Wednesday, 10 December 2008

Gondwana

*Spoiler Warning for Players*

(For the social, spirit and tech axioms, I am using the redefined level descriptions on the Storm Knights webpage. For the magic axiom level descriptions, I am using Dominick Riesland's work based on Jasyn Jones' original.)

Background Fluff:
On Gondwana, the higher species evolved from a breed of white ape, resulting in an intelligent race of bipedal gorilla-like beings. They are led by Warlord Gorrok who found the Darkness Device known as Naru'naru long ago. This headpiece, which appears to be a black skull from some monstrous creature, has prolonged his life well beyond the normal span and has enabled him to keep his reality in the primitive state that it should have begun to leave behind. Gorrok lives for the joy of the hunt, the exercise of his physical power and the conquest of other worlds. Each of the defeated cosms was forcibly regressed to a stone-age culture, and now provide hunting grounds for Gorrok's almost limitless tribes. While the apemen remain dominant, other races have joined the "Strong Hunters" - lizardmen, insectoid wasp-riders, etc.

Axioms:
Magic is present but is both primitive and unstructured. Magic probably takes a long time to work, but results such as curses, fertility and divination should all be possible. No "fireballs" though. (Axiom level: 8)

Technologically, the cosm is at a stone-age level of development - agriculture is unknown and all tools are made of wood or stone. (Axiom level: 4)

The many primitive faiths of the tribes are very strong and miraculous activity is almost common-place. Nobody seriously denies the presence of divinity but "angels" are unknown. Many beings have access to the Focus and Faith skills and can call upon their guardian spirit deities for assistance. (Axiom level: 15)

The Social axiom is predictably very low in Gondwana. Warlord Gorrok is aware that his pre-feudal regressive reality is hampered in some ways by its lack of social development but he has found it to be the most powerful tool at his disposal when subjugating a new cosm. (Axiom level: 6)

World Laws:
The "Law of Savagery" from the Land Below seems entirely appropriate:
Law of Savagery. May only use Drama or Hero cards during combat for physical attacks or to reduce damage; if Attack is approved action, only get card if all-out attack is used; one extra possibility at end of each Act if Romance subplot played; +3 bonus to Charisma tests involving opposite sex.
Then I want to add in laws that will promote the sense of 'being a hunter or prey', of civilisation breaking down (eg. selfless behaviour is hard, charitable acts difficult, etc.)

Location of Realm:
The Cold Jungles - Ireland, UK, France, northern Spain, Germany, Austria, Czech Republic, northern Italy

Tuesday, 9 December 2008

Overview of New Realities

*Spoiler Warning for Players*

All of the following will later be fleshed out in individual postings.

Core Earth: The home reality for the players will be nearly-identical to our own real world. Everything that has happened in the real world has happened in Core Earth. The only difference that will be initially perceived by players is that the world supports a slightly more "cinematic" activity. A major difference that will not be initially perceived is that Core Earth already has its own very experienced Darkness Device but, fortunately, no High Lord at present.

The Middle Kingdom: A Chinese-style sword'n'sorcery reality. Magic is very common but not such that it has replaced technology as the dependable and universally available resource. Ruled over by a cruel, immortal sorceror, the Middle Kingdom has many centuries of cosm-conquering behind it.
Inspirations: Monkey/Journey to the West; Crouching Tiger, Hidden Dragon; Big Trouble in Little China; Aysle

Gondwana: A primitive reality where evolution progressed chiefly via a species of white ape and where savage tribes and monsters hunt. A number of cosms have been conquered and each of them was forcibly regressed to a stone-age culture, providing hunting grounds for Gondwana's almost limitless tribes.
Inspirations: any story of "the Lost World"; Planet of the Apes; the Living Land

Imperium Aeternum: A reality in which the Roman Empire exists up into the 22nd century, with legions of cybernetic warriors. The hidden truth to this reality is that the Imperium is ruled by demons who must continue to conquer or else turn on each other.
Inspirations: Terminator (the scenes of the future); The Iron Legion (old Dr Who comic); Tharkold

Magna Verita: A medieval reality in which an oppressive monotheistic faith controls everything. Life is very hard, inquisitors are everywhere, only faith and blind obedience can keep the commoner alive.
Inspirations: The Name of the Rose; the Crusades; The Cyberpapacy (minus the "cyber" bit)

The Nightless Empire: The Kingdom of Greater Saxony has colonised or conquered much of its own world with cannon, musket and cavalry. Terrible horrors lurk in the dark places but now that the Saxons have brought their civilisation to other worlds, truly the sun will never set on the Nightless Empire.
Inspirations: Sleepy Hollow; Sharpe; Orrorsh

The Land of the Four Parts: A reality wherein the Inca people found the Darkness Device and used it to repel the European invaders, eventually creating and using Weird Science devices to conquer much of the world in a global conflict. They have just discovered that other realities exists and are eager to extend their influence further.
Inspirations: Sky-Captain and the World of Tomorrow; The Mysterious Cities of Gold; Nile Empire

Influences

The contributors of the Torg mailing list at http://www.justintimeadventures.com/mailman/listinfo/torg are much to blame for my resurgent enthusiasm for Torg.

I have especially been pillaging ideas from
Jasyn Jones' Storm Knights website, particularly his reworked axiom levels and the glass-jawed ninja fix.

Also, much valuable input from Karl Perrotton who may or may not get around to running the game with me. Or he might be a player. We'll see.

Introduction

Some longish time ago, I used to run sessions of a roleplaying game called Torg. It was highly-entertaining and we played it an awful lot. Invaders from other universes attempt to strip Earth of its "possibility energy". Primitive lizardmen fight with cybernetic priests! 30s pulp heroes struggle against Victorian horror-monsters! What's not to like?

Anyway, in recent months I've been considering developing a new Torg campaign for my usual crowd of players. There's nothing especially wrong with any of the original setting material for the game but we did play it an awful lot and thus my players will be able to remember lots of details about the various colourful sections of the world.

So, its time for a redesign of the game world.

I don't want to reinvent the wheel and there were lots of classic elements of the canon game that I want to keep so I'm aiming to blend new ideas with old ones and come up with something that is fresh enough to entertain the experienced players but not so radically different that it is no longer Torg.

Oh, and if you are Chiara, Hayden, Ian, Jamie, Maisie or anyone else that might conceivably play in this campaign kindly naff off now. Cheat! CHEAT!

Morgan