Anyone seen The Company from d101?

hanszurcher

Mongoose
I know some folks around here have an interest in using Legend for modern settings. Has anyone looked at this yet?

The Company

I'd like to use Legend in a modern conspiracy horror and a Fallout post-apocalyptic setting in the future, it would be nice to have rules for skills and firearms laying about. :)
 
hanszurcher said:
I know some folks around here have an interest in using Legend for modern settings. Has anyone looked at this yet?

The Company

I'd like to use Legend in a modern conspiracy horror and a Fallout post-apocalyptic setting in the future, it would be nice to have rules for skills and firearms laying about. :)

I've got it. It's a great book.

It's also worth taking a look at the Strike Force 7 book for MRQ I from OtherWorld Creations - there's some useful modern rules in there too.

I've been thinking about the possibilities of a Cyberpunk ruleset using the Legend system. Would anybody out there be interested in such a thing?
 
Nice. I'll take a look at it if Mixster and me ever get on with our Modern Legends.

Right now I have a business to run and a grad. school to finish, so don't know when it will be.

- Dan
 
Prime_Evil said:
...
I've been thinking about the possibilities of a Cyberpunk ruleset using the Legend system. Would anybody out there be interested in such a thing?
Yes. Yes I would.

I recently played Deus Ex: Human Revolution and was thinking about a Cyberpunk setting for legend as well. Well, I've mostly been wondering about how to implement augmentations in the game. Using POW points to activate/fuel special abilities like an optical cloak or thermal vision. Some augmentations could be Advanced Skills...like social enhancers and smart hacking implants.
 
I also have The Company and agree, it's an excellent game. How it will differ from a Legend version of a modern setting is that The Company is a much simpler system. Considering, a lot of the crunch associated with Legend, e.g., combat manoeuvres, just doesn't make any/much sense when considering shooting a gun, I don't see much need to use Legend. A critical/normal/fumble system is really all you need.
 
Stainless said:
e.g., combat manoeuvres, just doesn't make any/much sense when considering shooting a gun, I don't see much need to use Legend. A critical/normal/fumble system is really all you need.

Well, it depends on the depth you wish because I disagree very much with this. True that you don't have the same possibility for finesse when hitting with a bullet as when hitting with a sword - but, there is still a large finesse in movement, shooting patterns etc.

When Mixster and I were working on Modern Legend, most CM allowed for some sort of manoeuvre afterwards, or using the succes to make a well-placed aimed shot. So basically you used CMs to make the enemy duck, to cover a friends movement, to pop back down behind the cover, to give yourself half a second to move a bit etc. I have never been in combat, but I have received army training and one of the things I took with me from it, is the impression that this is how modern combat works.. most bullets are never close to hitting an enemy, they are often fired simply to provide a weight of fire to make the enemy duck, to cover movement etc. etc.

But, of course such a system becomes very tactical and it might not be what is desired. If the modern game is a 007-style agent game, all these rules will likely simply be filler. Same goes for investigative games, horror etc.

-Dan
 
Stainless said:
... Considering, a lot of the crunch associated with Legend, e.g., combat manoeuvres, just doesn't make any/much sense when considering shooting a gun, I don't see much need to use Legend. A critical/normal/fumble system is really all you need.
I guess that could be true if action was limited to firing a gun. But conspiracy and cyberpunk settings are a bit more refined. Shooting people could land you in a company prison real fast or alert enemy operatives to your infiltration. Non-lethal take downs, hand-to-hand combat and stealth will be in high demand and encouraged considering how much fun CM's can be. Post-apocalyptic settings like Fallout also have a high level of unarmed and melee weapon action. A machete doesn't have to be reloaded and considering the scarcity of ammo....
 
Dan True said:
... When Mixster and I were working on Modern Legend, most CM allowed for some sort of manoeuvre afterwards, or using the succes to make a well-placed aimed shot. So basically you used CMs to make the enemy duck, to cover a friends movement, to pop back down behind the cover, to give yourself half a second to move a bit etc. ...
What? No Gun Fu?

Hong Kong action films are a gold mine of potential gun as a total weapon CMs.
 
hanszurcher said:
What? No Gun Fu?

Hong Kong action films are a gold mine of potential gun as a total weapon CMs.

One of the issues that modern RPGs face is whether they simulate "realism" or "cinematic action". I liker the approach taken by GURPS - they've got GURPS Modern Action and GURPS Gun-Fu for those who like a cinematic approach and GURPS Tactical Shooting for those who prefer gritty realism.

For Legend, one approach might be to introduce some "cinematic" combat maneuvers that can be activated by spending Hero Points when an opportunity presents itself. This would allow the GM to control how wild things get by controlling the rate at which Hero Points are awarded. So adventurers with Hero Points to burn could regularly perform the kind of stuff that you see in action movies, while characters on a more restricted diet could only do this at moments of high dramatic tension.
 
hanszurcher said:
Prime_Evil said:
...
Well, I've mostly been wondering about how to implement augmentations in the game. Using POW points to activate/fuel special abilities like an optical cloak or thermal vision. Some augmentations could be Advanced Skills...like social enhancers and smart hacking implants.

Rubble and Ruin is a Post Apocalyptic setting for BRP and has a few augmentations in it and could be used as a good jumping off point.


Since I first read MRQ2 I've had the idea that the CM system would probably work great for realtime Hacking in a Cyberpunk game.


[edit]word of warning on Rubble and Ruin. I purchased the pdf through RPGNow and it was a bit messed up and the last I heard that site still doesn't have a good version of the pdf available. However, I was able to obtain a non-borked version directly from the author by posting my problem on the BRP site. Other sites may have a good version of it, but I would avoid RPGNow for that particular pdf.
 
I take the point that combat manoeuvres could be used in gun combat. I just don't see the scope for it is anywhere near as wide as it is for melee combat. Thus, the overt simplicity of the Open Quest system (that The Company is based on) seems a good fit to me. By all means, adapt Legend, but for some (myself included), the extra crunch of the system will be a definite negative and the simplicity of OQ is a selling point.

The Company could do with an expanded hand-to-hand combat system (although it's not too bad as it stands). Maybe in the future... Then again, since it's BRP-based, it's easy enough to adapt the dodge, grapple and martial arts skills from the BRP Big Gold Brick.
 
Prime_Evil said:
One of the issues that modern RPGs face is whether they simulate "realism" or "cinematic action". I liker the approach taken by GURPS - they've got GURPS Modern Action and GURPS Gun-Fu for those who like a cinematic approach and GURPS Tactical Shooting for those who prefer gritty realism.
I seem to recall realism vs. high action being a point of discussion way back in the early 80s as well. :)

Thanks for pointing out those GURPS resources.

For Legend, one approach might be to introduce some "cinematic" combat maneuvers that can be activated by spending Hero Points when an opportunity presents itself. This would allow the GM to control how wild things get by controlling the rate at which Hero Points are awarded. So adventurers with Hero Points to burn could regularly perform the kind of stuff that you see in action movies, while characters on a more restricted diet could only do this at moments of high dramatic tension.
In a cyberpunk setting you could also restrict the "cinematic" combat maneuvers to virtual environments.
 
Redcrow said:
Rubble and Ruin is a Post Apocalyptic setting for BRP and has a few augmentations in it and could be used as a good jumping off point.
Very awesome. Also scratches my Fallout itch. Thanks for the pointer.
Since I first read MRQ2 I've had the idea that the CM system would probably work great for realtime Hacking in a Cyberpunk game.
...
That does sound interesting.
 
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