[Torg] Putting the War into the Possibility Wars

Sam Frazier II sdf_ii at yahoo.com
Sat Dec 13 00:12:16 EST 2008


I started my TORG game in 2005 with the stopping of Earth, and followed into the Chaliace trilogy. I switched up the modules a bit for my experienced player, so it wasn't exactly as the books stated. After the trilogy, the group was heading back to England, and I had added an Adventure in Denmark which involved a Nile Mad Scientist who was taking slaves and placing them under a mind-control and Hypnotic suggestions and selling them to the warriors of the dark. Obviously refugees played heavily into this adventure. The Heroes were forced to save the refugees (who happened to be aboard an experimental Nile Battleship designed for invisibility, shielding, or teleportation). This ship was embedded under water IN the Demark coast and the Lair of the Evil Weird Scientist, of course. Needless to say they saved the refugees on the ship, lost the ship, and lost the Villian (how typicial, heheheh *evil GM laugh*)

Does it work though? It does if the players want to do it, and have a goal to deal with the issue at hand. If they are slightly Dark, and are willing to sacrifice refugees for the capture of the villian...well....YMMV. Depending on how people view these borderline actions, and your players don't switch to the dark side, it ought to work out fine.

Personally I'd throw the full evil behind the villians to use the refugees to their own accord, a very malevolent accord. Then dump in Asyle and Orrorsh lands from time to time to see if the group corrupts themselves through thoughtless actions. 

None of my group did, but then again, *shrug* temptation is part of TORG as well. Just look at the High Lord of Earth. 

It worked out quite well for me and mine. They had an interest in helping the refugees and learing the effects of Reality. They were able  and raise their plant numerous Story Seeds, a few new eternity shards, to purchase Scholar(Reality), and learning about effects of how to kick the invaders off the planet. 

I say go for it. See if your group takes to it or not. It is really up to them.

SDF II



----- Original Message ----
From: "jhosmer1 at cox.net" <jhosmer1 at cox.net>
To: torg at justintimeadventures.com
Sent: Friday, December 12, 2008 2:00:41 PM
Subject: [Torg] Putting the War into the Possibility Wars

Howdy everyone.  I've just started a new TORG campaign from the beginning, and we're just about done with "Before the Dawn."  It's been a lot of fun (especially after I added an act in the Land Below when the Incredible Digging Machine (tm) broke down in Merretika.)

What I'm looking for now is some advice on the campaign to come.  I'd like to focus more on the War aspect of all of this.  I mean, there have to be a lot of conflicts around the borders of the various realms, refugee columns leaving contested areas, and things of that nature.

Have you ever put similar themes into your games, and how did that work out?

--Jeff H.
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