[Torg] A TORG story

Salvador A. Melo salmelo16 at gmail.com
Mon Jul 28 21:44:15 EDT 2008


That, is very amusing, and probably some of the best tactics I've seen
employed in an rpg, even if it wasn't intentional. :)

On Mon, Jul 28, 2008 at 5:56 PM, Sam Frazier II <sdf_ii at yahoo.com> wrote:

> This isn't in my game, but appearently from one back in the day....
> SDF II
> -----------------
> In the Torg game I was running way back in the day the party was
> progressing through the Relics of Power trilogy, and the same player's
> character had come into possession of the major MacGuffin of the whole arc,
> the famed Possibility Chalice. Of course, it was given to her in a box
> without any explanation and all but one of the party pretty much oblivious
> to the fact they'd even obtained it. They return to the castle of the good
> Queen of Aysle to rest and recuperate from hard fought battles.
>
> So the next leg of the journey takes place on the Orient Express as the
> villains concoct a false story to lure the heroes on board and take the
> Chalice from them by force. All proceeds apace until finally a group of
> villains has her and a few others (none of whom are the guy who actually has
> a clue what's going on) at their mercy and demand "Give us the Chalice!"
>
> "What chalice?" she flails.
>
> "Don't play dumb, the Possibility Chalice! We know you have it."
>
> "What are you talking about?!"
>
> At this point we drop out of character and I remind her about the box. "Oh,
> I left that back at the Castle. Didn't seem like we needed it." She even
> shows me her sheet which has it quite clearly marked as stored in the castle
> vault, which I now remember I had off-handedly offered the use of when
> someone asked if there was anyplace to store valuables.
>
> She didn't know the name of the Chalice, and the rest of the party there
> were even worse, they didn't even know there was such a thing. The villains
> could have done a mind probe and gotten absolutely nothing.
>
> And yeah, then I looked at the whole "fake lead" that led them to the
> train... and she was right, there was no compelling reason to think they
> needed the Chalice along, instead of leaving it in one of the more secure
> locations in the entire Infiniverse. Short-circuited the badguys' whole
> effort, because the game designers presumed no one ever leaves the MacGuffin
> behind. Brilliant
>
>
>
>
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-- 
There is no black or white,
Only Gray
There is no day or night,
Only Twilight
There is no light or dark,
Only Shadow
There are no extremes,
Only Neutrality
-- The Abridged Code of The Gray
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