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Article #2500Players info set
From: Clifford Bekar
Date: Sat, 09 Jan 1993 01:20
Date: Sat, 09 Jan 1993 01:20
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4250 bytes
I just picked up the GMR at my fav hobby establishment and the purchase has got me in the mood to toss my 2 cents in on the topic of player information. Specifically, it has suprised me to see that a number of GM postings in the last couple of weeks have concerned group rebellions over whether or not the characters should venture into Illmound keep. This is in some ways an extension of the munchkin psychosis, and in another way it is the antithesis of the driving force behind the TORG genre. Just to make sure I don't sound like a ranting lunatic, let me explain that I am in no way pretending what I say is the truth about TORG, or that my games are in any way better then anyone elses, I'm just throwing in my contribution on TORG methodology. I GM two players who each have two characters (Elven Mage, Cybepapacy vehicle specialist [forgery tag skill!], Indonesian professor/werewolf, and a ninja), in each case I have given the characters some extra abilities (ie the cyberpapacy character is very at home in europe, and can always seem to lay his hands on a hideout, getaway car, some info, etc., but in return is ruthlessly pursued by the cyberpapacy). Pretty standard, but I have also done away with the cyberware rules, no limit, no psychosis, no nothing--talk about an easy system--in return, the player is very reasonable about his cyberware (actually, he has, if anything, too little cyberware). All of the players are like this. They love the game, the love the source material (pour over at every chance), but would rather leave the details to me (and this is a group who in AD&D, and ShadowRun turned into terrible rules lawyers of the worst sort). They have no idea what module their ever in, (I photocopy them and put them in a binder, so they can't even see the cover) and they never *want* to know. What I always thought made TORG such a great system is that the cinematic feel destroys the desire to be a munchkin (again this is for me and my group, if somebody has fun playing superman then power to them, really!). The PC's get a kick out of doing the amazing (ie in still world, the ninja blows the generator in the compound and jumps onto the seaplane while it taking off, getting a Glory Result no less, while the card was in his hand, we *still* talk about that), but realize this turns quite dull unless there is a real threat, and in my games there always is. The PC's have never been to Orrorsh, but they are terrified of it nonetheless, they have no idea why its so scary, and that makes it all the worse for them. However, when they heard they might have to make a foray into Orrorsh they were all for it. They honestly like to risk their characters for the greater good of the story (when they die I am much more inclined to allow the new character to be related to the old one, something I was loathe to do in AD&D--ie my new PC obviously inherits my old PC's magic items doesn't he?). So here is my point, the very cinematic feel of TORG demands a little compromise from the players in regards the lives of their PC's (and, I would suggest, is *absolutely essential* in Orrorsh). The denial of this aspect of TORG causes it to lose an essential aspect which makes it unique. Further, by maxing out there PC's (and here I am including a party with the desire to go out and learn enough about a upcoming adventure that they no longer want to play it!) the players again ruin the cinematic feel of the game, reducing their PC's to a collection of stats (I mean, how could they possibly reject the chance to strike at the Gaunt Man, what are the possibility wars about anyway!). Hope I didn't come of sounding self-important and preachy, certainly not my intention. Riding the Storms... Cliff Bekar
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arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!howland.reston.ans.net!wupost!gumby!destroyer!cs.ubc.ca!newsserver.sfu.ca!sfu.ca!cbekarShow Full Headers
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Newsgroups: alt.games.torg Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!swrinde!zaphod.mps.ohio-state.edu!howland.reston.ans.net!wupost!gumby!destroyer!cs.ubc.ca!newsserver.sfu.ca!sfu.ca!cbekar From: cbekar@fraser.sfu.ca (Clifford Bekar) Subject: Players info set Message-ID: <cbekar.726542441@sfu.ca> Sender: news@sfu.ca Organization: Simon Fraser University, Burnaby, B.C., Canada Date: Sat, 9 Jan 1993 01:20:41 GMT Lines: 66