The Sepsis:
... it seems like a whole lot paperwork both in listbuilding and keeping track of things ingame (heat, damage, ammo, all that). This is mostly because I've kept to FFG's games with cards and tokens, which makes things a lot easier to keep track of.
You can use tokens and such to keep track, you don't have to write it down on paper just because the rules presume such. Like, red tokens would work well for tracking heat, or actually (I'm not sure of the tabletop rules) using blue tokens might be better. Each mech would have a pile of blue tokens and every time they take Heat they discard one, cooling replenishes their pile, and when they run out, do whatever is necessary for the Heat rules. You can even use different colours to mean different "stages", for example in GURPS I use light green and dark green tokens for Fatigue, they get 1/3rd dark and 2/3rds light and deplete light green first. When they start spending dark green, they have
very visible reminder that they are at half Move, Dodge, and Strength.
Also when I'm running a post-apoc "resources are important" game, I give people tokens for certain resources, ammo, ammo reloads, Fatigue, day's rations, etc, so they can visibly see their resources dwindling... it makes it more visceral than just tracking it on paper.
Sometimes it's actually more work than just tracking it on paper (which I also do as GM), but it also has more of an impact. The players are far more cautious when their individual grey ammo and black reload piles are running low than they were when tracking it on paper. They don't waste as many shots and are less ready to just roll in guns blazing and run out of ammo, which they would do frequently, or more accurately, they didn't keep track well, so when I told them they were out of ammo and they thought they had more, it was a shock to certain Players. Now the only difficulty is obscuring how much the Absent-Minded doctor type has, since by the rules he sometimes just forgets to reload or even bring his spare ammo along - I kinda solved it by keeping track for him on paper, he has a random pile of ammo (as long as no one else checks his loadout) and I just adjust it occasionally when dramatic to keep the Player guessing. If the character double checks in a downtime moment, I adjust it to be accurate... for awhile.
This message was last edited by the player at 14:46, Fri 10 Sept 2021.