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View Full Version : How to Revive Torg?



Rabbitball
01-05-2009, 12:57 AM
There are different approaches for keeping Torg up:
1) a new version of the background
2) expanding on the existing background where it lacks
3) finding and fixing the glitches in the background
4) a follow-up on the war (maybe a new version of war's end and what happens after that)
5) new cosms
6) new or better rules
7) streamlining of the existing rules (f.i. spells that follow a set line of rules instead of the existing spells that come each with their own special rules. Shadowrun did a good job in SR4 with the same problem). Kansas Jim has done a good job to begin with but there is still a lot to be done.

Ultimately, the answer is going to be "all of the above". However, here is what I am doing so far:

1) As for a new version of the background, that is something I am leaving well enough alone, except as it applies to the other things I am doing.

2) Expanding on the background is not limited to the cosms as they existed in the canon setting. To be sure, there was some demonstrative laziness in some areas (hence the Spirit 17 glut), but even that doesn't cover the hanging chads of referenced but never explained concepts such as how to design a synonymous knowledge.

3) I am working on those glitches in the background dealing with the Magic Axiom at the moment.

4) The war to me has never ended. Not once. Even the one group where I was told that I would be kidnapped and dragged into running War's End when it came out never followed up on the threat. The war is an interesting sideline, but not one that I think makes or breaks the game.

5) I have a new cosm which I am using to introduce new magical concepts. It is called Tribnia, and it's a high seas cosm with Magic Axiom 19.

6) The new and better rules are in the works. I have focused on the Magic Axiom as that is what I ended up having to deal with the most, and thus became the most familiar with.

7) As a result of the above, I have had to streamline rules for the creation of every spell, including those deemed unmakeable in Tharkold and Nile Empire. It also deals with cantrips, synonymous knowledges, why engineering spells can't be manipulated, how to really determine the difficulty of an occult ritual, and whether Polymorphism is really one spell or three with the same name...

SDF_II
01-05-2009, 08:00 PM
1 -- A polished version of the background would be good. A new one? Sure, I don't think it is as relevent as others.

2 -- Expanding each realm into its own mini-game would make a strong case for having each realm.

3 -- *blink* I'd say this is a duplicate of the 1.

4 -- I wouldn't do a Post-War, but rather a different 5 year war, with relavent modules focusing on the small and large plot lines. A post war could work, but most of the thrill I've seen running and playing revolve around the war itself.

5 -- I would expand this into a decent set of rules for building realm including Axiom detailed definitions, World Law rules, etc. Then build the original realms off these rules, and provide new ones others have produced that aren't too similar to existing realms.

6 -- The rule set works well IMHO, I wouldn't go wild looking for new rules. I would polish off the rules that do have burrs E.G. Glass Jaw Ninja. Also provide a few "options" on existing rules. Our group would like to see a different Long Range Contradiction rule.

7 -- I'm guessing Fixing the SPX (Magic, Psi, MA, etc) would be part of these where rules governing how each SPX is created is used to generate what is used instead of arbirary numbers that "look good". I would agree.

I would add plenty of templated characters for each realm that revolve around different aspects of the realm as well as focusing on different sets of attributes.

I know discussions for TORG 2 have occured, I would implement many of what was decided on by Eric. Body instead of Str and Tou. Agility and Dexterity instead of just Dexterity. Addition of the Psi axiom. These are the ones I remember, agreeing with them or not I don't know, but I've resolved that these are good things that would help the system.

*ponder* yep there are my thoughts.

SDF II

skeloric
01-05-2009, 08:19 PM
These are the elements I see needing attention:

1. Internal consistency
a. Using the rules provided to make magic and miracles and even add one to make consistent psionics.
b. Create a unified understanding of how specials (Stat bonuses/special attacks [spines/claws/poison spit]) are applied and employ it.
c. Tidying the rules, GJN -- as mentioned -- tops the list.
d. Scalable characters and the ability to track the power level of the game. (Already part of the stated plans, just stating it is of importance to me.)

2. Setting completeness.
Each Cosm needs to be able to operate independently of the Invasion so as to bring a complete vision into the Invasion.
This is of no less importance than #1.
Each Cosm has to feel like a complete setting and that there are stories to be told even when it isn't attached to other Cosms.
to be honest, one story I want to tell is the SKs not having an invasion all around them right away.
Instead, they are a precious few who seem to have experienced some sort of vision warning of some impending invasion and have them chase around the globe trying to stop early dimthread exploration and eventually prevent some stelae getting placed.
let them be heroes in perhaps preventing the war, at least in theory.
To do this, I'd need complete Cosms that are 100% capable even when self contained.

The Game Guy
01-06-2009, 09:30 AM
Rabbitball,

Hellsreach is in my game group and he had started on Torg 2.0 some time ago and he told me that once Open D6 was on it's way he is planning to get back to Torg 2.0.

It's one of the projects he really wants to do. So it will happen

skeloric
01-07-2009, 12:33 AM
I'm going to state that TORG was a success.
It did well enough and would have continued doing well, if it had been allowed.
What killed TORG was the lack of commitment after year 2 or 3 or so -- silly story lines do not work all that well in a dramatic setting.

Boojie
01-30-2009, 03:05 PM
I'm going to state that TORG was a success.
It did well enough and would have continued doing well, if it had been allowed.
What killed TORG was the lack of commitment after year 2 or 3 or so -- silly story lines do not work all that well in a dramatic setting.

True. So true.