multiple kaiju attacks. Great bit of worldbuilding, you get a cool map made up in the bargain, and really tense battles.

What are you working on currently?

Seamus: The Cog That Remains, my own Wretched & Alone solo game of a mecha mechanic and their (probably doomed) effort to keep their machine intact and its pilot alive, is marching towards the Definitely Very Final Version - it's going through one last editing/rewrite pass, has added an actual play log by Leslie Trautman that doubled the length of the book and then some, and is currently discounted by 65% to itchfund for some interior art to complement the excellent cover art by JJ Ariosa.

When this interview gets released I will also be in the throes of National Game Design Month. As of this writing I am completely winging it, but hopefully I've settled on an idea by the time folks are reading this. Either way, I encourage people to join the Discord (I'm one of the mods, say hi when you get there!) and the game jam to try to slay the NaGaDeMon themselves!

📖
Is there someone that you would like to see featured in a bonus interview? I'm always looking for mecha content creators to feature, including artists, actual plays, Youtube channels, and more. Feel free to suggest creators in the comments.

Entering the Pilot's Lounge

Only members of the Pilot’s Lounge can access content beyond this point, including this month’s RNS content, guest-written adventures, and other freebies.

For those who want to support the newsletter and/or receive some bonus content for Rust Never Sleeps, join the Pilot's Lounge. Sign up for $2 per month or $12 annually (50% discount).

This month’s RNS Content.

Every month I release RNS content for folks subscribed to the Pilot’s Lounge. This month’s content is a mission generator about hunting bounty in the waste land.

CTA Image

Can't see anything? That means you have the free subscription. Only the Pilot's Lounge tier can collect this RNS content. But you can try it out for free this month, if you'd like.

Sign Up

Additional RNS freebies.

These freebies may include bonus adventures, character creation prompts, rustbuckets, pilots, mission generators, and more. This month's freebie is an alt art schematic sheet by Hodag RPG.

CTA Image

Can't see anything? That means you have the free subscription. Only the Pilot's Lounge tier can collect this RNS content. But you can try it out for free this month, if you'd like.

Sign Up