MRQ2 Non Fantasy

Grimolde

Mongoose
Probably a daft question but, has anyone used the MRQ2 rules for a non fantasy setting, for example, a zombie holocause type romp?
 
I personally haven't used MRQ2 for anything non-fantasy, but would love to see a cyberpunk conversion done using the system. IMO, the Combat Maneuver mechanic would make a great basis for a Hacking system in a cyberpunk game.
 
I would love to see a moderns rule conversion - cant see why most of the underlying ruleset could not remain
 
I was considering an attempt at converting them to a non-fantasy western setting.

But that is probably pretty far into the future.
 
Of course there's no problem with using the game system for non-fantasy, Call of Cthulhu has been doing this for years, decades even, with the same fundamental game mechanics. It's been used for science fiction (Ringworld) and superheroes (Superworld) as well. I suspect that that Mongoose probably can't use the term "BRP" for trademark reasons, but, you know, if it waddles and quacks... :wink:
 
PhilHibbs said:
Of course there's no problem with using the game system for non-fantasy, Call of Cthulhu has been doing this for years, decades even, with the same fundamental game mechanics. It's been used for science fiction (Ringworld) and superheroes (Superworld) as well. I suspect that that Mongoose probably can't use the term "BRP" for trademark reasons, but, you know, if it waddles and quacks... :wink:

Except CoC's disconnect between attributes and skills is really annoying...
 
taxboy said:
Except CoC's disconnect between attributes and skills is really annoying...
I wasn't saying "Sure, just use CoC", I was saying that the MRQ2 core mechanics are entirely usable for non-fantasy. The first drawback in terms of game balance that I can see is that POW is reduced in value in a non-magical setting. It still functions as willpower, though.
 
Greg Smith said:
Ranged combat would need working over. Combat manuevers are very melee oriented.

I've given this a bit of thought as I used the old AH RQIII rules in a sci-fi setting for a bit with good success, I called it SpaceQuest. :lol:

Sci-fi/modern firearms could still use combat manoeuvres: Impale is still relevant to bullets (but harder to remove them of course), but other CM's occur to me: Area Effect, Ignite (flamers anyone...), Auto-Burst, Scatter Round, Overburst (power up that Plasma cannon), then you could have CM's like Stun (for taser type weapons) and Entangle (anti-riot foam, net launchers ect.).

Automatic weapons could be a bit complicated, but a random roll to determine the number of hits, or a system that recognises skill level can influence the number of hits could be done fairly easily, I have a vaguely formed idea floating in my head involving the critical range of a skill to help determine number of hits from an auto weapon.

Skills are easily added to the basic list as well, the trick is to keep them fairly simple and allow specialisations in the form of Lores (maybe call them Techs or something...)

I think it's certainly achievable.
 
Pete Nash ran a very good Culture game for me and some friends a couple of weeks ago: we played both Culture Avatars and their ships. Lots of rules tweaks but it worked very well.
 
I will probably be making a pirate setting before long, which will be either non-fantasy or very, very low fantasy (voodoo might exists for example).

As the dear Vagni says then the ranged rules needs tweaking - some of the stuff can be implemented through adding Combat Manouvres, as he also says - other aspects will probably need some specific rules. You could introduce weapon abilities like those in Dark Heresy, which adds to the flavour and different abilities of weapoons (blast, reliable, scatter etc.). Most would be pretty easy to convert, as Dark Heresy is a distant nephew of RQ.

- Dan
 
Dan True said:
As the dear Vagni says then the ranged rules needs tweaking - some of the stuff can be implemented through adding Combat Manouvres,
This highlights a major design flaw in MRQ2... "maneourves" is damn impossible to spell! :wink:
 
This highlights a major design flaw in MRQ2... "maneourves" is damn impossible to spell!

Tell me about it... its one of those words I have to think three times about when trying to type it.
 
PhilHibbs said:
Dan True said:
As the dear Vagni says then the ranged rules needs tweaking - some of the stuff can be implemented through adding Combat Manouvres,
This highlights a major design flaw in MRQ2... "maneourves" is damn impossible to spell! :wink:
Man don't I know that! I can never spell it right
 
Grimolde said:
PhilHibbs said:
Dan True said:
As the dear Vagni says then the ranged rules needs tweaking - some of the stuff can be implemented through adding Combat Manouvres,
This highlights a major design flaw in MRQ2... "maneourves" is damn impossible to spell! :wink:
Man don't I know that! I can never spell it right

Let's officially ban that word from MRQ and the forums. Thank all the tech's for spell checkers! I can't spell it either!

I don't see why you couldn't convert MRQII to any genre you like. It's a pretty flexible system. Loz and Pete's work is a vast improvement over Chaosium's BRP (for fantasy at any rate, and just my opinion). You could "borrow" the futuristic weapons and armours etc from BRP and convert their "special" success properties to CM's - at the very least let them guide you in whatever you wish to do.

Also, someone posted about creating a Pirate game - why not convert Runequest Pirates to the latest version - surely that would be easier than doing one from scratch?
 
DamonJynx said:
Grimolde said:
PhilHibbs said:
This highlights a major design flaw in MRQ2... "maneourves" is damn impossible to spell! :wink:
Man don't I know that! I can never spell it right

Let's officially ban that word from MRQ and the forums. Thank all the tech's for spell checkers! I can't spell it either!

Or an auto-correction?

But spelling French words is pretty impossible.

Oh and I think it's spelled "manoeuvres" when spelled by a spelling Nazi like myself. :lol:

However, I've read somewhere that Manoeuvre has the same linguistic origin as Manure. And therefore suggest we change it into combat manure.
 
Combat Stuff.

Far easier.

Back in playtest, we called them Special Effects and then Combat Effects. I've now forgotten how we eventually arrived at manouevres, but I rue the day...!
 
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