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GURPS 4th Edition Revised Announced
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<blockquote data-quote="Staffan" data-source="post: 9786387" data-attributes="member: 907"><p>TORG, in addition to having Possibilities as metacurrency as well as cards that let PCs influence things, has built-in narrative mechanics. The biggest is that each invading realm has its own Axioms and World Laws. Axioms determine how advanced that realm is in various ways (Spiritual, Magical, Technological, and Social), which is what sort of thing its natives can do, and what sort of things interlopers can do easily. For example, the Living Land is limited to stone age tech, so when someone comes along with an M-16 it <strong>does not work</strong>. At least not for long. On the other hand, it is full of the spiritual power of the goddess Lanala, allowing the natives to work amazingly powerful miracles... but only inside the Land. In addition, each realm has World Laws which determine things in addition to the axioms. For example, the Living Land loves life and abhors dead things. So living things heal faster, and dead things decompose and are destroyed faster. Your clothes will tear, your gear will rust, and your food will rot. The natives use miracles to make plants grow into weapons and equipment that are still alive and can be replanted, but interlopers will usually not have such advantages.</p><p></p><p>Similarly, other realms have their own world laws. Nippon Tech/Pan Pacifica (slightly advanced intrigue-filled realm with a good dose of Hong Kong-style action – it was renamed in the reboot) has the Law of Betrayal, stating that any organization large enough will have at least one traitor. Aysle, the fantasy realm, has the Laws of Honor and Corruption which state that being honorable or corrupt will show, and can grant certain benefits. The Nile Empire (30s pulp action) has the Law of Action, which makes everything even more action-filled than the default. And so on.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9786387, member: 907"] TORG, in addition to having Possibilities as metacurrency as well as cards that let PCs influence things, has built-in narrative mechanics. The biggest is that each invading realm has its own Axioms and World Laws. Axioms determine how advanced that realm is in various ways (Spiritual, Magical, Technological, and Social), which is what sort of thing its natives can do, and what sort of things interlopers can do easily. For example, the Living Land is limited to stone age tech, so when someone comes along with an M-16 it [B]does not work[/B]. At least not for long. On the other hand, it is full of the spiritual power of the goddess Lanala, allowing the natives to work amazingly powerful miracles... but only inside the Land. In addition, each realm has World Laws which determine things in addition to the axioms. For example, the Living Land loves life and abhors dead things. So living things heal faster, and dead things decompose and are destroyed faster. Your clothes will tear, your gear will rust, and your food will rot. The natives use miracles to make plants grow into weapons and equipment that are still alive and can be replanted, but interlopers will usually not have such advantages. Similarly, other realms have their own world laws. Nippon Tech/Pan Pacifica (slightly advanced intrigue-filled realm with a good dose of Hong Kong-style action – it was renamed in the reboot) has the Law of Betrayal, stating that any organization large enough will have at least one traitor. Aysle, the fantasy realm, has the Laws of Honor and Corruption which state that being honorable or corrupt will show, and can grant certain benefits. The Nile Empire (30s pulp action) has the Law of Action, which makes everything even more action-filled than the default. And so on. [/QUOTE]
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