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...
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...