Torg and D20 Modern

Very cool! Looking forward to hearing more about this - I'm a relatively recent convert to TORG, but have had a blast with the few games I've played.

Gargoyle, I'll be sending you an email shortly.
 

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Oh man thiswould be cool! I played Torg years ago, if only briefly for a year, it was pretty excellent.
 
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Wow... I forgot that part...

I read this thread when it was new and thought 'WOW! That's a great idea!' Then I got out my old TORG stuff and started reading it.

Now I remember why my gaming group never got into it. I had just hooked them on the HERO System and they weren't about to tackle another rules-heavy game any time soon. It's a great setting and it has some great mechanics, but some of those rules are so convoluted and anti-intuitive I had to chuckle. This game definately needs a nice d20 overhaul.

To that end I have broken out the old TORG cards and I will be using them in my Urban Arcana setting starting with my next game. I've thrown in some tweaks on some of the cards but a lot of them can work as stated in the TORG rules.

I'll report back to let all of you know how it went and what rule tweaks worked.

I hope to see some feedback from others on this thread as well.

benedict
 

The cards are my favorite part of the game, and I plan to use them in my D&D campaign to add some incentive to roleplay. Let us know how it goes, what works, and what doesn't.
 
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Torg is one of my favoritest games evar!

I ran a Torg campaign during the summer of my junior year. Ended up being so popular that we played it practically every day, often with close to a dozen players at the table. I also ended up burning most of my cash on sourcebooks for the feckin' thing.

Learned most of what I now know about Gamemastering and narrative style roleplaying in general thanks to that game. I would definitely like to see a new version of it, if only for nostalgia's sake. Don't have D20 Modern yet, though what I've read about it seems to make it a good choice for converting Torg. The lack of occupation-tied core classes, in particular - Torg had a whole lot of potential Storm Knights from every cosm and walk of life.

Anyways, I look forward to seeing what you guys come up with.
 

Positive Results

I ran a D20 Modern game tonight in the Urban Arcana setting using my old TORG deck.

I enjoyed it and my players had a good time.

There were 3 combats and the players (2 of whom never played TORG) jumped right into using the cards with the modifications I made to them.

They felt a little odd with using the cards instructions about initiative at first, until I pointed out that those with a higher DEX could hold and let the lower DEX players go first if they wanted to.

These are the modifications I made to the cards:

(If I don't list a card it's because it is essentially the same.)

  • Flurry: additional action as per Haste without the bonus to Defense.
    Inspiration: +1 HP per level or get a re-save on a mind altering effect.
    Up: Roll 1d6 and add it to your d20 roll for whatever action you take that round.
    Fatigued: make a Fort save at DC18 or lose one action, as per Slow.

    Supporter: +4 instead of +3
    Action: +2 on all actions taken in the round.
    Attribute bonus cards (Adrenaline, Presence, and Willpower) have been renamed Power +2 to STR or CON; Grace +2 to DEX or CHA; and Mind +2 to INT or WIS.
    Coup de Grace: +5 to hit when confirming a Critical Hit.
    Glory: If the character can roll 30+ on the dice (d20, +action point +Hero/Drama card, +Up) before skill adds then there is an experience bonus of 50xps per level for each character.
    Drama and Hero cards provide +1d6 to a d20 roll as per an action point. This doesn't increase with levels as action points do.
Any card that rewards a character with possibility points for success, or "completing the mission of the card" gets an xp bonus instead of extra action points. The reward is 50xps per level of the character.

Subplot cards and such that reward a character for participating in a subplot provide experience bonuses instead of possibility/action points. All experience bonuses are 50xps per level (basically a 5% bump towards the next level).

If anyone has any specific questions please ask. I will appreciate the feedback.

benedict
 

Looks good, I like the way you handled initiative; I've been puzzling over that. I look forward to using the cards in my next D&D game.
 



Wow! For the first time in years I ran two games (same setting) on two consecutive nights!

On the second night another friend came by and played an NPC role for me on the side of the characters. He used the cards along with the rest of the team. Everything went very well.

My players really like the Connection, Alertness, and Haste cards. Additionally they are pretty happy about the idea of getting an action point, a Hero Card, and an Up result to stack in their favor. Who can blame them?

I noticed that they are trying more "cinematic" actions than in earlier games and I must assume they feel some of the risk is mitigated by the cards giving them a little more control over their actions.

benedict
 

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