[Torg] A TORG story
Phil Dack
philipdack at yahoo.co.uk
Tue Jul 29 02:38:26 EDT 2008
To me, that reflects a weakness in how the chalice was described. I played the relationship between the Chalice and the players much more like the Heart of Coyote in the Torg novels, so that it was calling out to them and as such they were in doubt both of its importance and of the fact it could help them through tapping ppoints. But there was nothing in the scenario to suggest that should be done, and nothing in the rulebook that gave guidance on "playing" eshards.
Also, and one doesn't like to be too critical, but it is slightly slack GMing to let the PCs dump the chalice and then not notice!
----- Original Message ----
From: Salvador A. Melo <salmelo16 at gmail.com>
To: torg at justintimeadventures.com
Sent: Tuesday, 29 July, 2008 2:44:15 AM
Subject: Re: [Torg] A TORG story
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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