[Torg] Possibilities: Better Results Now VS Character Advancement

Sam Frazier II sdf_ii at yahoo.com
Fri Dec 7 10:29:56 EST 2007


--- Benjamin Grant <benn at 4efix.com> wrote:
> After all, why should a character have to fail a task to raise a skill?

Well for starters, characters will fail tasks. They won't ALWAYS succeed.

I have seen TOO many players come through my table expecting to always succeed and always
surprised when they run out of possibilities. Even though it is expressed possibilities are best
used in important cases, key moments, or for a unique action ... not for every poor rolled attack,
or weak weapon used.

>From what I've seen, and worse what I've heard from people on this list, not having possibilities
to raise a skill and succeed where needed is not the problem. Quite the opposite. Too many
possibilities available for the PCs is the issue. And when the game is played with knowledgeable
players, I too have seen this issue, though I have a tendency to not-so-subtlety drop a hammer. 

I tend to look down upon unbalanced PCs or NPCs. Challenge them. Make 'em feel like they have
accomplished something near impossible. From time to time let them experience a death experience.
If they get out of it alive, they'll be stronger, more confidant in their abilities, and in each
other. If they die, they'll learn what not to do, and know what not to do next time.

> 
> Any thought or ideas?  Is this a solved problem? What are the solutions?

Since I don't consider this a problem with the game, but with the players, I suggest discussing
utilization of the game mechanics instead of altering the game to fit the player's style. 

The best solution my experienced TORGites and myself have found it to run them through beginning
adventures, then sit down and discuss game play, person interaction, character interaction, issues
with blah blah, etc etc ... then talk about other options of game play. The beginning adventures
will provide direct player examples for the GM and experienced players to use. 

-- It is hard to die in TORG. You don't always have to kill your guy in one hit. 
-- Spending a possibility when you have a die roll greater than 20 is typically weaker than
spending a willpower/adrenaline/presence card. It is hard to get another 15 on the die roll to
gain the same +3.
-- Possibilities are there if you need them. They are dynamic, save some for reduction of damage.
-- Use the cards for what they are: Leaderships and Rally's are a groups best friend.
-- Fighting is not the only manner to end combat. Interaction skills work wonders to
unskilled/stymie/setback an opponent. If they have ANY of those, they probably will have a tougher
time getting you. BTW it works both ways.
-- Spread cards out during combat/interaction before a scene ends. That way everyone can have a
Drama in their hand, and it doesn't go away.
-- Hold a glory card. Anyone roll a natural 40+? Spend a card (yes a drama is worth spending here)
and possibility, and everyone has 3 possibilities coming to them. WOOT! 

Things like that newbies may not know, understand, or grasp actual usage should be explained after
they get a taste for the game, and the game mechanics. Yes I know there are more, I think the
forum, or here, would be a good place to list them all out. *hint hint*

As far as other solutions. As KS Jim said, SZ/MB utilizes possibilities and skill points, and
breaks up the 20 into 2d10 (which alters the game slightly).....these things through a slight
twist on the game as well. We found (after 7-10 year of SZ campaign) that breaking it up into two
didn't really help or hurt. Our conscientious was to use either Possibilities (like in TORG) or
Character Points (Similar to Possibilities in the fact it is an all in one, but the use is
slightly different for damage reduction and # handed out). 

Of course opinions vary, and every group is different.

Good luck.

SDF II



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