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Rabbitball

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  1. I just checked over my Cosmversal Grimoire, and the only spell that claims to have any sort of effect on disease in the canon literature is Hibernation (Pixaud's, alteration/life) which holds disease in stasis while in effect. Cure Disease was a miracle. As for how the alternate Earth you are proposing would turn out, you need to resolve certain ontological questions. (Ontology = the philosophical branch dealing with what things actually exist and/or are true for the world in question.) Why didn't the original Europeans have access to magic (and/or miracles capable of curing disease and such)? Was it a lack of training the needed skills, or does the Western Hemisphere have different Axiom Levels from the Eastern Hemisphere? Would the increased power of the Westerners have propelled them to have discovered the East before the Europeans discovered the West? Do the differences still apply today, or does everyone have access to each other's toys now? There is no specific answer that must apply. The important thing is that these questions, plus others like them, are addressed consistently. If you have certain assumptions you want to run past us to check for consistency, let us know. Otherwise, your best attempt is probably good enough.
  2. On behalf of the TORG loyalists here, I would like to offer my sincere gratitude to the people at Ulisses for taking on the project of resurrecting TORG. As with any new owner, anything that makes it to print will be different than what we may expect. With that end, I invite the new owners to share ideas of what may be forthcoming. Here are some specific questions that I would invite them to answer, if it will not jeopardize their copyright or marketing strategy: Are there going to be major changes to the mechanics? What, if anything will change about the character creation system? It has been stated that the setting is not current. Will the setting be the original Possibility Wars updated to be relevant to today, a setting that deals with the aftermath of the original Possibility Wars, or something completely different? Will there be new mechanics, such as a cosm creation tool? Have the other fan development sites and mailing lists been examined and scoured for ideas? Is there a plan to poll the fan base for what they would like to see in TORG? If there are other questions that people would like to ask, feel free.
  3. I hope the new developers are watching this, as discussions of this type will give them a feel for what their potential customers are looking for. I will be approaching this from the viewpoint of someone who has examined one portion of the rules in great detail, and as a result I have adapted a few changes in my game to accommodate them better. Yes, the damage needs an overhaul, but none of the suggestions here are any better than the original. Take the first suggestion of basing the bonus to damage on the degree of success as opposed to the rolled bonus. This was done in Masterbook (WEG's attempt at making the Torg system into a universal game system like GURPS) and it has two basic problems. The first is that weapons no longer deal glancing blows that are less lethal than the base damage. The second is that melee weapon skill increases the damage just as much as Strength does, without a compensating mechanism for increasing armor/toughness. This issue was resolved effectively by Jasyn Jones with his Skill-Based Combat rules found here. This solves the "problem" of high-skilled defenders being killed on the one hit that actually gets through while also allowing high-skilled attackers to have more chances for increased damage than simply declaring vital blows. Disconnection, transformation, and reconnection are easier to understand if you have been through them. Disconnection has been discussed on Smooge's Torg mailing list, and an interesting take on it has been developed there. (Simply put, disconnection under this new system doesn't change anything about you directly, but causes any contradictory tool you use while disconnected to be subjected to an increased likelihood of natural decay. So if you are disconnected and wearing armor, it doesn't change its value, or morph into an appropriate equivalent; it simply is subject to every natural force that would cause it to break. "Dang, that arrow separated the armpiece and caused it to fall off! Here comes the next one...<spong!> the left leg is now separated off the armor. Your turn..." As for reconnection, the current system is based off the difference in cosms: how much a member of one reality needs to reclaim when disconnected into another reality. The system I use now is tool-based: how much the tool has offended the reality of both the character using it and the reality in which it was used. Yes, and how much it will change is dependent on how much the new developers want to incorporate role-playing tags into the creation process (as opposed to having the GM enforce them). The overall values are quite straightforward. The shock damage associated with them is a bit more wonky, and may or may not require some tweaks. I see the logarithmic scale as the essence of Torg. It is a full logarithmic scale, with a base of the fifth root of 10. True, it rounds the values to nearby "round numbers", but the scale is good enough that I was able to solve several college math problems (including one on calculating the surface temperature of the sun) based on it. That is a good thing that I would like to see as well. I am sure that some of what are currently House Rules will get put in. It's the nature of modifying a system. Exactly which ones are a matter of taste. I'll deal with the one you mentioned below. I have talked about a few others above. A few others would be nice, IMO. I wouldn't mind seeing rules for some of the things referenced in Torg but never actually implemented (wishes, designing engineering spells, etc.) It's easy, but not everyone would agree with your assessment about balancing survival with advancement being unfair. I will admit it's a little strange watching someone try to save up dozens of Possibilities just to increase a single point of Dexterity, but the net effect is no worse than that of the person who would save experience to the same effect, instead of buying skill points that would aid the adventure. It doesn't matter to me, as I can adjust either way.
  4. Just to update the board on what's up: I finished the spells in December 2009. For every published spell I was able to get a hold of, I rewrote it as if it were a new spell, complete with a state path and comments about how close the spell conforms to spell design rules. Some spells had to undergo major changes as a result of this work. This is the Cosmversal Grimoire, and is currently at 255 pages (without artwork). Another supplemental rulebook for magic is being done to explain all the changes and provide rules for things that were hinted at but never done. This is currently at 144 pages and rising. Given the size of this project, it is unwise for me to release it in toto. I do intend to reveal individual pieces when the mood strikes. If there is a specific spell you would like to see, I can probably accommodate.
  5. I have no stake in the sale, but I have worked up the Cosmversal Grimoire and the rule supplement to go with it. The total is currently 400 pages but will likely go a bit longer. I'll reveal how well these connect to your goals. The rulebook section has the complete spell design system with a section for modifying the rules to handle spells for other cosms. There is one part where step-by-step rules for spell design are provided, but I don't think it fits in the 4-6 page limit yet, nor is it currently formatted for easy photocopying. The Cosmversal Grimoire reworks every Torg spell I could find and indexes the rewrites. The supplemental rulebook adds new spells and indexes them within the book. The end result is a listing of every spell, but a combined index is not in the works yet. The rulebook supplement is arranged functionally, with separate sections for understanding a spell description, designing Aysle spells (i.e., the standard system) and designing other spells that need work to integrate into the standard system. This requires that the sourcebooks be written before the game is published. That wasn't possible in the early days of Torg (why write sourcebooks if nobody likes the game?) but could be done with the published cosms now. In fact, later versions of the Worldbook tried to implement some of the changes from the sourcebooks, but weren't dogmatic about it. The Compleat Magick project fully supports all the published cosms magically, as well as one other created to provide an example of a different but similar magic system (and justify a change used in the Cosmversal Grimoire). Magic 33--Magic no longer has holes. That's for a more complete system; my opus only covers magic.
  6. It's probably best not to hand it over directly, but it would be nice to let them know the material exists and that I am open to contacting them about it.
  7. I expect that part of the deal includes the item I sent you at the end of the year. I consider that material to be about 50-80% complete for what it should be. If the new owners are interested in contacting me about it, feel free to give them any info you have.
  8. As some of you already know, I have been working on overhauling the Torg magic system. Here is the latest progress report: The published spells that I know of have been rebuilt from the ground up, using full spell design rules. This includes Nile Empire Mathematics and Nile/Land Below Engineering spells. Several new control aspects, pattern theorems, and process theorems were "discovered" to make this happen. Also, a standardized spell creation algorithm that eliminates die rolls was used to try to standardize the power level of spells. A new Axiom Chart is mostly done; it is still being checked for inconsistencies. After my latest pass, I will send it out for further scrutiny. This overhaul suggested certain changes be done to the spell design rules. Some of these are taken from Jasyn Jones' Storm Knight site, while others are my own design. Here are a few tidbits: Summoning spells and creation spells were split, with spells that summon a creature being filed under apportation instead of conjuration. Dismissal/banishment spells are now considered inverse summonings. A modifier to the Apportation section of the Spell Laboratory Sheet was added to all extradimensional spells to reflect the relative distance between dimensions. As so many divination spells forgot to include a Power Push in published spells, a "divination exception" was created to the Power Push rules. There are four ways to cause a spell to stop working before its duration expires: the Principle of Definition, the Principle of Opposition, apportation of a spell off its anchor point, and destruction of a spell's anchor point. Area and volume values no longer need to be equal on spells of Magic Axiom 8 or higher. Control aspects and arcane knowledges no longer appear all at once. The "invitation to madness" is now available as early as Magic Axiom 3, and allows pattern theorems to be added to the spell (with the attendant +3 bonus). New rules for wish magic, wild magic, and other hidden gems buried in the Axiom Charts are being designed when time permits. The Cosmversal Grimoire will be sent to Hellsreach as soon as I get a working place to send it.
  9. As someone who has been a GM for Torg literally since the day it first hit the shelves, I can shed some light onto a few things that may not be apparent to the average player in a possibly below average Torg game. First, if all that mattered were the big guns, then City of Demons should have been the deadliest published adventure I ever ran, as big guns and big demons wielding big guns were rampant. That honor, instead, falls to Temple of Rec Stalek, where all but one character managed to die in a single combat round :cool: Second, pure zones can even things up a bit. If you want the players to learn the value of when to spend Possibilities and when to save them, insert a pure zone that they will need to traverse for several scenes. Suddenly, your Ayslish Knight is a much better choice to deal with things than the Monitor, especially after his babelfish dies in his ear... Third, ravagons are an interesting answer to Possibility hoarding. A few instances of having Possibilities sucked out of a player either teaches the lesson or drives the player out of the game. If the latter, it creates a few bad feelings, but those remaining are often glad that the Possibility-sucker-outer drove the fun-sucker-outer away, especially if they can "avenge" the character's loss... Fourth, make sure that everyone's roles are not only separated from one another, but that they come into play frequently. I have a PbP on another site with four characters: a Barbarian/Knight hybrid, a Hospitaller, a Gadget Hero with an invisibility belt, and a Core Earth reporter. In one scene, the Hospitaller and the Barbarian worked together to keep the cops at bay while the invisible guy sneaked into the crime scene to do some additional investigating. In another, they were busy trying to get information about a cyberknight, and now the reporter is trying to pump a detective for information while the Hospitaller sits in a van and waits. Later on, there will be a big fight scene, and that will feature our Hospitaller and Barbarian as prime meat shields. Everyone gets involved, and the fun is had by all.
  10. I would generally resolve this as follows: An Ord has a Reality value of 0, which can't be modified since he can't roll on it. Assuming that all contradictions are removed from the Ord due to disconnection, this would allow a reconnection if the Ord is brought back to his native reality, as the difficulty there would also be 0. It could be done under the normal rules for when a character can reconnect.
  11. This is why nearly everything I have done has been through a university game club setup. We get rooms in the Student Union for free, complete with all that stuff, but you have to set up and tear down yourself. Storage is simple enough if the club has an office, and if not, there are usually wall lockers that can be reserved for game supplies. True you have to hunt down the actual products, but that's simply a matter of tracking down a good supplier and ordering what you need.
  12. Nice to see that it's close so far...
  13. It worked this last time. For me, there's nothing left to do but wait.
  14. There was the problem with the poll not working. I was told the last time I voted that the poll was closed...
  15. I'm sorry, but as a standalone cosm, Tz'Ravok has to take the boring crown. They have interesting characters, almost all of which are clones at home. Kill or be killed gets old quickly.
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