Last Sunday I ran my first session of Torg Eternity, meaning I can now finish my review of the game by discussing how the rules worked in practice (the first part is here, with a description of the basic idea of the mechanics and of the game setting — an Earth invaded by seven different dimensions). Worth noting to start with that I’d been spending time on the message boards for the game, discussing the different realms and how I wanted to play them. Some minor questions I’d had about rule interpretation had been cleared up; more than fair to say I found the boards a useful resource for gamemasters, especially since one of the designers, Deanna Gilbert, is very active in responding to questions and comments.
Along with the Torg Eternity rulebook, I had two anthologies of short adventures, the Day One collection and the Delphi Missions: Rising Storm collection. The Day One adventures followed pregenerated characters through adventures set on the first day of the invasions. That was useful in giving me a sense of what the opening of the invasions was like, but I didn’t immediately see anything I wanted to adapt to a regular group — each of the Day One stories followed a group of Core Earthers caught up in the invasion of one specific cosm, whereas my players had characters from across the realms. The Delphi Missions adventures ranged from relatively brief scenarios to stories that’d clearly occupy a full session or more of play. Again, though, all the adventures focussed on one cosm. I could see the benefit for an introductory collection of adventures; each showed something of the feel of a given realm. But what always made Torg fascinating to me was the crossing-over of realities.
Both books had some very well-designed scenarios in them. I particularly liked “The Dumas Gambit” in Delphi Missions, which describes a setting in the Cyberpapacy occupied by various factions of street gangs and then introduces the players with an objective that sets the factions against each other. Meanwhile, there’s a moment in the Day One adventures that really gave me a feel for the splatterpunk reality of Tharkold just by describing a certain corpse the characters find. That sort of thing makes both books worth looking at for Torg Eternity gamemasters, I think, moments and descriptions that help establish the feel of the different realities, the kind of stories that get told in them.
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