This week we get a bit more in depth with the new mechanics, specifically those dealing with spells, miracles, and psionics. For the sake of this preview, we’ll collectively call them “powers.” They’re described in separate chapters in Torg Eternity, but they have similar characteristics.
As mentioned in our first preview, we wanted to reduce the number of sub-systems while keeping the Torg flavor. This is one of the places where that philosophy has its biggest impact.
This week, we head to Europe where the British Isles and Scandinavia suffer under the sway of the magical realm of Aysle, and the Inquisition has returned to France and Spain, this time with nanosecond response time!
Just a note that we’re covering the World Laws very broadly. We go into more detail in the book, and a lot of the flavor comes out through the use of Cosm Cards, which we’ll be previewing soon.
This week’s preview features the rules and lore of Torg’s unique reality. Arguably Torg’s reality rules make it unique, and it was important that we get things right here. Again, we didn’t want to change anything for the sake of change. Any changes need to have benefits.
It was also a challenge to try to think through any consequences of tweaks and changes we did make.
Welcome to the first of a series of previews highlighting changes in Torg Eternity from the original Torg RPG (as well as some things we specifically didn’t change). These previews will discuss changes to the rules and the lore in order to give the game a streamlined and modern treatment.