[Torg] Are Orrorsh game mechanics "scary"?

Steve Crow crow_steve at hotmail.com
Fri May 1 10:20:19 EDT 2009




 

>> Also, it seems that the way they describe it, that
Spirit Medium is 

>> rather... well, useless. or at the very least pretty
limited. Only 

>> Orrorosh Gypsies can learn and use it? That always
seemed kind of 

>> restrictive as an absolute, in a game where the intent
is presumably 

>> that anybody can do anything.

> 

> Yeah, I never really liked that limitation. I have no
problem with

> using the stereotype of the mysterious gypsy spirit medium,
but for a

> pseudo-Victorian setting to not allow for pseudo-British
mediums at all

> seemed a little odd.

> 

 

Well, that too. :) But the fact that someone couldn't come in
from another cosm and learn it seemed worse. If you start as an Orrorsh
character, the inclination is going to be to get some skills (Occult Magic,
True Sight, Spirit Medium, and the as-is version of Research) that are
essentially useless to you outside of Orrorsh. Which in theory is the realm
nobody really wants to adventure in anyway on a regular basis.

 

(Yes, Research later got tweaked to cover... well, what we think
of as "research," True Sight may have use against other
shape-shifting/illusion-concealing types, and Occult Magic just gets weird when
you start using it in other realms. :( ).

 

So short of tossing in NPCs, at least you could encourage
someone who already had a complete skill base from another cosm to pick up an
Orrorsh skill here, and another person to pick up an Orrorsh skill there. But
with Spirit Medium as-written, forget it. So it seems an easy enough rule to
ignore.

 

--- Steve Crow "Logic merely enables one to be wrong with
authority." Check out my website at:
http://www.geocities.com/Area51/Stargate/4991/





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