[Torg] Awards
Chris
3n7r0py at gmail.com
Mon Mar 2 18:09:03 EST 2009
On the topic of villains being recharged with possibilities from DDs, I
would pose this question to the list: Why is it that villains never have the
problem PCs have, where they have to spend a portion of the possibilities
they have on their trip to a location that ultimately results in their
dramatic encounter with the PCs?
I mean, we're going around and doing things that drain possibilities, it
should be equally likely that bad guys run into strings of bad luck, or a
random string of encounters that might make them unusually possibility-light
when it comes time to face the PCs, shouldn't it? It could even make for
some interesting story twists, where what should've been a tough fight where
you got some interesting item, or piece of info from the baddy should you
beat him, results in you having to chase him down, since he didn't have the
possibilities to go head-to-head with a group after a really long day filled
with bad luck.
And now for the really long sentences to stop.
-chris
On Mon, Mar 2, 2009 at 2:10 PM, Dominick Riesland <rabbitball at gmail.com>wrote:
> When Torg first came out, I was doing 2-3 campaigns simultaneously. I
> have had breaks where there was no Torg, but very few breaks where I
> wasn't running or playing some sort of roleplaying games. At the
> moment, I'm running a game that is supposed to run biweekly, but
> circumstances have prevented the most recent sessions.
>
> I use the campaign setting for the most part. Certain rules changes
> are being made to handle elements the rules didn't cover or did
> poorly. One of my players is on this list and has made comments here.
>
> My comments come from an assumption that the campaign is at least
> somewhat adherent to the trappings of the setting, even if not the
> exact details. Thus, when I point out that a villain may have been
> drinking Possibilities from the Darkness Device to explain why there
> may be a sudden "reset" of Possibilities or that Eternity Shards can
> be used to generate extra Possibilities for your heroes, that's
> something that is part of the setting as it exists. If you don't use
> it, come up with your own ideas, or at the very least take the
> concepts and adapt them to your particular setting (The One Ring ==
> Darkness Device, Legendary Artifacts == Eternity Shards, etc.) but
> don't say that Torg doesn't address your concern or that the system is
> broken just because you aren't using elements that fix the problem.
>
> Dominick Riesland, aka Rabbitball
> Creator of the Cosmversal Grimoire
> "There are always possibilities, my sergeant told me. But he never had
> his possibilities torn away like wings from a fly."
>
> 2009/3/2 Benjamin Grant <benn at 4efix.com>:
> > Question: How many of us are playing one or more games of Torg (with or
> > without the campaign setting or house mods) regularly, like every week?
> >
> > I myself have been doing so for years.
>
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