TORG

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TORG
publication
Author (s) Greg Gorden, Bill Slavicsek
Original publisher West End Games
Original publication 1990
original language English
German publication April 2019
World and system
genre Crossover
Game world the earth as a nexus of different realities
Basic system Forerunner of the masterbook system
cube 1W20

ORG ( T he O ther R oleplaying G ame) is a cinematic pen - & - paper role-playing game , which in 1990 by West End Games was released. It combines different genres in its game world , but basically plays on modern earth. The characters of the players can represent different genres and still interact. The game is in English and was not published in German.

In 1994 the underlying game system was revised and opened as a universal masterbook system for other game worlds and genres.

In June 2017, a new edition of the game called Torg Eternity was funded by Ulisses Spiele as the new license holder via the crowdfunding platform Kickstarter. In August 2018, the German edition was financed, also through Ulisses games and crowdfunding. The backers of the crowdfunding campaign received an advance PDF in March 2019; The German edition will be available in stores from April 2019.

Rules overview

Torg uses an open D20 roll to determine a bonus on a table. This bonus plus an attribute value plus a possibly applicable skill value result in a result value that determines both the success of an action and the effect of the action. To determine the success, the result value is compared with a level of difficulty. The same result value also determines the effect using a table, this table being kept so universal that the effect can be damage in combat, a lifted weight, a distance covered or a period of time, depending on the situation.

In addition, a set of special playing cards is used by the game master and the players in different situations (the so-called drama deck ) to influence situations. The game master uses these cards to determine initiative and to resolve skills, while the players use the same cards to play to purchase advantages for actions or to initiate subplots during the game.

Game world

The background of the game world is a modern earth that exists within a multiverse of various other realities. Each of these realities has a certain amount of potential energy , comparable to development potential . This energy is extremely important for so-called Darkness Devices , who wander through realities with the help of a highlord chosen by them and rob them of their possibilities to survive themselves. 6 of these highlords have now gathered on earth, and each one tries to secure a piece of the earth's potential energy and has anchored part of his own world ( called Cosm in the game ) on earth for this purpose . The one who collects the most energy from them becomes Torg - the ruler of realities. Each highlord has established his own kind of reality:

  • A forgotten world in large parts of North America
  • A mixture of cyberpunk and ecclesiastical inquisition in France
  • A fantasy world in England and parts of Scandinavia
  • 1920s superheroes in Egypt
  • A horror world in the Philippines
  • A corporate war world in Japan

Course of the game

The game is played during the 5 year war for the rule of the earth. This is why each of the invaders fight partly against each other and partly with each other, and in between attacked by all, the representatives of the earth and their allies (including those from other realities).

The characters represent opponents of the invaders who can either come from Earth or from one of the worlds already occupied by the respective Highlord in order to fight against the Highlords and prevent them from robbing the Earth of its possibilities. The characters are special individuals (so-called storm knights, English Stormknights) with the ability to collect and manipulate potential energy even to a small extent.

Torg places great value on the character of the campaign, as the characters' goal of driving the highlords off the earth cannot be achieved quickly. To this end, the adventures published by West End Games are aligned with a storyline that leads towards this goal, but does not necessarily lead to success. In addition, the campaign character was supported by the publication of a newsletter , the Infiniverse , which contained rumors about upcoming adventures. Furthermore, game masters could send the results of their game rounds to the publisher with the help of a form, which should influence the future development of the adventure for the campaign. However, this option was discontinued after a short time.

Other media

  • Novels (published in English by West End Games, in German by Goldmann)
    Storm Knights. (Book # 1 of the trilogy) - 1990, ISBN 0-87431-301-5 - Knights of the Storms. 1993, ISBN 3-442-24581-8 .
    The Dark Realm. (Book # 2 of the Trilogy) - 1990, ISBN 0-87431-302-3 - Apocalypse Day. 1993, ISBN 3-442-24582-6 .
    The Nightmare Dream. (Book # 3 of the trilogy) - 1990, ISBN 0-87431-303-1 - Raiders of Death. 1993, ISBN 3-442-24583-4 .
    City of Pain.
    Dragons over England.
    Interview with Evil.
    Mysterious Cairo.
    Out of Nippon.
    Strange Tales from the Nile.
  • Comic:
    The Demon Invasion. (Graphic Novel) - 1998, ISBN 0-87431-368-6 (English only)

Web links

Individual evidence

  1. Ulisses games on Facebook