[Torg] A Challenge: Teach Me Torg in Four Days

Phil Dack philipdack at yahoo.co.uk
Tue Sep 16 14:38:47 EDT 2008





----- Original Message ----
From: Phil Dack <philipdack at yahoo.co.uk>
To: torg at justintimeadventures.com
Sent: Tuesday, 16 September, 2008 19:30:49
Subject: Re: [Torg] A Challenge: Teach Me Torg in Four Days


 
Maybe the attached will help. I am being trusting and assuming that you are being honest in saying you have the books, so sending you the attached isn't a breach of copyright. Or so I believe. If I'm wrong, be lenient on me!
 
It's a summary I've done of the main rules and tables, including:
- what you can do with ppoints
- when PCs roll again
- what the cards mean
 
The GM shield is great in its way, but this gives just a little bit more information on how things work.

Phil
p.s. and the golden rule is, keep it simple. If you're worried, just stick to Char+Skill vs Difficulty Table. Ignore special initiative results on the cards and allow players to play as many cards as the want, whenever they want, and stock up to 4 cards at the end of each combat. Or ignore the cards altogether. And ignore Pushing rules (unless that chase scene you're planning is absolutely essential, in which case brush up on these rules). 



----- Original Message ----
From: Michael Jason Teegarden <mjteegarden at yahoo.com>
To: torg at justintimeadventures.com
Sent: Tuesday, 16 September, 2008 16:05:47
Subject: Re: [Torg] A Challenge: Teach Me Torg in Four Days


Interesting challenge.  :)
 
The best friend I think you can have will be the GM's Screen.  Those tables all put together are your buddy.  Consult them frequently.   :)
 
Your next best friend, I think, is your ability to call upon your player who does the know the system (inside and out) as your rules consultant ... but not your rules authority.  If you want to make a particular call for story purposes, do it.  But if it doesn't matter to you, or you want to keep things by the book in a situation, go with that and bring him in. 
 
Make sure your characters are created (and maybe even prologued) before your communal first game.
 
Have your first game include a little bit of combat or social struggle.  Use the cards; use the rounds system.  That will give you a starting taste and skill in them.
 
:)
Michael 
 



----- Original Message ----
From: James Knevitt <jknevitt at gmail.com>
To: torg at justintimeadventures.com
Sent: Tuesday, September 16, 2008 9:52:00 AM
Subject: [Torg] A Challenge: Teach Me Torg in Four Days


Like the subject line says. 

I played Torg about ten years ago (as a player, not a GM) and back then I knew the system pretty well, probably well enough to run it. Since then my system knowledge has dwindled to practically zero, and the kicker is that I may end up running a Torg campaign, with my first session being this Saturday!

So, teach/tell me enough to get by as a GM. I can read the box and R&E rules, sure, and I have, but I need those vital quick-and-dirty things that are essential to a smooth-running game.

All I can really remember is stat+skill+bonus chart result=roll. I never even really used the Drama Deck. 

As you can see, I need a bit of help.


      
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