Monthly Mecha: ECH0 & Kai Poh, plus CJ Tucker
Mecha TTRPGs Monthly
This is Asa Donald with your December 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.
In this month's newsletter, you'll find:
- Community content, including four new indie releases;
- Our featured mech ttrpg, ECH0;
- An interview with its creator Kai Poh of Role Over Play Dead; plus
- An interview with designer, CJ Tucker of Crackerjackelope Games.
This month, members of the Pilot's Lounge get exclusive access to an RNS mini-game.
I have teamed up with CJ Tucker of Crackerjackelope Games to create a Sad Robot Bundle for One and Two. Get Goodbye, World and Rust Never Sleeps for $4.99 (Retail value $11.00).
Salvage Union is currently available as a bundle on Bundle of Holding. This is a seriously killer deal for $19.95 (Retail value $79.50).

Lancer actual play Bring Your Own Mech has drops the finale of its second season
Liz Little teases art for an upcoming 80s/90s-inspired, narrative mecha rpg.
@redregenmann.bsky.social finished this awesome piece for the mecha game that I'm shifting development to once You Will Die In This Place is wrapped up.
— Elizabeth Little (@liz-shrikestudio.bsky.social) 2025-11-28T12:15:48.452Z
One year ago, Skeleton Code Machine ran their 5-part series: Mech Week. It is genuinely a great blog series, which I know I have shared before:

ECH0 Content
Content for this week's featured TTRPG:
- Play report from the UCLA Game Lab: RPG Play Session Summary for ECH0
- Games, Actually: A Review of ECH0 in Episode 8 - ECH0
- Friends at the Table: ECH0, featured in the episode The Road to PARTIZAN
Community Releases
IronFrame ($5.00) is a new rules light mecha TTRPG! From Andrew Christman, designer on Dreamwardens, meant specifically for one shots and short campaigns. The main mechanic involves using different sized dice to represent the mech's components, which constantly change throughout a battle.

Running From Skeletons has released Giant Robot Writers' Room (Name your own price): You are an elite writing team working for a studio about to create an exciting new giant robot show. Production is slated to start tomorrow, and you just need to get final approval. Except you haven't finished the general draft. Or, you know, started. GRBWR is a game for 2-5 Writers and a General Manager.

Jellyfishlines releases CONROI (Name your own price), a mini-game about mech pilots at war. Who will die? And who will write letters to their friends' families? For 5 players; A game played with very little. CONROI was written for the mecha mini-game game jam.

Aldo Salt releases LAST CHARGE OF THE SENTRY ARCANES (Name your own price) – A Baroque Mecha Tarot Card Roleplaying Game. Rules inspired by Vincent and Meguey Baker's "Otherkind Dice" concept. Themes of resistance, "Dying Earth," doomed last stands, and old-school chivalry. "Roguelite" Tarot Card game mechanics that generate randomized mech parts and threat scenarios.

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.
Featured Mecha TTRPG
This month's featured ttrpg is ECH0 by Kai Poh.
ECH0 is a map-drawing ttrpg about… Peace. Kids playing in mech wreckage. A ghost. One last journey across an ancient battleground to find a pilot's final resting place... It was originally created for the emotional mecha jam, which ran from mid-January to mid-February 2019, hosted by Takuma Okada and John R. Harness.
The emotional mecha game jam is a historical jam, one that had an influence not only on itch as a platform for ttrpgs but also on ttrpg design more broadly. I've wanted to feature ECH0 since the release of this newsletter as one of my favorite games from that jam. Kai Poh was kind enough to revisit this game with me and answer a few of my questions.
ECH0 ($2.99)
Writing, Design by Kai Poh. Graphic Design & Layout by Elisha Rusli; Photo by Emjeii Beattie.
Characteristics
- A 4-page ttrpg about a dead mecha pilot finding peace in a world that has moved on
- with GM-less storytelling and map drawing
- for 3 or more players (1 pilot and 2+ children)
- With unique, randomly generated and collaboratively constructed settings
Highlights
- Imaginative worldbuilding around children and a ghost
- Great, pithy writing in a tiny, affordable game
- Can generate a range of emotions by the final stage of play
- Incredibly easy to pick up and play on the spot — with some replayability too
- Options for duet-play too
Consensus
I recommend this game! In fact, this game is a great example of why you don’t need big books for your ttrpgs. An entire world and its tone is packed into this tiny little document with evocative writing. I’d love to find a way to incorporate it into a session zero for a larger mecha game, although it also deserved to be played in its own right.
Next month, I'll be featuring some of the highlights of the Mecha Mini-Game Game Jam. Take a look at the submissions: Mecha Mini-Game Submissions.
An interview with Kai Poh:
What inspirations or touchstones does ECH0 draw from?
Kai: I saw the wreck of a Japanese Zero fighter when I was a little boy, in Sabah, I think in the early 1980s. I was in a car with my father and his colleagues, on the way to some sort of factory or work site that they were consulting for. We stopped the car and one of our companions showed us the plane lying in a wild field nearby. It was a skeletal frame; decades of curious visitors had stripped away many metal and wood parts. The frame and wings still held their shape, so the pilot must have landed relatively safely, then had to abandon his plane. You could imagine many different stories about the history of the warplane and its pilot.
Ech0 is a guess at what a bunch of kids could have found if they met the pilot's ghost. I think a good touchstone is to think of Miyazaki's idyllic settings, the ones which hold echoes of a past war, like in Porco Rosso or Future Boy Conan.
What is unique about ECH0?
Kai: Ech0 is a simple map-making game where all the players share narrative agency. There are no dice rolls for action resolution, only for location prompts. It's a game about war where the fighting and dying has already happened a long time ago. Specifically, each kid describes the site of one of the fallen mecha as the group explores, but the dead pilot describes what happened in the past, for the children to react to. The text just provides tables of prompts, images and ideas to guide worldbuilding. This was when map games were still pretty new to me. Apart from the work of Avery Alder and Takuma Okada, there wasn't much that I knew of. My partner Elisha and I were pretty much fumbling around in the dark when we made this.
Why should people try ECH0?
Kai: I see every group bringing a lot of their own influences and ideas to the game. Some people turn up the comedy with the kids. Some play the pilot confused or shell-shocked or deeply saddened. And there's a map you've made at the end, an artifact you can peruse to remember the adventure. I'm hoping people will just want to see what they and their fellow players can make in the framework of this game.
What other games do you recommend?
Kai: The Deep Forest by the wonderful Avery Alder, the first map-making game I ever encountered. And Alone Among the Stars (and its spin-offs) by the inestimable Takuma Okada. These were the games at the very start of my journey of design.
Also, Takuma made Oldhome, which I think is a really lovely game with some of the same vibes as Ech0.





Images and play artifacts from the ECH0 itch page.
Bonus Interview
This month, I've wrangled up a bonus interview with...
CJ Tucker of Crackerjackelope Games
As the year 2025 breathes its last breath and expires, I have chosen to feature not only a game about a dead mech (ECH0) but also CJ Tucker's game about a dying mech (Goodbye, World). Both of these games are short and pithy; they pack quite the emotional punch. They play with medium. It is only appropriate.
Many thanks to CJ for taking the time to answer my questions and for joining me in a Sad Robot Games Bundle for One and Two as well! CJ is a queer game designer from Wales who writes short tabletop RPGs on whatever strikes their fancy but especially on themes of death and legacy through experimental mechanics. You can see those on display in Goodbye, World.

In this month's newsletter, I chat with CJ about Goodbye, World </3, its clever title, its spin on mecha themes, and the medium of ttrpgs.
Where does the title Goodbye, World come from?
Asa: First of all, the title of this game is so clever, Goodbye, World </3. Can you explain where it comes from?
CJ: Thanks! I remember it was such a lightbulb moment when the title came to me. It's a pun on the phrase "Hello, World," which is used to check whether computer programmes are working. Since "Hello, World" is the thing you make a computer say when it starts working, "Goodbye, World" felt perfect for a game set at the end of a robot's life.
What made you want to explore the relationship between people and their machines in Goodbye, World </3?
Asa: Mecha media often explores relationships between people and machines but to different ends. Why did you want to explore this theme in Goodbye, World </3?
CJ: Lots of my games centre around the theme of death, but Goodbye, World was my first! The idea actually came from discussions with my partner, who is even more emotional about robots than I am. My goal from the beginning was to make a game that would make them cry. There are some people where saying that is a really strong pitch and there are some people who give me weird looks, I trust your readers to be the former!
Why were you interested in exploring medium in Goodbye, World?
Asa: Goodbye, World </3 plays with medium (text and speech) in really fun ways. Why were you interested in exploring medium?
CJ: So you've got one person playing the pilot, who communicates through speech; and one person playing the mech, who communicates through text, and the amount of messages they can send is ticking down as they die. The game is super short and gets right into the tension, which makes for some super explosive roleplay. The idea of some players typing and some players speaking came from This Discord Has Ghosts In It by Will Jobst and Adam Vass. I loved the idea of making the texting feel diegetic, like it's appearing on the mech's HUD or something. Also, making the mech send texts turned their communication into a resource, which I think still has loads of design potential beyond what I did in Goodbye World.
What inspirations or touchstones does this game draw from?
CJ: Discord Ghosts was one of the first indie RPGs I ever played, and it still has a dear place in my heart 4 years later. It was a perfect game to come out during lockdown and it's still an amazing experience now. Other than that, I quote Titanfall 2 on the back page of Goodbye World, the relationship between the mech and pilot in that game's campaign was a huge inspiration for me!
What games or other mecha content do you recommend?
CJ: If it wasn't clear enough already, I adore This Discord Has Ghosts In It, so that's definitely a big recommendation from me.
In terms of mecha stuff I've gotta talk about Immortal Gambit by TitanomachyRPG, Lex Kim Bobrow cites Goodbye World as an inspiration for it, which was such an honour!
I also read Aether Nexus recently and really enjoyed it! All the art is gorgeous and the character creation was really fun, looking forward to playing that sometime in the future!
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