Lessons from Torg


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I played a lot of TORG and especially love how it handled interactions - they were vital parts of cinematic combat AND helped build your card hand for later awesomeness. In the end, however, TORG had too many character add-ons. I called these "laser sights" - small ubiquitous modifiers that made a character's actual abilities differ a lot from what was on the character sheet.

For me, the lessons from TORG was threefold-make what is on the character sheet matter by limiting modifications, make interaction stunts interesting, and give the action a dramatic flow.

All three of these things could be better in DnD (all editions), tough with 4E's dramatic and narrative focus, the lack becomes more glaring.
 

+xp for bringing up Torg! :) I basically agree with the OP. Aside from cutting down hp/boosting damage, I am planning on simply not using the battlemat for mook fights. Can the player justify whatever tactical position they want? They have it. That should cut down on a lot of the combat drag in my group, at least.
 

+xp for bringing up Torg! :) I basically agree with the OP. Aside from cutting down hp/boosting damage, I am planning on simply not using the battlemat for mook fights. Can the player justify whatever tactical position they want? They have it. That should cut down on a lot of the combat drag in my group, at least.
Yeah, kudos for bringing up Torg - one of my favorite all time games. This weekend I'm having a garage sale - my wife looked over at a large bin filled with every Torg book ever printed and said, "Hey, let's sell that!"

I divorced her immediately.*



* Ok, not really. But I thought about it.
 

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