shart2069 wrote:One thing I was wondering, has anybody ever tried to use MF rules for some other game's setting?
No...unless you count a Thundarr-type world a setting.
shart2069 wrote:For instance, one old game I have is "Cyborg Commando" from Gygax's New Infinities company from the 1980's. The rules are well ... odd. Too much calculation for my taste. Weird die mechanics. I do like the idea of the setting though... alien "monsters" invade and conquer the Earth in 2035 or about then. (Just another form of apocalypse.) So I was wondering if it might work to just use MF for the rules and use the CC setting.
I never heard of the game but I can already say "yes".
shart2069 wrote:(I have NEVER in 25+ years got anybody to let me run GW or any other PA type game, and maybe this might be a better sell to get somebody to try the MF rules?)
Back in the 80's, everyone wanted to play AD&D and that was it. We played 1 game of Star Frontiers...and 1 game of Marvel Super Heroes. I guess the fantasy genre was king. There wasn't many things that captures the imaginations of post-apocalyptic except for Thundarr the Barbarian. Movies like Plant of the Apes was just apes ruling a future Earth and did not have the spark of fun with mutant creatures and mutated humanoids with their own looks and abilities. Everyone could relate to elves, dwarves, or gnomes though.
On page 7 of the rules, it has a single sentence that plants the idea to maybe use something other than a decimated Earth...but an alien planet. The rules in MF can be used (in my opinion) for any type of sci-fi game. The only thing lacking in MF is some type of spaceship combat rules...well...vehicle combat in general. If you want an extra rule book...getting Starships & Spacemen could help you flesh out some vehicle combat rules. You don't have to worry about any type of player character aliens to make...as just picking the mutations could basically make you an alien instead of a mutant.
With a little creativity and organization, one can take the LL, MF, and SS books and really shake things up. You could have a Thundarr like game with super science and sorcery. You could make a Star Wars based game. You could do things like Spelljammer or Shadowrun just by having these books and taking the pieces you want.
shart2069 wrote:The rules are well ... odd. Too much calculation for my taste. Weird die mechanics.
I like my games to be similar in design with each other. Having 6 abilities, TO HIT tables, armor class, hit points, and xp is just something I am used to using. If I want to play another genre of game...I don't want to use "different" rules. Sticking with this style also helps other quickly get into the game because it works just like AD&D but with these little differences...instead of a whole different game mechanic. I understand why game developers do these things. They either think they can do something better or they just want to simply be different than the rest. Although this style wouldn't work for a super hero game...it works fine for me for just about anything else.