Home Is a “Mechs vs. Kaiju” Tabletop RPG Where the Battlefield Is the Battle
Images from Home's website
A giant monster looms on the horizon. It has appeared out of a rift in space and time. It’s headed for your home. The only thing between your loved ones and this big ole creature is you—and your giant mech. You are piloting a giant robotic human and you are going to beat the hell out of this monster, and then you’re going to chase its brethren back into the bowels of another universe and beat the hell out of its buddies. This might remind you of the movie Pacific Rim, but it is also the tabletop game Home, a “mech x kaiju mapmaking RPG.” You can play it alone or with some friends. It’s sick.
I’ve been writing a lot about some cool solo games recently, and Home has been on the pile to check out for a while. I have to admit that I enjoy the big monsters. I think they’re neat. Home provides several mechanical and narrative tools to generate a situation where a big monster comes and you have to figure out how to deal with it. This, to me, is what gaming is all about. It’s a relatively simple game that asks for some six-sided dice of different colors, something to write with, and a few papers, and from that it provides a generation mechanism for a world, some mechs, some kaiju, and the blow-by-blow of what happens when those two things crash into each other.
In Home, you have a few options for generating these things. You make your home, which is to say you mark up a map with the locations of important things, and then you either generate or choose some names and important characteristics for those places. If you’re playing solo, you do this using the power of your one brain; if you’re playing with a group, this is an opportunity to communicate and engage with each other, building a whole continent or world that you then set out to defend from the creatures from beyond. To do this, you pick playbooks (like character classes) and then define your mech from there.
The mechs in the game are broadly archetypal. You create a pilot by naming them and locating them in the world, and then you pick a big machine they operate. The Engineer, for example, has an impressive array of possible weapons (singularity missiles, for example) and the Outrider is known to come from a home with “everdark cities.” All of these mech characteristics are arbitrary in the sense that they only have meaning when you narratively summon them to give contours or context in a moment, and Home is engaging in a serious effort of prompting you to think about the world as a living, cooperative space that you might want to protect with your mech and your pilot’s life.
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