All Systems Go is Go
Flipping switches and cross-connecting power converters in this solo mecha RPG.
The magnetohydrodynamic chamber is initiated.
The catastrophic interruption reserve circuits are engaged.
The destructive interference convection scanner is proliferated.
The nucleonic particle capacitor has been flushed.
The node-first pathfinding locomotion search is mobilized.
It's time for launch. All systems are go.
A mech is a big machine. Controlling it isn't like wearing a suit. You need to balance the needs of your different systems against each other, keep up with your maintenance checklists, bring systems online in the correct order, and all kinds of other technical challenges. Compared to the work involved in keeping your mech online and functioning, actually engaging in combat is nothing.
All Systems Go is a solo mech RPG that is designed to evoke that feeling; to give you the experience of maintaining your mech, and going through your startup routine. If you go through your startup routine perfectly, your mission goes perfectly. But watch out; if you take steps in the wrong order, fail to take a step correctly, or don't take a step at all, your mech will have Malfunctions that might affect your mission. They'll definitely affect your Victory Points, which might be a problem for your campaign progress; and it might even get your mech damaged, requiring you to take different steps to deal with it on future missions.
The technobabble at the top of this announcement is a real gameplay sample. In order to start up your mech, all you need to do is perfectly reproduce a complicated sequence of technobabble in the right order. You get to build your mech yourself out of components, each of which have their own technobabble phrase for startup and an order that it needs to be in. Of course, if you end up accidentally building a mech that has conflicts, that will affect your startup too (don't do that).
Options are also included for group play, and even suggestions about asynchronous play or other ways to make it more exciting. (One good suggestion a reader made after reading that section was to make it a drinking game; immerse the players in the malfunctions of their mech by impairing your brain function!)
The All Systems Go Campaign Book (included) also gives you twelve Campaigns to play through, and all the tools you need to procedurally generate an infinite number of your own Campaigns. Existing Campaigns range in complexity from The Shortest Path up to The Absolute Clown Fiesta; when making your own, you can make them as simple or as complex as you like.
The Campaign has been selected. The Mission is starting. Are your systems ready to go?