Over half of them were adventures, which were all tied into the overall metaplot and caused a lot of the problems that arose in the later years of the line. The TORG line ran for about 5 years, and ended up with just over 50 books on top of the core set. The core of TORG was a boxed set that came with three books (the core rules, the Worldbook that barely described all the different realities, and a starter adventure), a cool looking d20, and a custom deck of 160 cards that were needed to play the game. (Oh, and in case you're wondering, the game is called TORG because in early development it was called "That Other Roleplaying Game" and the acronym stuck.) TORG was first released by West End Games in 1990, and is a multi-genre game about an invasion of Earth by multiple alternate realities in an attempt to drain the world of "possibility energy", allowing the man who organized the invasion in the first place to ascend to multiversal godhood. Hell, I haven't even talked about what the game's about yet. TORG is the embodiment of "rules as physics", because the setting has a lot of metaphysics that are modelled in the actual game mechanics, and in a few cases the metaphysics informed the game mechanics themselves.ĭammit, I'm getting ahead of myself again. It's a mess I admittedly love, it's one of my favorite settings ever, but everything in both the crunch and fluff is so heavily intertwined it's ridiculous. It's a huge, sprawling, heavily entangled mess. The hardest thing about talking about TORG is that there's no easy "in". It’s the culmination of rules-as-physics (and metaphysics) Hell, a large part of the metaplot didn't even happen in-game, it happened in a novel trilogy that came outīecause, as you'll see, the game designers really wanted to be writers. It had great ideas handled in a really bad way. I've said many times in the past how it's the epitope of 90's design both mechanically and in terms of the metaplot. TORG was a huge game line in the early to mid 90's, back in the day where boxes sets were still a Thing and having a ton of supplements was not just expected but was the standard way of doing things. But to do that, we need to go back to where it all began. But now, it's time to revisit and revise, to remember and reword, and to finish what I started over a year and a friggin' half ago. Tl dr posted by Evil Mastermind Original SA postīack on April 15, 2013, I started something big. Tools of the trades, and the tradesmen who use themĪ brief stopover in Core Earth and metaplot points in-between Ghoulies and ghosties and long-legged beasties Your new-caught, sullen peoples, Half-devil and half-child Miracles, monsters, machines, and men of mystery Gizmos and gadgets: Keep rollin' rollin' rollin' (what?). You don't buy pulp powers, you just rent them Work Sites, Assets, Human Resources, and the Exit Interview The GodNet, v2.0: now with functionality! The GodNet 1.0 (functionality in next release) Gearing up, template creation, and finishing the main rulebook.
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