Spencer Campbell's NOVA, plus Artist Alex Connolly

NOVA, plus interviews with Spencer Campbell and Alex Connolly

NOVA cover art for the September mecha ttrpg newsletter.
NOVA cover art for the September mecha ttrpg newsletter.

This is Asa Donald with the September mecha ttrpg newsletter. If you’d like to hear more from me, you can check me out on bluesky. This newsletter features a different mecha ttrpg each month, interviews with mecha creators, and content submitted by the community.

This newsletter is free. To support me and my games, 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.

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

  • Community content, including three new releases, a kickstarter in its last 24 hours, and an English-language rulebook for a Japanese fantasy-mecha game from 1989;
  • A featured mech ttrpg, NOVA, and an interview with its creator Spencer Campbell; plus
  • An interview with notable mecha artist, Alex Connolly.

This month, members of the Pilot's Lounge get exclusive access to a mission module and an alternative character sheet for Rust Never Sleeps by Galen Pejeau.

Community Content.

Curated content based on reader's suggestions.

Suggest Content

The Mecha Mini-Games Game Jam is live on itch! This game jam is for mini games like the ones you can find in Meguey and Vincent Baker’s Firebrands. In Firebrands, each mini game is usually 1-2 pages in length and rarely takes longer than 30 minutes to play. Feel free to submit one mini-game or a collection of several!

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…

And check this out: EUphoria Actual Plays will be holding co-working streams for the game jam on the 10th and 24th!

The Mecha Mini-Game Game Jam runs throughout September, hosted by @backwardsttrpg.bsky.social. In these co-working streams, @jcdarcy.bsky.social will be brainstorming and designing their own mini-game, offering pomodoro timers and body-doubling in the hopes you'll join them in contributing!

EUphoria Actual Plays (@euphoriaap.bsky.social) 2025-08-30T15:57:13.877Z

Binary Star Games just released softback copies of APOCALYPSE FRAME on their new storefront! These are square-backed, staple-bound booklets that open flat on your table and fit nicely on your shelf.

Binary Star Games Store
Home of APOCALYPSE FRAME, Valiant Horizon, and more!

Spencer Campbell, who is this month's featured game designer, was recently interviewed by Rowan Zeoli of Rascal news.

Spencer Campbell wants to be a toymaker
“I don’t get satisfaction from just the creation of games… I want somebody to play.”

Spencer also wrote an interesting post called "Be Pigs, Not Animals," in which he weighs in on the "What is a TTRPG?" section that accompanies many games.


NOVA Content

Content for this week's featured TTRPG:

Community Releases

Wares Blade—Japan’s hit 1989 fantasy-mecha RPG—comes to Kickstarter in English August 26th!
Wares Blade—Japan’s hit fantasy-mecha RPG series from the 80s and 90s—comes to Kickstarter in English August 26th! This is a journey almost 40 years in the making. Be a part of history.

The English-language rulebook will be based on Wares Blade: The Revival, the revised and expanded starter book published by Hobby Japan in 1994.

Fusion Core Lullabies by Bammax Games
A print-and-play TTRPG about mech pilots in uncertain times, for 3-6 players

Fusion Core Lullabies, a print-and-play TTRPG about mech pilots in uncertain times, for 2-6 players.

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Blazing Hymn | Peach Garden Games
Blazing Hymn is heavily inspired by Symphogear, with a lot of tone touchstones lifted from Evangelion. Blazing Hymn is a music-driven high-action combat tactics TTRPG! There have also been multiple expansions and a published adventure, all of which are available in the Ultimate Collection.

Learn More
Scout by Bardcraft
A GM-less Map Making RPG for 1-8 Players

Scout is a system- and setting- agnostic supplement for tactical TTRPGs where engaging encounter maps matter. No map prepared? Play Scout to create a great one together! While not just for mecha TTRPGs, Lancer was one of the systems that Bardcraft designed it for.

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Mecha Vs Kaiju 202X | An Anime Storytelling RPG
Mecha Vs Kaiju is a #TTRPG putting you in control of anime-inspired characters with giant customized monster-fighting robots! Narrate any action, situation, or outcome in this modern story game that's backwards compatible with any 5E game or supplement.
Kickstarter ends Tuesday September 2nd. Get your 130 page full color core rulebook and Kickstarter exclusive Little Big Book of Kaiju!

Learn More
War In The Toybox by FluoriteGuillotine
An adventure hook for Lancer RPG

New Release | This is a short adventure hook for Lancer based on the 2006 LEGO theme, Exo-Force.

SPONSOREd
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Sponsored Content
You can purchase ads in this newsletter. Sponsored content supports the creation of this newsletter and games like Rust Never Sleeps. This is an example of what an ad can look like.

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NOVA by Spencer Campbell

NOVA is a rules-lite tabletop RPG in a world where the sun exploded, and humanity struggles to hold onto what little light they have left. The players pilot exosuits, called Sparks, exploring the dark ruins of old earth, searching for the technology and knowledge that may just bring on a new dawn.

NOVA ($15.00)

Designed by Spencer Campbell | Gila RPGs. Layout by Julie-Anne “JAM” Muñoz. Art by Eddie Yorke

NOVA on itch

Characteristics

  • A sci-fi heavy setting with sparks (exosuit) mechas
  • using the rules lite Lumen system (d6, dice pools)
  • which emphasizes combat
  • and has an impending update for diceless play and more lore

Highlights

  • An imaginative sci-fi setting with no more sun and fun lore
  • Flavorful, distinct options for sparks
  • A simple “mod” system to improve your Sparks
  • A video-game-esque “drops” system for health and fuel
  • Killer layout by Julie-Anne “JAM” ” Muñoz and stunning art by Eddie Yorke
  • And lots of support for GMs

Consensus

I recommend this game! Grab it if you are a combat-loving player of ttrpgs or a GM who wants a world and missions at their fingertips.

NOVA is also one of those games that you can buy just to read the lore and enjoy the art/layout. In fact, this game was ENNIE-nominated for best layout and best rules. It is worthy of both.

🔍
Hint for Next Month's Feature
Next month, I'll be featuring one of my favorite solo ttrpgs, plus an interview with one of my favorite indie designers, who has written two cool mech ttrpgs.

An interview with Spencer Campbell:

This month's interview features Spencer Campbell, designer of NOVA, LOOT, and RUNE. He also just funded his newest game Dragon Slayers on Kickstarter. You've likely heard of Spencer's games, and that's no coincidence! In my opinion, Spencer is a precise mechanic-oriented designer who knows how to make a clean and fun game that's easy to pick up and conveys a very intentional experience. For that reason, I consulted with him on Rust Never Sleeps, and he gave me extremely helpful feedback, which also helped me find some inspiration that pushed me past some burnout. If you need similar insight, I strongly recommend hiring him!

NOVA is an awesome mecha example of Spencer's knack, even as he mulls a new edition for diceless play and expanded lore. The rules and mechanics are focused around a power-fantasy playstyle, and the design was nailed so well that the LUMEN system has spawned numerous games.

Many thanks to Spencer, who was kind enough to answer some of my standard questions on NOVA:

What inspirations or touchstones does NOVA draw from?

Spencer: NOVA's touchstones are Destiny and other action RPGs and looter shooters like Borderlands. Powerful characters with a small suite of powers, or what I call "do cool shit buttons" that you get to push over and over.

What is unique about NOVA?

Spencer: I think NOVA sits at a really cool place of being an overt power fantasy, but also with some interesting tactical play. I like to say that your characters are already level 20 when you start. It is more about finding builds and playstyles that fit you, but finding the right combinations of mods for your Spark to play them as the badass you want them to be.

Why should people try NOVA?

Spencer: If you like cool mechs, hate the sun, and want to wipe out waves of enemies with awesome powers, NOVA is for you.

What other games do you recommend?

Spencer: My go to mech recommendations come from the same designer. I think Binary Star Games' Apocalypse Frame and Celestial Bodies are two very different but incredible approaches to the mech genre.

Bonus Interview

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

Alex Connolly, Mech Artist Extraordinaire

Once you notice Alex's art, you begin to see it everywhere. I think I first noticed it in Salvage Union. And then I realized it was also in Spectres of Brocken. And of course, then I figured out that it was all over Hatchlings Games' upcoming Argo-0 (Argonaut). You might also recognize it from the cover of Rust Never Sleeps...

I think this is my fifth month of interviews or so, but I have to say: Alex's interview is one of my favorites so far, sincerely. As it turns out, Alex and I have a lot in common beyond mechs, including being raised on farms and operating heavy machinery. It explains our mutual love for clunkers!

What first interested you in the mecha genre and how did you start illustrating mechs?

Alex: I suspect a number of things fed into it. Growing up on a farm always had me clambering around and riding on tractors, which definitely sewed an appreciation for unromatic industrial design. All function, no superfluity; true nuts and bolts aesthetic. From there, I think it was just an agglomeration of disparate things. A single rented VHS tape of Robotech, a few ancient copies of White Dwarf magazine, that incredible Fleischer Studios' Superman short 'The Mechanical Monsters' from 1941, happening upon a friday night broadcast of Return of the Jedi, where arguably one of the greats was stalking through the Endor forests; all feeding into this appreciation and enthusiasm for things large and legged. 

And when I caught the first Patlabor film by accident as a young lad, which felt like that Junji Ito 'This hole was meant for me' macro, I knew I had found my people.

I can't recall exactly when I started scribbling these sorts of things, but it must have been early. It coalesced with the discovery of the Terran Trade Authority books in my school library, where starships took on this mythic quality. More specifically, TTA's Spacewreck volume; where deep space vessels depicted technological tragedy. Great Space Battles might be the most universally appealing, but Spacewreck's examination of mechanical vulnerability and catastrophic failure was utterly captivating. I don't want to call it wholly responsible for personal design ethos, but the concept of fallibility is much more interesting than magical machinery, and always in the back of my mind.

As an adjunct, the late and unimpeachably great Stephen Biesty was responsible for really driving home the importance of design logic. Sure, we'd enjoyed a raft of detailed technical manuals like Haynes, but Biesty did for technical design what Richard Scarry did for civic awareness. Poring over his books is a cherished childhood memory, but most importantly, it highlighted that if you're going to design something fantastical, it deserves a sort of order within the fantasy.

What have been some of the challenges and joys of illustrating mechs?

Alex: The joys are found in being part of someone's dreams towards the fantastical. It's warming to start developing something and the client begins to add ideas into the mix, thus begins a fun collaboration. Even when things don't work out on a particular facet, the redesign focus can only be positive. I won't lie, this aspect has been learned the hard way. In the moment, when the illustrator is in the zone, everything feels like it is working out and magic is being conjured. However, when a design doesn't fire for the client, it can hurt! All those lines and concepts, years in the making: denied! But that right there is a crucial part of the equation. Admittedly, every design development is different. If you're part of an onsite team, the feedback might be immediate and incremental. For remote freelancers, though? Sometimes the feedback might not be expedient, and the passage of time between sending artwork and a response can weigh heavily. Those times are tough! I don't want to speak on behalf of remote operators, but suspect many appreciate a fast turn-around with visual development.

As far as the particulars of mech design, I always feel I get too lost in the weeds regarding the design considerations. Some folks just want a cool machine that walks around. I tend to consider the small things, even when utterly unwarranted. Access and egress, power plant, what sort of machinery is driving the articulation and what sort interface is affording the pilot operation? Technical design illustrators know this all too well, but as much as it's easy to consider far too much, it informs the greater design decisions. In fields like video games or film, attention paid to things like articulation, scale and physics — however farcical and fantastical — pays dividends for a convincing design.

What have been your inspirations or models for mechs?

Alex: Every fan is different, but for me, I tend to lose interest when the mech or mecha gets beyond a certain size. Being a huge nerd for that aforementioned fallibility, something like Gundam has diminishing returns from a pure design perspective. It takes on an allegorical element, but I can't deny the clout and sway Gundam has rightfully gained. Equally, Battletech might be an industry titan, but it's the smaller mechs that I prefer over the colossal assault class designs.

As such, designs found in VOTOMS and Heavy Gear have huge appeal. The AT-ST is a stone-cold classic. Anything Kow Yokoyama touches, be it the immensely influential Maschinen Krieger or his work on Genki's mecha dungeon crawlers in the Nineties, is highly regarded. Beyond a specific scale, you can't see the welding marks or rivets, and the articulation takes on a meaningless quality. There are exceptions, such as the body horror of Hideaki Anno's Eva units in all their squishy glory, but the smaller the scale, the better.

In the case of Patlabor, where the machines are not so much governed by rule of cool as they are bureaucracy and maintenance, even better!

What mecha ttrpgs have you worked on? And do you have a favorite piece in any of them?

Alex: My first technical gig in the TTRPG space was doing all the mech designs for Leyline Press' Salvage Union. I'd been ogling the immensely cool art being delivered for the Lancer TTRPG at the time, and was champing at the bit for something similar. Salvage Union remains a really cherished product, and would love to go back and give the designs a second pass after all these years. One interesting element was having to render technical designs from the immensely talented Hamish Frater's key art on the project. It all hinges on emphasis, and having a painterly style can afford artists a little latitude when illustrating vehicles. But when the brief came down to take some of these illustrations and give them the cutaway treatment, I had to tread carefully and retain the design while inventing systems and structures to underpin its capabilities. It's a terrifically fun pursuit, but a taxing one.

I've also worked on things like Aaron Lim's Spectres of Brocken and the upcoming ARGO-0 by Hatchling Games, all sorts of mecha madness within.

And, naturally, Rust Never Sleeps. And, it might just be a case of novelty, I'm still buzzing from what we designed there. Think the base mech has real utility to it, and whether you're fighting The Man or harvesting corn, it fits the bill. Might be my favourite at the moment, no word of a lie!

What else are you working on currently?

Alex: At the moment, I'm doing design work on an upcoming dieselpunk WWII title from Compass Games, so if you like Gear Krieg, you'll enjoy this one. It's really deep design work, because when you're working with military veteran wargamers, you need to hit that sweet spot. Another project I'm trying to find time to create is a system-agnostic vehicle creation set, using playing cards. That's all I'll say for now, but if sci-fi Matchbox Connectables sounds like a fun time, you might be interested.

I've also got a long-term plan to produce an illustrated book, but we're talking universal heat death-grade timeline on that one. But it'll involve needlessly detailed mechanical design, no doubt about it!

What else would you like to share?

Alex: Like-minded folks can find me via my LinkTree profile (@ACiDConcepts | Linktree), which includes things like BlueSky, a website and other assorted digital connective tissue. If you'd like to enquire about commissions and collaborations, get in touch via my website's contact form.

Thanks for the opportunity to wax mechanical!

📖
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.

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This month’s RNS Content.

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