[Torg] Awards

Sam Frazier II sdf_ii at yahoo.com
Mon Feb 23 22:44:41 EST 2009


I used to allow more than one subplot, but none as campaigned. It turned into a headache. Of course the Romance Mistaken Identity was very interesting. *smirk* Then in SZ I dropped them altogether and just threw in subplots as part of the game. If they role-played it out, they got extra poss. If not, then they didn't. That worked really well since it was all character driven, and not story based. 

I only allow one sub-plot per char, and am thinking about allowing a campaign to be dropped at the end of 2-3 adventures. There seems to be only so much you can stretch the Quest card into .....

SDF II



----- Original Message ----
From: Benjamin Grant <benn at 4efix.com>
To: torg at justintimeadventures.com
Sent: Monday, February 23, 2009 11:28:42 AM
Subject: RE: [Torg] Awards

" For me, usual award: 2-3 base, plus subplots as needed. This is per
Act, not per session. There is a fundamental difference. I have seen
an act take three sessions, as people bumble or step their way through
it, whereas I have also seen an entire four-act adventure end in a
single session. These generate different award schemes. But per act is
the normal timing."

For us, an Act is almost always one session, although we *sometimes* have
multiple Acts per session - we almost *never* have one Act stretch out over
two sessions.

Question, for you and everyone else - as I understood it, the Tord core
rules permit each character to have a max of one subplot.  In our games, we
permit up to 2 or 3 - although any session where the subplot is not in play
doesn't yield the possibility point.

Are we alone in permitting more than one subplot per character?

" Again, this is my personal formula, which is always adjusted for
circumstances. I try to rate the adventure per the old Infiniverse 1-9
scale. As the lower values indicate abject failure, chances are those
results are treated as act awards. If the adventure is deemed a
success, the base award is the ranking plus 3 (with a minimum of 6).
Certain individuals may get a bonus (usually 1-2) for inspired
roleplaying. Glory and Drama are entirely up to the individuals to
perform."

We came up with the following guidelines:
The average award for each player (according to the book) should be 2.5
possibilities per session the arc lasted for.  For example, if the arc
lasted 4 sessions, the arc award average should be 4 times 2.5, or 10
possibilities.  On the other hand, if it lasted 8 sessions, it should be
double that.

Each player and character should then be rated in four different areas and
how they did over the Arc: Heart, Fun, Potence, and Growth.  Each area is
rated either -¼,0,or +¼:  

•    Heart:  Did the character, over the course of the arc, matter?  Was
the character engaging or compelling – did we care about the character
and/or enjoy the character’s contribution to the story?  Was the character
“cool”, or “amazing”, were we riveted to see what they did next, or what
happened to them next?
o    Standard hero, neither a standout for worse or better: +0
o    Especially uncool, annoying, we cringed when he took center stage:
-¼
o    Especially cool, compelling, we were riveted when he took center
stage: +¼

•    Fun:  Did the *player* (not the character) bring the fun factor over
the arc?  Were they entertaining?  Did they make the game a  better game, or
detract from it by always bringing up things at unhelpful times?  Did they
make too many jokes, or just enough?  Were they good humored throughout?
Did they share the spotlight, or steal it?
o    Good natured and good humored: +0
o    Lack of presence, or passive, unengaged: -¼
o    Entertaining, engaged, shared spotlight: +¼  

•    Potence:  did the character act effectively through the arc?  Did
they accomplish most of their goals, and do it well?  Where they in front,
getting things done, or did they provide essential support to the character
who were in front?  Did they use the tools at their disposal creatively and
to good effect, not just for party goals but personal as well?
o    Standard effectiveness and/or supportiveness: +0
o    Especially passive, nonsupportive, ineffective, or unsuccessful: -¼

o    Especially effective or supportive in accomplishing goals: +¼

•    Growth: did the character take substantial steps toward personal
growth?  Is the character different than how he started?  Has he learned new
choices, discovered new options, or broadened his horizons and experiences?
Or was the character played as a flat stereotype?
o    Dynamic character, but no significant growth or character evolution:
+0
o    Flat, two dimensional, and/or stereotyped character: -¼  
o    Dynamic character, with significant growth and character evolution:
+¼  

Be careful not to just look at how the character (or player) was over the
last few sessions, but examine the journey over the entire past arc to
answer the above questions.  This will give the PC a rating of -1 to +1.
Add that to the normal 2.5 possibilities for a total of 1.5 to 3.5, multiply
that by the number of session in this past arc, and that is your possibility
aware for them this arc.  Of course, Glories, EHPs, etc are counted
separately.

Example:  We just finished a 6 session Arc.  If Cad looked cool and
compelling for most of the arc (+¼), if his player made the game especially
fun (+¼), was only of normal Potence and effectiveness(+0), and was played
as a dynamic character but had no significant character evolution over the
arc (+0), that’s a total of +½, plus 2.5, or a 3 total.  3 times 6 sessions
(in this arc) is an 18 possibility award.  Of course, Cad still gets his
normal session awards(1-4 plus subplots and checkmarks), gets 3
possibilities per unspent EHP, and gets 3 possibilities per Glory in the
group above and beyond that.

" Um, no. You get new cards at the end of a combat or scene."

OK, now I am pissed - at myself.  How did I get this wrong?  I gotta chalk
this up to the fact I haven't played Torg with actual cards in like ten
years or more.  Definitely, given the fact that you can only replenish at
the end of a scene or conflict, and not on-demand, that changes things.  A
lot.

". But from
what I'm seeing, you seem to be allowing the HP to act as a card of
your choice. That particular setup is more abusable, as you can then
create Leadership and Rally cards. Even without that, the fact that
you have Hero cards usable at will may be more abusable, because I
would probably choose not to use it as a springboard to Glory unless
I'm starting from a reasonably high value to begin with (25 or more on
the die roll, preferably 30)."

Since we do not have cards, we have eliminated Leadership, Rally, Master
Plan, and other such effects from those available.  Yes, since you can
guarantee a minimum of +30 (2 HP and a possibility = minimum of +10 each) to
any roll assuming you still have all 3 HP left and possibilities, and still
have a HP left over for the Glory itself, any natural roll of 30 or more, IF
it occurs during a dramatic scene while the PC is attempting an action that
would have a "major impact", THEN you could guarantee a Glory, but SO many
factors have to be aligned for that, that I am not concerned:

>Be in a dramatic scene
>Performing a major impact action
>Have all three HP still left
>Roll a natural 30+ 

That last only happens with a 10 followed by a 20, a 10 followed by a 10
followed by a 10+, or a 20 followed by a 10+
10 followed by a 20 happens 1 time in 400 (0.25%)
10 followed by a 10 followed by a 10+ happens half that much (0.125%)
20 followed by a 10+ happens 2.5%
Grand total chance of naturally getting a 30+ = 2.875% - less than 3%!

Chance of hitting that three percent in a dramatic scene on a major action
while you still have all three HP left?  Vanishingly small I would say,
wouldn't you?

-Benn Grant
eFix Computer Consulting
benn at 4eFix.com
603.283.6601


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