Torg/Master Book RPG system...

I loved the idea of Torg, I could just never get my players interested. On the other hand we had a truly memorable Shatterzone campaign. I loved the card concept, the "wild" cards of Shatterzone added a particularly terror to play. I never got into the other Masterbook stuff, the worlds just didn't grab me. I have all the Shatterzone books and I still use my Torg d20 for "special" rolls in D&D.
 

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When I joined my current group, they were still pretty big in Torg, but they were in the switch to the new D&D 3. Edition, so I didn't see a lot of Torg play.

I think the setting is brilliant - you can have such immensely diverse characters and have such an immensely diverse adventure setting.

But the game system is also pretty good. The "one base mechanic for everything" is really well thought out, and does a lot to make the game fast and well playable.

Unfortunately, my group discovered that playing D&D spoils the players - D&D trains you to be very cautious with what you do, becoming conversative with your available powers and so on. But that, frankly, doesn't work with Torg. It's an high action system, where you have to take the Initiative and be aggressive, take daring risks - and succeed with them.

The Drama Deck, Possibilities, you have to learn how to use them actively and flow with them.
That's pretty hard for a D&D veteran (as we all have become) for which each round basically offers the same tactical options.

But I think ultimately, the game system was very well thought out, and given some more play experience, even a D&D veteran should become a good player and enjoy the system. (But beware of returning to a D&D game unprepared. :) )
 

I love the Drama Deck.

In the games I played in back in the mid '90s, the BBEG fights came down to "can we get our cards down fast enough to put the smack down on him?" It very much gave the feeling that you get in pulp shows, where the hero(es) get smacked around, but manage to pull out that last second reserve which wins the day.

Also, as far as balance goes, remember if you took a high-tech item into a low-tech world, it would often not function unless you created a reality bubble, which cost a possibility. Possibilities were both the game's experience points AND action points - you could spend a lot of them to improve your character, but you could also spend them individually to give yourself an extra die roll, avoid damage, create a reality bubble, and I want to say there was one more bit to this. This did kind of crimp character development, as you were extremely leery of spending these extremely useful points on actually increasing skills or stats.
 
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I've played TORG, Shatterzone, and Bloodshadows, all using more or less the same system.

In the main I found the system open, flexible, and a lot of fun. I wasn't as much of a fan of the Drama Deck, as I felt that most players could come up with better responses more tailored to the situation. OTOH, the deck was a huge help for beginnning roleplayers -- it was an easy concept to grasp and brought them out of the "look at the rules" mode and into actually roleplaying.

Been a while since I've played any of these, though -- at least 5 years...
 

My group enjoyed Torg quite a bit too. We even imported the drama deck into our other games. It fit almost perfectly into Feng Shui.
 

So, now that we know there are others on here who know of the game, let's see who has what knowledge.

There were a small number of novels and short stories written for Torg. The initial 3, that introduced the invasion and led into the campaign were the only ones I have actually read. I thought they were pretty good for the time, especially since there weren't a large number of RPG based novels back then. Even wizards novel lines were just getting going. I also liked how well the author kept the story integrated with the game.
I don't know how well the later novels fit, though, although many of the stories revolved around Nile, which wasn't my favorite setting at the time, so I probably wouldn't have gotten into them as much.


As for the resources, I was a bit disappointed with the lack of flow between the different sourcebooks. There wasn't a template for the authors to follow, so each sourcebook was different, and because of this, there were times one book was more useful than another. I feel that there needed to be some consistency. Organize every resource in such a way to be easily read by the GM and allow them to locate any information needed quickly.

So, if you were to start playing this game, and buying resources for it, what aspects would most interest you? Does having a novel line help? I know I like the forgotten realms novel series' because they help me learn more about the setting and fill in blanks in the world without having to round it out myself. It's a big world for a single GM to keep track of with devoting large chunks of time.

How about the sourcebooks. Was there any one that you felt was well written and organized in a way you would like to see more of? And were there any settings you liked more or less? A lot of people apparently liked the Nile Empire and Terra setting, which was the Pulp Heroic setting. To me, the whole game was sort of pulp heroic, but the Nile setting seemed a little overboard, and less realistic in terms of a bad guy invader. It almost reminded me of Cobra from GI Joe. I actually liked Cyberpapacy, for organization, and well rounded information. I would have liked to see it developed more.

I'm just asking, because I'd like to do some fan writing, and I am hoping to write things that interest others, maybe getting people interested in torg enough to help bring it back a little.
 

Speaking for myself, I find novels to be poison to a game setting. Give me the tools and let me make the stories. All official books do is give the players inside knowledge that either ruins things or creates friction when you deviate from canon.
 

I've played Torg a time or two. I remember kind of breaking the game with an exploding roll when casting a spell. :)

I do know a group that is still playing it to this day. Unfortunately I can't afford to drive 1600 miles to play a game. :\
 

Lizzybeth said:
As for the resources, I was a bit disappointed with the lack of flow between the different sourcebooks. There wasn't a template for the authors to follow, so each sourcebook was different, and because of this, there were times one book was more useful than another. I feel that there needed to be some consistency. Organize every resource in such a way to be easily read by the GM and allow them to locate any information needed quickly.

Interestingly, that's the exact same beef I had with with the TORG sourcebooks. It seemed like each book was organized and formatted ad hoc, rather than following a set template. Plus, sometimes it seemed like some basic information was hidden or simply not there - I remember scouring every TORG book I had trying to get a handle on what the stelae for each invading realm looked like. I found a few, but some seemed impossible to find. Sometimes the designers would make passing reference to something like that, or what the bridges between cosms looked like, or where they were located, as though the info appeared somewhere plain as day. Each invading realm should have a thumbnail sketch written up that is either a single page or less, with basic information like world laws, axioms, stelae, darkness devices, gospog forms, etc. The ones provided in the boxed set simply weren't that great or clear.

Lizzybeth said:
So, if you were to start playing this game, and buying resources for it, what aspects would most interest you? Does having a novel line help? I know I like the forgotten realms novel series' because they help me learn more about the setting and fill in blanks in the world without having to round it out myself. It's a big world for a single GM to keep track of with devoting large chunks of time.

Novel lines rarely, if ever, interest me, and fiction in the actual game books is a big turn-off. The exception, generally, is if/when the creator of a setting (in the case of a licensed property) provides the fiction. In such a case, it helps provide insight into what went into the creation of the setting. Beyond that, it's usually grating.

Lizzybeth said:
How about the sourcebooks. Was there any one that you felt was well written and organized in a way you would like to see more of? And were there any settings you liked more or less? A lot of people apparently liked the Nile Empire and Terra setting, which was the Pulp Heroic setting. To me, the whole game was sort of pulp heroic, but the Nile setting seemed a little overboard, and less realistic in terms of a bad guy invader. It almost reminded me of Cobra from GI Joe.

I think that was the point. Pulp fiction was noteworthy for being larger than life, which is, by definition, unrealistic. I think I remember reading that Terra was perhaps the key to winning the Possibility Wars due to how much the deck seemed to be stacked in favor of heroes. I felt that the Nile Empire cosm had potential, but was never handled very well. The sourcebook was a mess, but that can be said about pretty much all the TORG sourcebooks. Still, it provided some interesting material, particularly the axioms and world laws, that could be adapted for other games.

Lizzybeth said:
I actually liked Cyberpapacy, for organization, and well rounded information. I would have liked to see it developed more.

Yeah, it was one of the better ones, but my interest in cyberpunk in general has never been very substantial. It was an interesting concept, and had a lot of interesting ideas and tropes within it. But it never really piqued my interest much.

Lizzybeth said:
I'm just asking, because I'd like to do some fan writing, and I am hoping to write things that interest others, maybe getting people interested in torg enough to help bring it back a little.

Let me ruminate a bit about the various settings:

Aysle - almost a bog-standard fantasy world. Not bad, and there were some interesting elements to it - the flat nature of the world, for one.

Nippon Tech - I think this one had much more cachet back when TORG first appeared. It has a lot of potential, especially the fact that it has such low magic and spiritual axioms.

Living Land - The weakest of the realms, in my opinion. The sourcebook, besides the usual muddled organization, is dreadfully illustrated. Not very inspiring at all. Plus, it kind of makes no sense in where it is located - why not drop a bridge into the Amazon rain forest, where Baruk Kaah could have consolidated power in an area much more familiar to him, rather than one of the most heavily populated and industrialized areas on the planet? Other invasions seemed to occur where they seemed most appropriate, in large part.

Orrorsh - I liked this one quite a bit. I liked even better the home world of this cosm, Victoria (I think that was the name). It had a really interesting alternate history, well worth exploring. Victorian-era horror really interests me. I think an entire campaign could be played in Victoria. Moody, atmospheric, scary, and there is a genuinely interesting twist to it all.

Core Earth - I think a lot more could have been done with it, but first, they need to shrink the invading realms. A really big chunk of Core Earth was under control of each High Lord, making it seem like Core Earth had already been eaten alive. Balancing it out a bit more would make Core Earth a more believably viable realm.

Space Gods - One of the more unique and interesting realms. Kind of hard to get a handle on if one isn't into the varous theories about UFOs. Could make a good setting for a straightforward scifi game.

Tharkold - One of my favorites. The sourcebook is even more disappointing because it was one of the later ones, and you'd figure they'd have worked out a system by that time. The creature book for this setting provided a glimpse into the Tharkold home world that, as with Orrorsh, would make a really cool setting for a game all by itself. This setting really comes to life with that creature book. I wanted to know more about that alternate Earth, the Race in general, and the history of it all.
 
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You bring up a few good points. First and foremost, as was mentioned way up in this thread, it would be good to consolidate all standard rules. Magic was detailed in one book, religion another. Horror a third. Psionics in a fourth. Now admittedly, the individual worlds would have variations, but those need to be dealt with in those world book or chapter areas. But some rules should be available from the start.

And there should be a template that is short and sweet, to the point regarding each world setting. Maybe 1 to 5 pages with an ordered set of information, including, as you mentioned, High Lord, Stelae, Bridge, Darkness Device, Axioms, World Laws, Gospog, Important notes such as connections to other high lords, basic goal of invasion if one exists, and any remaining pertinent information. Therefore, I as a GM could flash through the section on whatever realm I need info on, and get everything I need right away, and not slow down the game, or my development process.

I'd like to see more on the creatures and background of a setting in a realm book. Why did this realm diverge from the original earth history. More details on the High Lord, such as how and when he came into power, and a brief history of his rise to power, and what if any worlds he's invaded, successfully or not.


I'd also like to see a better core earth development, as you mentioned. It is, after all, the battleground for the invasion. And everyone is working to protect it.



Did anyone like the whole infiniverse idea? I kind of understood it, but unfortunately, I don't think it was used in a way that flowed with the game. Like the books, the development was lagging, and it became less useful. To make it really useful, it should have been more accessible, say via the web (Which, I know, wasn't as big back then).
 

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