In the original Torg game, Orrorsh is where Storm Knights went to die. The powers of the Horrors allowed them to prevent Storm Knights from soaking damage, which often ended up in dead heroes. I’m not looking to make Orrorsh so deadly in my Torg hack. After all, dead heroes can’t be afraid, or become corrupt and become Horrors. Since a horror style roleplaying game has a different feel than Marvel Heroic Roleplaying, there needs to be some substantial changes to how you play the game in order to get the atmosphere of horror.
Today, I’m publishing six datafiles that I’ve worked on so far for my Torg hack. Since the World Laws of the various cosms show up in the datafiles, I will briefly discuss them as well, although not every datafile will include every World Law.
I need to explain how the mechanics of causing contradictions in other realities worked in the original Torg game. If a character uses a tool: a spell, miracle, piece of tech or some sort of social concept, it causes a single contradiction if the axiom level of that tool is greater than either the character’s home reality or the reality that character finds herself in.
Back in 1990, West End Games released Torg, a cinematic style multi-genre roleplaying game. This game featured many innovative mechanics such as the Drama Deck and Possibility Points, but is best known for its background. Not only did this game allow multiple genres to be treated with the same mechanics, but then smashed them together […]
Ryan Macklin wrote a blog post about problems he sees with “use-whenever” stats in RPGs, using my FAQ hack for Leverage as an example. There are somegood ideas in there, and I encourage reading it. I however think it’s missing the point by suggesting that the FAQ system isn’t doing what it should in the system.
In which Chatty finally reveals what new RPG hack he’s been working on for so long and starts telling the story of his latest play test game in a mythical fantasy city.