I've got the first session of my Heavy Gear campaign mapped out. I've got a small portion of town, the bad guy's place, and a few NPCs around town. The bad guy's place will be narrative driven, which I royally stink at, but since it's going kablooie by the end of the campaign, it's not a big deal.
Of course, I have practically nil free time. I've planned for fifteen minutes of efficient gameplay (and about an hour of time). I cheated and used the "Mission Boundary" excuse, though it will have some effect.

I'll post how it went after the game session.

I wish I weren't such a novice GM, since something will go horribly wrong.
 
CHEESE! I made this in Inkscape. Public domain, yada yada yada. Feel free to leave a comment if you want a high-definition version made to order. And no, it's not a specific type of cheese. Just swiss-meets-Lord-knows-what.
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I've started preliminary groundwork on my Heavy Gear Campaign. For the first play session, I'm gonna have a small town prepared. And, for the sake of being ominous, a passage from the Bible. If you figure out what book it's from, you'll probably get a feeling of what I'm aiming for with the end result of this campaign (though not on a world-wide scale).

"Qui habet aurem audiat quid Spiritus dicat ecclesiis."
 
It's up! Go to the MapTool Stuff page and download!

Both the Heavy Gear MapTool campaign file (and a basic template to import as a TokenType), and the rooftops are there now!
 
For the sake of simplicity for my MapTool Heavy Gear campaign, I've started making rooftops. I plan to test it out with a buddy Friday or Saturday, but either way, I'm doing well enough on making rooftops and putting in data. For MapTool, I have all but 2 HG core rulebook archetypes in (and I plan to potentially make a few of my own). I have three types of rooftop, which if reflected could make about 10 or so combinations, and I'm gonna just make an elevator/stairwell house (for lack of knowing the proper term), a fire escape (Shiny red and rusty), and one of those fancy glass thingies that are like windows. Yeah. I'll put them up probably tomorrow, or whenever I finish them.

EDIT: Skylight. That's the term.
Also, I made an A/C unit, since a quick Google Maps view of Seattle (I just had to look for the Space Needle) showed that they are far, far, far more prevalent than I suspected. Don't look at me.
Don't hold your breath on the fire escape, since I just found myself bored to tears at the thought.
 
Setting up MapTool (rptools.net) for a game of Heavy Gear 2nd Edition roleplaying is getting tedious. I now feel the sociopathic need to record EVERY skill in the game in a the MapTool campaign Heavy Gear Character preset I've made. Then I'll make an animal preset, so that I don't always have to get bogged down with that, and a mook preset, for just the same reasons, and maybe archetype presets. But I'm not sure I have that much free time. I'll post.
 
So I just got a copy of 2nd Edition Heavy Gear at a local second-hand bookshop. It's nice because it's a dual traditional role-playing game and tactical wargame in one package. On the downside, forgive me if I take a while longer than I planned to work on WASTE.

On the upside, the system in my head for WASTE has only minimal overlap with Heavy Gear, so I'm still in the clear in terms of gameplay similarities, as the two would play nothing alike.

Working on a campaign that I'll post on later, 80/80* CP/SP characters [Cinematic, in comparison is 50/60, and that's the highest standard value] and a GMPC who is 120/All skills at 2. (Cheaty, but I wanna make this go smoothly, and the GMPC shouldn't really ever have reason to appear on the battlefield [well, Black Ops field of action] except for emergency extraction.

Oh, and I cannot figure out exactly how the rules work either. That'll take the

*And two complex skills as simple, making them more attractive
 
Yeah, I've been bad about updating, because there hasn't been anything noteworthy. I wrote an LOTR RPG scenario, but I haven't gotten it playtested yet, and may never at the rate I'm finding players.

Recently, though, I've had an idea forming in my mind. An idea that I call WASTE. In a nutshell pseudo-tactical mecha warfare RPG, with an emphasis on quick-to-play rather than full-tracking-of-which-way-the-shells-eject-in-regards-to-the-wind gameplay one expects from wargames. It's kinda based on the style of