So Dan True (from this forum) and I, have been talking about making a modern setting for Runequest.
We want to get the variety and tactical choice of runequest into Modern, and as such we've decided to make an attempt at converting the rules.
Since I have some experience working with a broad team, I've learned that the more help the better, as long as everybody is pulling in the same direction therefore I decided to sit down and formulate a series of design goals.
Design Goals:
Combat should be incredibly deadly. No-one should be able to stand up and take the hits. Evade is now the skill used to dive for cover. Shields are rare and only really used against handguns, everything else is too large to care.
Armour should make most minor weapons, Submachine guns and handguns into non-lethal attacks but still put you out of the fight (serious wounds). Some weapons only give serious wounds on the first shot.
Combat should be cover based, but shouldn't be static. There should be CMs to reward moving from cover to cover, and players should constantly think of where they move, where their enemies are and how they can see.
Skill use should be widened to better reflect a modern world, perhaps increase the amount of starting skills to compensate for the wider knowledge needed in a modern world. This would also illustrate the higher degree of education in a modern world.
A fight should, like in 'nilla runequest always be considered deadly, but the better warrior should be able to use his cover more effectively (by having higher evade) and move from cover to cover.
If including magic in this setting, it should expand on the options, not just cover the options already covered by guns (because then it simply becomes a choice of using what's best).
---
So that might sound a bit wavy. And it is not a finished design goal at all, everything could be changed but it is nice to know in which direction we are pulling.
From the design goal, we've deduced a few things:
Ride is now Ride (bike). Ride (animal) is an advanced skill. (it should probably default to Athletics in case it's untrained)
Computer use (int x2) is a new common skill, denoting common tasks on a computer, like searching for info cleaning memories and stuff like that. Computer use does not cover programming or hacking
Hacking (int x2) is an advanced skill that cover the part of computer use you need to hack and program software. It can sometimes but not always default to computer use.
Mechanisms can be used to fix hardware problems in a computer.
Combat:
We discussed that on one CA you can either duck up and shoot, or shoot and then duck back down. But not both.
Combat manoeuvres:
We are probably scrapping most of the old CMs for ranged combat. Tripping people with a pistol is hard. Here are the ones we have thought of.
We have discussed whether Semi and Full auto weapons should be chosen before or after rolling, but arrived at a standstill, anything to help us clear this "jam" would be wonderful.
CMs:
- duck back again after shooting. (offensive)
- Hit the deck, dive to nearest cover (defensive)
- Suppress (offensive) (requires full-auto)
- Move after firing (offensive)
- Maximise damage (offensive) (crit only)
- Solid Shot : better damage, minus to actions. Works as impale (offensive)
- Bypass Armour (offensive)
- Choose Location (offensive)
- Entangle (net guns) (offensive)
- Stun Location (stunguns and rubber bullets) (offensive)
- Sunder (offensive) (AP Rounds)
- Enhance Cover (defensive): takes greater effect of cover
- Regain Footing (defensive), spring up from prone.
- Stand Fast (defensive)
---
So anyone got any ideas? Any help is much appreciated, and will off course be noted in the credits
We want to get the variety and tactical choice of runequest into Modern, and as such we've decided to make an attempt at converting the rules.
Since I have some experience working with a broad team, I've learned that the more help the better, as long as everybody is pulling in the same direction therefore I decided to sit down and formulate a series of design goals.
Design Goals:
Combat should be incredibly deadly. No-one should be able to stand up and take the hits. Evade is now the skill used to dive for cover. Shields are rare and only really used against handguns, everything else is too large to care.
Armour should make most minor weapons, Submachine guns and handguns into non-lethal attacks but still put you out of the fight (serious wounds). Some weapons only give serious wounds on the first shot.
Combat should be cover based, but shouldn't be static. There should be CMs to reward moving from cover to cover, and players should constantly think of where they move, where their enemies are and how they can see.
Skill use should be widened to better reflect a modern world, perhaps increase the amount of starting skills to compensate for the wider knowledge needed in a modern world. This would also illustrate the higher degree of education in a modern world.
A fight should, like in 'nilla runequest always be considered deadly, but the better warrior should be able to use his cover more effectively (by having higher evade) and move from cover to cover.
If including magic in this setting, it should expand on the options, not just cover the options already covered by guns (because then it simply becomes a choice of using what's best).
---
So that might sound a bit wavy. And it is not a finished design goal at all, everything could be changed but it is nice to know in which direction we are pulling.
From the design goal, we've deduced a few things:
Ride is now Ride (bike). Ride (animal) is an advanced skill. (it should probably default to Athletics in case it's untrained)
Computer use (int x2) is a new common skill, denoting common tasks on a computer, like searching for info cleaning memories and stuff like that. Computer use does not cover programming or hacking
Hacking (int x2) is an advanced skill that cover the part of computer use you need to hack and program software. It can sometimes but not always default to computer use.
Mechanisms can be used to fix hardware problems in a computer.
Combat:
We discussed that on one CA you can either duck up and shoot, or shoot and then duck back down. But not both.
Combat manoeuvres:
We are probably scrapping most of the old CMs for ranged combat. Tripping people with a pistol is hard. Here are the ones we have thought of.
We have discussed whether Semi and Full auto weapons should be chosen before or after rolling, but arrived at a standstill, anything to help us clear this "jam" would be wonderful.
CMs:
- duck back again after shooting. (offensive)
- Hit the deck, dive to nearest cover (defensive)
- Suppress (offensive) (requires full-auto)
- Move after firing (offensive)
- Maximise damage (offensive) (crit only)
- Solid Shot : better damage, minus to actions. Works as impale (offensive)
- Bypass Armour (offensive)
- Choose Location (offensive)
- Entangle (net guns) (offensive)
- Stun Location (stunguns and rubber bullets) (offensive)
- Sunder (offensive) (AP Rounds)
- Enhance Cover (defensive): takes greater effect of cover
- Regain Footing (defensive), spring up from prone.
- Stand Fast (defensive)
---
So anyone got any ideas? Any help is much appreciated, and will off course be noted in the credits
