getting rid of the silly aspects of Torg


Re: getting rid of the silly aspects of Torg

Postby MAJT » Sun Jul 09, 2017 4:20 am

Wow, people are sure getting nasty. I was hoping the tone of this forum was a lot better than, say, GameFaqs or even BoardGameGeek. Mostly the forum seems polite and civil.

Here's the thing though - most of us are experienced GMs and we're used to house-ruling if our vision doesn't perfectly square with the designers. I played the original fairly straight, but plenty of people left out entire realms or added their own or toned down Orrorsh or whatever. Torg is a huge tool-set, spanning multiple genres like few other games. One of it's strengths is that you can make it what you want.

Ulisses had to make a baseline version that would appeal to many of the old fans (it always was very much a niche game), and yet still be smooth and streamlined for a modern audience. It's clear from all the design notes and videos that they thought a great deal about what they would and wouldn't include. I may or may not agree with them 100% but I see their reasoning. A common complaint was that Torg was too goofy and gonzo for some, and that Core Earth characters were considered poor choices due to the fun stuff other Cosms got.

So this edition made an overt choice to tone down the Skippy elements, and to give Core Earth characters their own niche to put them on a par with characters from other cosms.

If you still want all the over-the top stuff you can still do it by house-ruling, but there's a good reason why that wasn't presented as an option in RAW. Also, almost all the 'cool stuff' is now Perks, which seem to be limited in number. In the original game, the polymath character could get everything free, or at a really cheap cost. Now they have to pay for everything (even cyberware) via Perks, so there's a definite cost that could be spent on other things, even if you house-rule it.

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Re: getting rid of the silly aspects of Torg

Postby Staffan » Sun Jul 09, 2017 4:43 am

While one of the cool aspects of the old game was the mix of realities, I think that mix is more interesting when the realities clash with one another, not when they're mixed in a single character.

Also, it's a lot easier to start conservative with the cosm-mixing and later expand the options, than it is to start in a permissive position and later have to dial it back because of bah-roken combos. So I think the devs have made the right choice here.

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Re: getting rid of the silly aspects of Torg

Postby TorgHacker » Sun Jul 09, 2017 9:17 am

Since the topic has wandered from the original post, I'm going to lock this one down and start a new topic (in the Rules section).

Deanna Gilbert
Torg Eternity designer
Ulisses North America

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