This week we take a look at the Adventure Generator, with which Gamemasters can roll a few dice and come up with the skeleton of an adventure. Even if the results don’t make sense, embracing the weird is completely typical for Torg Eternity.
Shane Hensley had a strong vision for what the Possibility Wars would look like in Torg Eternity, and his keyword for describing it was “desperate.” Early on we had some trouble confusing that with “darker,” which wasn't really accurate. Darker meant less hope overall, more unhappy endings, and more focus on the unsavory aspects of the war. But that wasn’t what Shane was aiming for. Desperate meant there would be more pressure from the High Lords, more danger that forces the Storm Knights to engage, but once they engage they might still win, and win big. Things are intense…but not really dark.
We just have a short preview this week, but I think it’s one that people will like. Running a Kickstarter during the holidays is unwise, so we won’t be launching for a bit yet, but to tide you over, here’s one of the things you can expect when the Kickstarter launches.
One of the products available during the Kickstarter is the Living Land GM Screen and Archetypes Pack, which contains new Living Land archetypes as well as Core Earth archetypes that you might find in this part of the world.
This week we take a look at the new Perks that Storm Knights from the savage reality can select, from the Faith, Edeinos, Savagery, Prowess, and Social categories. Many of these new Perks can only be selected by Storm Knights of Beta Clearance (50+ XPs) or higher.