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Evil Mastermind
Apr 28, 2008

FMguru posted:

I imagine a lot of pornomancers get into the field because it seems so appealing on the surface: have crazy sex all the time and get magical reality-warping powers? Sign me up! It's only once they're in that the emotional downside becomes clear and by then it's too late: they're hooked on the power and obsessed with the practice.

Well, a lot of them also become pornomancers because if you watch the Naked Goddess tape you automatically convert to the religion/cult/whatever it is. Some people just fall deeper into the well than others.

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Evil Mastermind
Apr 28, 2008

Traveller posted:

This stuff is good. drat, I wish it could be acquired without getting a full new copy of the corebook.

You can get the core PDF for free.

Evil Mastermind
Apr 28, 2008

theironjef posted:

Best kind of garbage. No one likes cold garbage. We will look forward to it! Also, we're so looking forward to this question we got for the next Afterthought:

quote:

2) I'm a diehard fan of 3.5 DNd and hate that bullshit, wish fulfillment, special snowflake fourth addition ( no offense please make fun of me). Do you enjoy 3.5 and why do you enjoy 4th

I always love questions like this, because they really boil down to "I do not understand why people have different tastes than myself."

Evil Mastermind
Apr 28, 2008

I would just like to go on record and say that I have actually, successfully played HoL.

Twice.

Evil Mastermind
Apr 28, 2008

Yes, I know I am ridiculously behind on the Torg review again.

But for those who weren't following last month's chat thread: Ulisses Spiele (the current license holders) have officially announced a new edition of Torg for 2016. It'll be called "Torg Eternity", will have a streamlined system, and very few new facts are forthcoming.

That being said, there was a post-GenCon update today on the G+ group:

quote:

The cosms will be updated to account for new geopolitical realities. Nippon Tech will be getting a new name. The Living Land IMO is freaking awesome. Baruk Kaah is badass...he's not going to be the Jar Jar of Torg anymore.
I'm really, really hoping this isn't going to break my heart.

Evil Mastermind
Apr 28, 2008

Ulisses Spiele is making a pretty spirited push into the States. They've got Shave Hensley leading up their US branch, they're doing Torg, and they're releasing an English translation of The Dark Eye, which is like the top German fantasy RPG, I guess? Just looking at the free preview for that, it's pretty clear they put a lot of effort into art and production values.

I gotta say, the two pieces of art they released are light-years better than the old stuff.



Evil Mastermind
Apr 28, 2008

Halloween Jack posted:

Okay, that Nile Empire art owns.

I'm not familiar with him. What's his finishing move?

It's amazing; no matter what I can never get Shane Hensley's name right the first time.

Evil Mastermind
Apr 28, 2008

Humbug Scoolbus posted:

Jailbreak and In Media Res are two the best one-shots I've ever played in. Absolutely mindbending and terrifying.

What's In Media Res? I don't think I've heard of that one.

I'd love to run Jailbreak but I feel like you really need the right group.

Evil Mastermind
Apr 28, 2008

Fireborn was a great concept kneecapped by a poorly explained middling system. The whole idea of playing a character that was a superpowered badass in Suddenly Magic Modern London and a huge-rear end dragon dragoning around the landscape of our forgotten generic fantasy past is pretty awesome.

Evil Mastermind
Apr 28, 2008

WaywardWoodwose posted:

Rosemont Bay
https://www.kickstarter.com/projects/topherg/rosemont-bay-a-gothic-horror-soap-opera-roleplayin

Seriously, go look at the update history. I know it's not as severe as some, but there are some huge gaps before he disappeared. The real killer though, before he was finally kicked off rpg.net, he was constantly trying to get other people to let him work on their kickstarters.
He also pulled a "I was really sick for the better part of a year and couldn't work on the game" while still managing to post a ton on Google+.

Like, I get that social media posting and work are not mutually exclusive and that sickness can really be a problem when you're self-employed, but if you have time to play FF14 and post about Monster High dolls you can probably post a loving KS update once in a while.

Evil Mastermind
Apr 28, 2008

Lynx Winters posted:

Didn't Witch Girl Adventures turn out to be made by some transformation fetishists or something? I remember there was something weird to it if you knew that was a thing, but if you didn't then it never really came up.
The main artist had a rather disturbing DA page, but even not knowing that there was the art of mundane people being turned into objects and killed.

Evil Mastermind
Apr 28, 2008

Halloween Jack posted:

Masterbook is a pretty fiddly loving system derived from TORG, though thankfully not nearly as fiddly as TORG itself. The only thing it really has going for it is a unified action resolution chart that actually handles different kinds of damage and advantage/disadvantage in action scenes in a pretty elegant way. I might do a brief review of it on the way to reviewing one or two of the games that used it, but it's a pretty boring set of rules.

Man, I really need to get back to the Torg review...

Evil Mastermind
Apr 28, 2008

Hey, if you want to possibly get something F&F-worthy or give your favorite reviewer something, why not sign up for the TradGames Secret Santa?

Evil Mastermind
Apr 28, 2008

Halloween Jack posted:

Here's the problem: A lot of games, especially ones with rich settings, indulge in the vice of giving you the entire history in one massive chapter at the beginning of the book. This is only a good idea in a game like Eclipse Phase where all of that history is relevant to the PCs and possibly all of them lived through all of it. In other games you get tedious tangents about great disasters, wars between the gods, personal conflicts between NPCs, etc. that happened centuries ago and are largely irrelevant to the PCs and what they do. Fading Suns did it, SLA Industries is the most egregious example I can think of at the moment. I love L5R but oh God is it ever guilty of this too.

This is one of the main reasons why I burned out on the TORG review (again); there are a bunch of sub-setting books and drat near every one gives you way too much historical background and/or gets into too much detail about what's happening in every prefecture, territory, or city on the map. They're trying to dill up 120-or-so page books about each realm, but since the page count is so high then end up having to get into insane detail. The Nippon Tech/Japan sourcebook tells you what's going on in the various districts of Tokyo, for Pete's sake.

The biggest problem with that kind of detail is that it's ultimately pointless. The players will probably never learn most of it (or won't care), and it's not stuff the GM can get a ton of use out of.

Evil Mastermind
Apr 28, 2008

unseenlibrarian posted:

Regarding the LSH tangent:

The best/worst member of the Legion of Superheroes was Fortress Lad, who had the ability to turn into a rocket-shaped building.

He showed up for tryouts, and saved the entire team by jumping in front some random villain's mind-eraser ray.

This -mostly- shielded them from the effects...except everyone forgot that Fortress Lad existed, and he was completely mindwiped.

So the Legion was like "Oh, wow, someone left a cool rocket-shaped building here!" and made it their headquarters.

Their living, catatonic headquarters.
Wow, there is not a :gonk: big enough for that.

Evil Mastermind
Apr 28, 2008

Halloween Jack posted:

If there is such a thing as the Siembieda Method, it's this.

See also Torg. Even "generic" NPCs baddies have like half a page's worth of stats.

I don't think it's a page count thing as much as a consequence of having an inherently crunchy-as-gently caress system (because verisimilitude) and the belief that NPCs have to use the same ruleset as PCs.

Evil Mastermind
Apr 28, 2008


Evil Mastermind posted:

I think this may be the first time something like this has been asked in F&F history, but...

Please stop posting Play Dirty.

Evil Mastermind
Apr 28, 2008

I didn't want Jimmy D either! :argh:

Evil Mastermind
Apr 28, 2008

Alien Rope Burn posted:

Play Dirty 2: Even Dirtier Part 4: "Psychopath."

”What’s That Smell?”

… was the name of Wick’s first d20 adventure which was supposed to blow the gates of the D&D doors down and be a wake-up call to the genre. If you haven’t heard of it, that explains how successful it was at that.

(walks up to a podium, takes a sip of water, adjusts his notes, takes a deep breath)

Ahem.

John Wick, just after the initial 3e release posted:

Hi guys. Been a while, eh? Yeah. I know. Trust me, I know.

I hear a few of you have been wondering where I've been?

You see the scars on my face? Smell the dust in my beard? See the ragged horse I rode in on?

I've been away, friends. Far, far away, on a magic journey that led me from the bleak, cold desert to a place where they serve nothing but milk and honey, breakfast, lunch and dinner.

I've tasted a moment of paradise, just enough to give me the strength to return here, and share with you the its sublime beauty.

I'm not sure if I have the skill to convey it all to you, but I'll try.
I'll try.

If you've been following this column for even a short while, you know that I love stories.

You know the people who love animals more than they love people? Well, that's stories and me. Some of my best friends are stories. More often than not, I've trusted stories more than I've trusted people.

And, one of these days, I'll have to take up Mona Hall on her offer, and write down the story she gave me, of a long forgotten fairytale who gets approached by The Mouse. "I can make them remember you again," The Mouse tells the long forgotten fairytale. "Just sign right here on the dotted line, and they'll never forget you again." I owe her for that one. Maybe one day, I'll find the words to tell it.

Another of my favorite stories is Percival, the tale of a simpleton who becomes a knight, who loses his innocence, then by finding it again, heals a wounded king. Those of you who have seen Terry Gilliam's The Fisher King (starring Robin Williams and Jeff Bridges) know the story.

It's a great story, one that continually finds its way back into my life, no matter how much I try to forget it. And it always amazes me how I don't recognize Percival, even when he walks right up to my face and shakes my hand.

He's never upset that I don't recognize him. In fact, it's happened so many times, he's come to expect it.
(I'm terrible at names and faces, by the way.

If I don't recognize you, please don't take it personally. I do my best, really I do.)
So, yes, I've been gone for months. Not a peep.

Where have I been?

My friends, I've been lost in the Wastelands.

And their acrid, dusty air made the sweet nectar of the Grail that much sweeter.
* * *
One of those stories that's been with me so long, I don't even remember where we met, is a little tale told to me by Stan Lee. Yes, you know it well. He's a friendly chap. A friendly neighborhood chap. Goes by the name of Spider-Man.

A wonderful lesson comes out of that story. Not a new lesson, but then again, there are few lessons in this world that don't have long, gray beards.

It's that "Great power, great responsibility" lesson we keep hearing about - the lesson we keep hearing about, and keep ignoring.

Why do I say that?

Have you taken a look around lately? Specifically, at the internet.

Just before I got lost (one of the key steps in the wrong direction), I lost my temper at somebody who decided to write a review of ORKWORLD. Instead of being a responsible adult, instead of pointing him toward the incredible review written in PYRAMID, I told the shmuck to blow himself. Not that he didn't deserve it, the whole thing was flame bait to begin with.

(Any review of any game that includes the sentence, "The rules are broken. I didn't actually play the game, but I skimmed through the rules, and I can tell" is flame bait.

But, hey, if you disagree with me, that's fine. Just go check out the review in PYRAMID. It's just, fair, and well written. Three qualities that the review at rpg.net doesn't have.)

But, frankly, I should have known better. But the whole thing was just another straw on that poor camel's back.

(Just how many straws does he have on his back these days?)

It didn't help that I made such a stink in this very column about Ken Hite getting the only review copy at Gen-Con, that I plugged his column, said a bunch of very nice things about him both here and at Gen-Con.

. and then found the review of my game ran almost exactly two paragraphs.

Three whole columns devoted to that D&D 3E game, and my book gets two whole paragraphs.

Of course, the review follows Gareth Skarka's Underworld paragraphs, and begins with the phrase "If you liked Underworld, you'll like Orkworld!"

In other words, Ken, my game and Gareth's game are pretty much the same thing. Oboy.

(And all of you who think I only bag on people who say negative things about my games, pay close attention here.)

Ken's review was almost entirely complimentary. Unfortunately, it fails as a review.

It tells you next to nothing about the game - other than the fact that if you like Underworld, you'll like Orkworld. Not that the two games have next to nothing in common.

Not that the people who didn't like Underworld will now pass on Orkworld.

Not that people who did like Underworld will buy Orkworld and get pissed off because it isn't like Underworld. Not that people who liked Orkworld will now go and try Underworld and get pissed that they aren't the same game.

Not that Ken Hite, the one and only person in the whole world who got a review copy wrote exactly less than one hundred and fifty words about my game and three whole columns about that poorly laid out, poorly illustrated, poorly designed, two-hundred and eighty page RULEBOOK they called DUNGEONS AND DRAGONS THIRD EDITION.
Let me tell you something about that book, all right?

When's the last time you bought an RPG that was nothing but two hundred and eighty pages of RULES?
You know when?

Nineteen eighty-five. That's when.

Because that's the last time an RPG could get away with being two hundred and eighty pages of rules.

IF D&D3E ANY OTHER NAME ON IT AT ALL IT WOULD HAVE BEEN THE JOKE OF GEN-CON.

IT'S A TWO HUNDRED AND EIGHTY PAGE RULEBOOK!!!

No, check that. I'm entirely wrong. I'm ranting so hard about this that I completely forgot something. It's not just a two hundred and eighty page book of rules.
BECAUSE THE STUPID THING COMES IN THREE VOLUMES!!!

THAT MAKES IT AN EIGHT HUNDRED PAGE RULE BOOK!!!
ALL YOU SUCKERS WHO BOUGHT ALL THREE BOOKS PAID FOR EIGHT HUNDRED PAGES OF RULES!!!

Did you even look at the thing?

I mean, the PLAYER'S HANDBOOK has black and white art in it.

With all the art resources Wizards has, they can't afford to fill that book with FULL COLVER ART???

Wizards has dozens of artists on staff, ready and willing to paint full-color pictures for D&D 3E, and instead, the art director has them drawing black and white pictures for a book that's FULL COLOR.

And the quality of art. I mean, the fellow who did all that painting is very nice, but he ain't no Terese Neilson. He ain't no Rebecca Guay. He ain't no Bill O'Connor. He ain't no Drew Str.

Drew Str. oh hell, the guy who did the cover of the Star Wars RPG. Yeah, that guy. And, ladies and gentlemen, he is a far way away from being Tom Denmark. This is WotC's premier product.

There is no excuse not to have the best drat artists you have painting this book.

Instead, they settled for someone who is simply above standard. Very, very good artist. A talented fellow who has a very lucrative career ahead of him. All my best to him and I hope he finds all the best success in the world.
But, he's still no Micheal Whalen. Or Brom. Or the guys they have over at LucasArts doing concept sketches for Episode II. Some of the best artists in the world are doing concept sketches for Hollywood. Why not hire them?

You're gonna sell 350,000 copies of this book, why not spend a little extra money to make it LOOK NICE???

And then there was the layout. Who the hell did they hire to do the layout on that book? It looks like they scanned a piece of loose-leaf notebook paper, dyed the lines in Photoshop and dropped it in the background.

It's like they said, "Hey! I've got an idea! The typeface is already crunched and difficult to read, why not drop in a bunch of lines that are the same color as the type and make it MORE DIFFICULT TO READ! How's that sound?"

Idiots.

Ryan Dancey fooled you all. Every single last one of you. You all sucked on the big tap of Fool-Me-Three-Times and Ryan Dancey danced all the way to the bank.

And what do you have?
You have three two hundred and eighty page rulebooks. Eight hundred pages of rules. Congratulations.

And all I hear about on the internet is how innovative that game is.
You know, I can't tell you how innovative that game is BECAUSE I CAN'T READ IT! MY EYES START BLEEDING ON PAGE FOUR!!!

But the whole internet is singing the praises of this game. Ken Hite is doing it - even though the book Tom and I put together gets about a hundred and fifty words - rpg.net is doing it, the whole stinkin' world is doing it.

And you know what that says to me? It says, "Screw you, John Wick. Screw you and your screwed up notions of what gamers want. Yeah, you wrote the L5R RPG and won every single industry award for it and made it one of the best-selling RPGs of all time. Yeah, you wrote the storyline for L5R, and all those kids who carry banners on their back during Gen-Con, all those kids who make the L5R tournament LARGER THAN THE MAGIC TOURNAMENT AND THE POKEMON TOURNAMENT COMBINED, who make Ryan Dancey a whole @!#$-load of money, who -

I'm getting ahead of myself.

I'm tipping my hand. I'll have to slow down here for a moment. Let the rant run out. Get back in control of myself.

There we go.
. count to ten.
. stop and take a breath.
. there we go.

Wanna know where I've been for the last two weeks?
That's where I've been.

The Wasteland.
Just try writing anything with that going through your head. Go on. I dare you.

I know what you're thinking.

Sour grapes? Heh. You don't know the half of it.

You are absolutely right. I'll admit it right up front. Absolutely truthful. Ain't no way to get around it.
But that's what's in my head. I'll be honest about it. I'll tell you the whole, ugly, naked truth: I HATE D&D Third Edition.

Why?
The same reason I hate STAR TREK: Because the best-selling RPG on the market isn't the best RPG on the market. It's just the one with the best name recognition.

However, let's get something else out in the open: D&D3 is a good game. I'll say it again: D&D3 is a good game.
And three times, just to make sure. D&D3 is a GOOD GAME

Is it the best game? No. It isn't. I don't think anyone will dispute that.
The layout makes the book difficult to read.

I understand there was a lot of information to cram into two hundred and eighty pages, but they could have chosen a friendlier font and they could have chosen not to put lines between the lines to make the job of reading it even harder.
It already has 50 pages of errata.

It doesn't have THE BEST artists in our industry between those covers. The art is wonderful, but it isn't THE BEST. And when you have the budget, you go for nothing but THE BEST.

The logo is indistinct and difficult to read.
The cover has rhinestones pasted onto it.

It's difficult to read.
It isn't organized very well.
It's difficult to read.

(Tell me something, would you? What alignment is Darth Vader? Chaotic Evil, you say? Well, that makes sense. He is evil; he kills people. But is he Chaotic? He wants to bring order to the galaxy. He loves his son. Shows signs of regret bringing him before his Emperor. Maybe he's Neutral Evil, then. Right? Hm. Or maybe - just maybe - he's Lawful Good. Don't believe me? Check it out. Vader's actions are all but selfless. He's serving the needs of the Empire. He is unconcerned with personal power or gain. He follows a strict code [I don't think anyone can argue the Dark Side of the Force isn't strict on its followers] and [once again] wants to bring order to the galaxy. That sounds like Lawful Good to me. Sure, he has to kill a few people to maintain that order, but when's the last time a Paladin got chastised for killing a few orks, eh? And those rebel scum. Trying to topple the status quo. That sounds a bit chaotic to me. And do you think they evacuated the Death Star just moments before Luke blew it to pieces? How many people did Luke Skywalker murder when he blew the first Death Star up?

And, as Kevin Smith reminds us, the second Death Star wasn't quite complete just yet. That means there were people working away on it when Biggs and Lando blew it to pieces. Innoncent bystanders. All dead. Lawful Good rebels fighting for freedom, right? Wrong. Fighting to restore power to the aristocracy. Or, am I mistaken when I remember that both heroines bore some royalty in their nomenclature? The Rebel Alliance, fighting for truth, justice and restoring a couple of pretty princesses back to power. Yeah.

That's what Lawful Good is all about. And don't forget to kill some orks on your way out. They're worth 50 XPs a piece.)

It still has Character Classes.
(Let me ask you a question. In my years of professional service to the human race, I spent three years as a camp counselor for pre-teens with emotional and family problems, two years as a pin jockey in a bowling alley, another three years as a camp counselor, a few weeks as a singing waiter, a few years as a professional storyteller and singer in a sea shanty group, taught storytelling for three years, two years as assistant manager at Wal-Mart, delivered pizzas, was in a punk band, a blues band and a rock 'n' roll band, worked late night grocery and maintenance and produce at Cub Foods in my home state of Minnesota, worked a year on the Union Pacific Railroad as a switchman and breakman, worked security, served as an office assistant for a foster family agency, looked after developmentally disabled adults, worked as a janitor, tried my hand as staff writer and [part-time] assistant editor at a games magazine, wrote over 1,000,000 words of game fiction, source material and rules and even worked sixteen hours at McDonalds. What character class do I fit into?

(What's that? Three dimensional characters with backgrounds and past careers and such don't fit into character classes? Well, what kind of characters fit into character classes? Be careful with your answer; you may not like it.)

(And for those of you who think you're clever by calling me a "bard," please don't. There are real people walking around with that honor. They go to a school in Wales - St. David's, I think its called - and they memorize long passages of stories and family histories to earn that title. I have not.

(Here. Three quick examples. A couple of friends asked me if I wanted to play in a D&D game. I said, "Sure. Why not. Let's see how it plays." So, here are the two characters I wanted to make.

(First, I wanted a young noble who, at the age of ten, found he had sorcerous abilities. This, of course, meant he was a sorcerer. His father, the king, was elated, but his wise men notified him there was only one way his son could be a sorcerer: if his mother slept with a dragon. That meant my character was a bastard, cast out and ostrasiced by his family and friends. He still has his sorcery, and he's looking for his true father. And when he's strong enough, he's gonna come home and he's gonna free his mother [locked up in the tower], and defeat his tyrant father. Sound like a fun character to play? Well, you can't. There are no rules for royal characters. I wanted contacts and money and other noble stuff.

I can employ in any other rpg on the market but neither the PH or the DMG have rules for playing noble characters. I have to play something else.

(So, I decided to play a bard. A young man who goes to bard school, but his heart is more in wooing women than learning old songs that nobody sings anymore. "Where's the charm person spell?" he asks. They ignore him and teach him a seventeen hour story about people nobody's ever heard of. He steals a couple of songbooks, runs away from the school and becomes a rogue. Well, guess what? I can't play that character, either.

Spuh. That was it. If I can't even make the character I want to play, two characters that are entirely legitimate and within the boundries of standard generic fantasy, then I just won't play. I mean, I can make those characters in GURPS, why can't I make them in D&D?

(Why? I'll tell you why with one word: character classes. Stupid, idiotic, restrictive for the purpose of being restrictive character classes.)

The fact of the matter is, that game has sold enormously well. Has it deserved its sales? That's not for me to say.

However, and this is important here, pay close attention:
I DO THINK THAT ANY GAME THAT BEGINS WITH THE SENTENCE, "WELCOME TO THE GAME THAT HAS DEFINED THE FANTASTIC IMAGINATION FOR TWENTY-FIVE YEARS" DESERVES NOTHING LESS THAN A .357 HOLLOW-TIP BULLET STRAIGHT THROUGH THE SPINE.

As if no other game in twenty-five years has contributed anything to the industry.
Every innovation that's in those books, and The Wick means EVERY INNOVATION is from another game.

There is nothing new in the PG. Absolutely nothing. You can go through, point-by-point, and find every "new rule" in another game.

Not bad for a game that has "defined the creative imagination" for the last 25 years.
It's a presumptuous statement that goes right up there on the top of my list, right next to Sen-Zar's "We had to make this game."

We've mocked the guys who wrote Sen-Zar. Mercilessly. But then, when D&D pulls the same @!#$, we ignore it, and sing its praises high unto the rafters, agreeing like the mindless, slack-jawed pod-people we are.

Well, not me. I calls 'em as I sees 'em. D&D3 is not the holy grail. It is not manna from heaven. It is not the perfect, end all be all game. It is just as wacky and flawed and screwy as it's always been, and always will be.
And, frankly, its still about as much fun.
No question about it: D&D is a helluva lot of fun.

But it isn't brilliant game design. It's still the same game it was when it was the butt of every gamer cliché we know. It's still the clunky, old-school, simple-minded, hack 'n' slash game it's always been.

Just like when the Academy Awards brought out Jane Fonda, welcoming her back to the fold after her two-decade long lunacy period of being married to that strange fellow who owns Atlanta, expecting all of us to be fooled.
Well, I wasn't fooled. Not by Jane (she'll always be Barbarella to me) and not by D&D (she'll always be Barbarella to me, too.)

It's still D&D, folks. The game you were mocking two years ago. The game you complained about two years ago. The game you fought over two years ago. The game you refused to play ever again two years ago.

It's still D&D.
It's okay to like it. It's even okay to love it. I'm not about pissing in people's punch.

But I am about calling a spade a spade, and that game is the damned Ace. Hell, it's the whole damned Royal Flush of Spades.

Don't call it anything other than what it is. It's Dee and Effin' Dee.

It don't matter how many numbers they put behind it. It will always have those stupid alignments that never made sense, it will always have character classes that keep you from making the character you really want to make, it will always reward murder and genocide with profit and power (XPs), and it will always be clunky, awkward and unbalanced.

(Not that I have any interest in "balanced" games but there are folks out there who complain that games I design aren't "balanced" but go on to sing the praises of D&D3. Listen here, buddy. Tell me about it the next time I see your fighter and he's using a longsword instead of a rapier. Wanna know why? Because a longsword does a d8 worth of damage and the rapier only does a d6.

"Aha!" you say. "But the rapier does more damage on a critical hit!" To which, I answer: "So what? Your rapier does a crit on an 18 - 20 and my longsword does a crit on 19 or 20. That means you crit 15% of the time. I crit 10% of the time. And, in the meantime, 100% of the time, I've got a better chance of doing more damage while having an only 5% less chance of getting a crit. Nice game balance there. And don't ever ask me to handle a light axe. D4 that crits 5% of the time. Why in the world would I ever waste my time with a light axe???

(But I digress.)
Yes, this has been my Wasteland. Watching the internet sing the praises of D&D3, claiming it the savior-messiah of gaming.

Folks, it wasn't all that good. It wasn't bad. But, it just wasn't all that good, either. At least, not from my point of view.
And it's funny.

I was at the Berkeley show a few weeks ago, listening to everyone talk about it. The Hero guys told me, "Yeah. It's dressed up Hero." I heard the Chaosium guys say, "Yeah. It's just dressed up BRPS." I even heard someone say, "They just stole a bunch of ideas from Rolemaster."
Funny. No one said they stole anything from L5R or 7th Sea.

(Maybe that's because there's nothing worth stealing from them? One never can tell.)
Its kinda like when every racial group in the world claimed the trade federation aliens in Episode One sounded like them. I heard Native Americans say it, I heard Chinese say it, I heard Japanese say it.
Funny. No one said they sounded Irish.

(Maybe that's because nobody wants to sound Irish? One never can tell.)
The fact of the matter is, D&D3 looks like a lot of different RPGs. There's just nothing new or innovative about it.

I mean, think about the games that have come out lately. Think about the way Unknown Armies handles magic (pornomancy all the way, baby!), the way Feng Shui handles combat (I have to admit, brutes - I mean, mooks are a wonderful idea)

the way Hero Wars handles myth (do I have to say anything here?), the way Orkworld handles hunting -
. sorry . - and the way Conspiracy X handles psychic powers (and if you haven't seen this one, you are missing something).

And think of some older games, and the innovations they made. Cthulhu. Chill. Traveller. Over the Edge. The World of Darkness. GURPS. Hero. Rolemaster. All of these games provided essential building blocks the designers up at WotC used to create the new D&D.

And, let's face it, there is nothing new in those books. Nothing.
The Saving Throw system (your traits give you bonuses) comes right out of Runequest.

Skills are not a new thing. Not even the way they handled skills (making each one a separate ability) is a new thing. I mean, come on. It wasn't even new when 7th Sea did it. Go check out TMNT (and other Palladium books) to see what I mean.

The magic system is still the same old clunky, non-linear, non-sensical magic system. Although, I have to admit, this is one place I felt the game really fell flat. I mean, I miss all those funky names for the spells. Now they read like chemical formulae.
The bonuses thing is cute, but again, nothing new. It's straight out of Pendragon. Identical in nearly every way. Nothing new.

And did I mention they didn't do anything about alignment. Orks - sorry - "orcs" are still chaotic evil.
Chaotic evil and tribal. I'd like to see how that works. A culture of sociopaths sounds a bit oxymoronic to me.

And did I mention half the art is black and white? In a color book, half the art is black and white.
In case you missed that, let me say it again.
IN A FULL COLOR BOOK, NEARLY HALF THE ART IS BLACK AND WHITE.

That's not just bad art direction. That's a waste of money.

So, to recap:

1. D&D3 is a hardbound, full-color book with at least half of its full color pages covered with black and white illustrations.

2. It's mechanics, while improving previous editions, are not innovative, fresh or new; simply patchworks from previous innovations.

3. It is poorly laid out and requires a total of 3 books (a total purchase of sixty dollars) to play.

4. It is a rulebook comprised completely of rules.

Something unseen in this industry for nearly a decade.

My conclusion?
If D&D3 is a rules set for generic fantasy roleplaying. And, like every other generic fantasy game that has released in the last ten years, it should financially fail. However, this is not any other generic fantasy game.

This is Dungeons and Dragons. And because of that, it will succeed.
Despite the fact it is nothing more than eight hundred pages of rules and not a single paragraph of world.

Despite the fact the rules are not well organized or explained.

Despite the fact the combat rules require the use of miniatures.

Despite the fact gamers have been complaining about this kind of book for the last ten years.
Despite this fact, because it was Dungeons and Dragons, this game will sell almost 350,000 copies by the end of the year while Orkworld will probably sell about 3,000.

Sour grapes?
You bet your sweet dowmga.

* * *
I promised you we'd get out of the Wastelands.

But before we did, I wanted you to get a look at where my mind's been the last two weeks. And, to be honest, there's one more step into the Wastelands before we can take our first step out. Just one more. I promise.

I need to tell you one small fact about Ryan Dancey.
See, I know Ryan. And Ryan knows me. It ain't no secret we haven't always seen eye to eye.

I won't get into that here. That's private stuff between me and Ryan.

But, I will tell you a quick story about me and Tom Denmark that involves Ryan in a weird kind of way.

It goes something like this.

Me and Tom and Morgan Gray (more on him later) are sitting outside a coffee shop. I'm eating a turkey sandwich with cranberry sauce. Never had it before, it's pretty neat.

They're smoking. Had that before, it ain't neat.
(Something The Wife said to me just the other day. "If I was married to a smoker," she says, "I'd pour a capful of Drano into my food. Just a cap a day. And I'd eat it right in front of my smoking husband. He'd say, "What the hell are you doing?" and I'd say, "I'm killing myself. Very slowly. And you're gonna watch." She's just amazing. Okay. Back to the story.)

"We should do it," Tom says.
"We should do it," Morgan says.

"You two are crazy," John says.

They're trying to convince me to do something I promised myself - and others - I would not do.

And that, my friends, is write an adventure using the d20 System.

"It's like when CCGs first took off," Tom says. And he's right.
"We've got to get on there quick, before we're just another adventure," Morgan says. And he's right.
"I can't," I say. And I'm right.

See, I know Ryan.

Worked with him for five years. And there's a proud little part of me that doesn't buy into all this d20 hype. I won't. It's a fad. Besides, I won't write something for d20, even if it is for a quick buck, because that'll prove that Ryan was right.

I'll be just like everyone else jumping on the bandwagon.

Everyone else so eager to prove that Ryan Dancey was right about the game industry: sooner or later, everything will be d20 whether game designers like it or not.

The fans will demand it. Game companies have to either make d20 products or go out of business.

The more d20 products there are out there, the harder it will be for anything else to make a mark in the market.

And, if I jump on the bandwagon, Wick Fanboys (hi guys!) will shout "Sell Out!" and throw eggs at my house.

Besides. I already made Ryan Dancey plenty of money. When they sold Five Rings Publishing to Wizards of the Coast, there were a bunch of people who saw a whole lot of money.

No-one on the design team was on that list of people. Not me, not Dave Williams, not D.J. Trindle, not Rob Vaux, not Matt Wilson, not Matt Staroscik.
Not one of us. Not one red cent.

"I've already made Ryan Dancey a lot of money," I tell them. "I'm not interested in making him more."

That's when Tom Denmark looks me in the eye with a smile on his face and he tells me:
"Then it's time you let Ryan Dancey make you a lot of money."
And, my friends, that was only the second time in recorded history John Wick couldn't think of anything to say.

To top it off, Morgan says this:
"Besides, the book we'll do will kick the @!#$ out of anything they're gonna do."

Then, he goes on to tell me that Ryan said D&D fans will hold the Player's Handbook up to the rest of the industry and say, "The bar just got raised." He smiles.
"Let's do a book the D&D players hold up to Ryan and say

'The bar just got raised.'"
I won't count that as the third time. It was just an amendment on the second time.

So, there I am. Sitting there. Thunderstruck. Dumbfounded. Flabbergasted. Discombobulated.

. So, what do I say?
"All right," I say. "Let's steal Ryan's customers."

Ryan once said that he intended to use the PLAYER'S HANDBOOK as a weapon against the rest of the industry.

He said he'd print a full-color, hardbound two-hundred plus page book for only twenty bucks, and the fans would hold that book up to the rest of the industry and say, "Why can't you make something this good?"

Well, friends and neighbors, I have seen D&D3, and I can tell you this:
I'm doing a d20 Adventure.
I've seen the best WotC can do.
It was s***.

I'm gonna blow their socks off.
And they'll hold that book up at the steps of Wizards Central and shout at the top of their lungs: "Why can't you make something this good?"

I've taken my first step out of the Wasteland.

Thanks to a guy named Percival, hiding in the skins and clothes of Tom Denmark and Morgan Gray. They showed me something I'd forgotten:
Gaming is about fun. Providing a tool for others to have fun.

I'm back. Back in the saddle, ready to finish what I started

Namely, ready to finish Warhamster for John Kovalic, ready to finish The Book of Villains for Green Knight, and ready to finish The Flux for myself.

And a few other things as well. More on them later.
Take good care of yourselves. Don't get lost in that Wasteland.

It's a nasty place. And the only guy who knows how to get out is a funny lookin' pair of fellas living in the Bay Area.

And I owe them much.
(PS: I will update Orkworld.com this week with a few goodies. And, next week, I'll show you what's up with Warhamster. Boy. It's been a long road. See you on the other side.)

Evil Mastermind
Apr 28, 2008

Alien Rope Burn posted:

Play Dirty 2: Even Dirtier Part 7: "They were all written almost half a century ago, we’ve all heard them, and John Cleese is a lot funnier than you."

Episode 6: Con Games

quote:

He has some advice for players. First, don't make him correct your behavior, because he'll get so mad at you. Yosemite mad, perhaps. Oooooooooooo. The other is "no segues", so no Monty Python, no talking about recent TV shows, and no-


Telling people not to trade war stories at a con is denying our cultural heritage.
You know, I've run a ton of convention games and demos. I've done Games on Demand, which means that I've run multiple games for upwards of 30 people in a single day, three days in a row.

Never once have I ever felt the need to cut off war stories, or glare at someone checking their phone when it's not their turn, or throw something at a player who's not "doing it right".

I guess I'm just not as...dedicated a GM as Wick.

e: of course, if the players are invested enough in what's happening, they'll stay focused. Maybe Wick's not as engaging as he thinks.

quote:

Let's see, he advises games being less than three hours to make sure you don't lose people's attention. Also to end on a cliffhanger. That seems like a jerk move.
It's totally a jerk move. It's a one-shot! They're getting two to four hours and that's it. Of course they're going to want narrative closure!

quote:

That's cool, I'm good, tho. He then brings up using tokens to reward good roleplaying, like that hasn't been in every game for the past twenty years. Only he suggests making Hershey's kisses instead and people can eat them (he mentions using these as tokens repeatedly).
He didn't even come up with those himself. QAGS uses M&Ms as experience points, and Paranoia did the "if you want to encourage a type of player behavior, reward it" thing back in the 90's.

Evil Mastermind
Apr 28, 2008

gradenko_2000 posted:

I see this kind of thing repeated a lot in this hobby: "no gadgets at the table!", and so on. What I hear from actual (board)game designers is that the latter (using the cellphone) is the benchmark for when the former (losing peoples' attention) is occurring. If I'm running a game and I see people checking their phones, it's not necessarily a sign that I should tell them to put it away so much as it is a sign for me to try to look at why they might be disengaged at the moment.
Yeah, I'm the same way. If I see someone surfing on their phone (not just checking, but actually doing something involved), that's a sign to me that I need to give that player something to do because they're bored.

Evil Mastermind
Apr 28, 2008

unseenlibrarian posted:

The best Bram Stoker item is that coffin full of roses that you can just pull out of nowhere whenever badly injured to heal yourself. As one does.

Makes sense to me.

Evil Mastermind
Apr 28, 2008

You know, it's not just the smug satisfaction. It's not just the plan. It's not just the plan against his own (or his friend's) daughter. It's that he's smuggly satisfied about the plan against his own (or his friend's) daughter and that he draws it out sadistically.

gradenko_2000 posted:

It's poo poo all the way down: the DM gives a player a really powerful ability, then gets surprised when the person acts in a manner congruent with what they'd conceive of if they had that power themselves (roleplaying!). Don't give someone something that you don't expect them to use, and if you feel like it's breaking the game, just talk to the player about it.
Actually, that last post reminds me of an old blog post by Fred Hicks about what he calls the "secret language of character sheets". Short form: everything a person puts on their sheet is something they want to have happen in the game, so as a GM you should focus on making that happen.

It's the diametric opposite of Wick's bullshit. The girl basically made Deadpool because she wanted to play Deadpool, and Wick's upset that she's not playing Batman instead.

Evil Mastermind
Apr 28, 2008

Also when people started pointing out how bad The Last Paladin was, Jared Sorrenson got all pissy and demanded that people show off what they've written so people could make fun of it in a two-piece "you can't criticize if you don't create"/"let's see how YOU like people being critical of your work" combo.

Evil Mastermind
Apr 28, 2008

WaywardWoodwose posted:

You don't have to be a cook to tell if you're eating poo poo.

Also, if someone can't tell you that your game is poo poo because they've never written one, then they shouldn't be able to tell you it's good either.

Evil Mastermind
Apr 28, 2008

Settings that I love but want to fix, you say? :v:

Good lord I haven't touched this since May.

The storm has a name... - Let's Read TORG


Part 12d: Welcome to the Kanawa Corporate family!

So last time way the gently caress back here, I covered half of the chapter on the current situation in Japan. To wit, the high-level, social view.

The next part of the chapter is about the Kanawa Corporation itself.

Like all the other invaders, 3327 had to send operatives ahead of time to scout locations, set up stelae, all that fun stuff. But unlike the other High Lords, 3327's agents had a larger purpose: to find companies that he could buy out to serve as shell corporations.

The "lucky" company was a small electronics firm called Hechiro Electronics of Osaka, a manufacturer of high-tech mutinions. The company was taken over thanks to the standard economic practice of "use ninjas to kill the current owners", and 3327 assumed the position of CEO through his persona of "Ryuchi Kanawa".

Renaming the place to "The Kanawa Corporation", 3327 began expanding his empire. By moving in the higher-tech Marketplace manufacturing technologies (which were faster and cheaper than what Core Earth could do), Kanawa was able to undercut his competition and rocket the company to the largest arms manufacturer in the world. From there, Kanawa started buying out other corportations in other fields. Then he'd set those companies up with the new manufacturing technolgies, undercut that field's competion, and so on.

Within a month, the Kanawa Corporation had positioned itself as a major economic power.

It wasn't long before the secrets of Kanawa's "new" technologies leaked out to Core Earth companies (good ol' Law of Treachery!), and Kanawa managed to stay ahead at first by manufacturing the cheapest consumer goods possible at as much of a profit as he can. But now that the cat is out of the bag (so to speak), he's relying on a good old-fashioned junk bond Ponzi scheme.

There's a few paragraphs about that a junk bond is, given that this was written in the early 90's and most people didn't know what they were since the high-profile stateside schemes hadn't happened yet. That said, the explanation here isn't that great and you're better off reading the entry on Wikipedia.

quote:

The reasoning goes something like this: suppose you were to invest ¥1 million in bonds with a 10 percent yield issued by Toyota, which for all practical purposes has no chance of going bankrupt in the six-month term covered by the bond. At the end of six months, your return would be ¥1,050,000 (¥1 million + ¥1 million x 5 percent - the 10 percent is an annual rate and you have only invested for 6 months) for a profit of ¥50,000. Now suppose you invested the same ¥1 million in 20-percent yield junk bonds issued by 100 separate companies. Right now, the failure without return rate (the percentage of junk bond issuers that go belly up without being able to honor their bonds issued to the public) of such companies in Nippon is roughly three percent, meaning that three of the companies in which you invested will go bankrupt and that you will lose three percent of the money you invested (or ¥30,000). But your return on the remaining ¥970,000 is 20 percent giving you a total return of ¥1,067,000 for a profit of ¥67,000, or approximately ¥17,000 more than you would have made dealing in "blue chip" issues.

3327 has sold literally trillions of yen in junk bonds in the 15% to 20% interest rate category, creating new dummy corporations as needed to get the bonds out there in the first place and lining his pockets the whole time.

On top of that, the Kanawa corporate structure is one large pyramid scheme.

3327 creates new corporations so he can sell junk bonds. But because most of the companies' initial profits are owed to the investors at insane interest, these companies have to come out of the gate earning somewhere in the vicinity of 130% profit. Obviously that's pretty unlikely, so 3327 sets up these corporations in a sort of pyramid scheme. When a corporation's bonds become due, 3327 has a different corporate entity issue its own set of junk bonds, then uses that money to pay off the bonds from the company that's about to default.

And where does the money come from in the first place? From the Japanese citizenry, of course. 3327 has used both the rapid growth of the Kanawa Corporation and the current world situation to send people into an investment frenzy: you're not just earning a profit, you're helping Japan stay an economic power in the post-invasion world! By investing in these corporations, you're helping the fight against the High Lords!

Through all this, 3327 now effectively owns about half of Japan. Like, literally owns. His biggest coup was managing to take over the Bank of Japan and its subidiary lending houses, giving him an even tighter control over Japan's (and, by extention, Core Earth's) economy. There are a few groups that are starting to notice that something's up, and there's a hacker group that is trying to get Kanawa's pyramid to collapse now before it's too late, but unfortunately these groups aren't powerful enough to be anything but a nuisance.

What's even better about this (for 3327 anyway) is that because everyone's so focused on the obvious invaders and scrambling to try and get things back to a stable global position, the rest of the world isn't paying close attention to what's going on in Japan. After all, with most of North America and Europe under new reality management, of course the remaining major economic power would have to step up and fill in the gap! In fact, foreign investors see the current situation in Japan as a huge "get rich quick" scene and are pumping more cash into Kanawa's money engine.

The practical upshot of all this is that Japan's economy is in a very slow, very carefully managed downward spiral that leads right into 3327's bank account. And once the whole system reaches the point where it all has to fall apart, all he has to do is jump ship back to his home reality and start looking for a new world to plunder. To 3327, becoming Torg is secondary to earning profit, so as far as he's concerned Core Earth and the other High Lords can go gently caress themselves once he's bled them for everything he can make a dime off of.

That's not to say that he's not thinking long-term. 3327 has a lot of plans in place to take advantage of what would happen if the other Possibility Raiders were defeated before Japan's economy collapses under its own weight.

The main plan involves, believe it or not, land ownership. Through his numerous dummy corporations, 3327 has been buying territory that has been taken over by the other High Lords. There's a lot of very valuable territory out there that the owners can't use because it currently has dinosaurs, Egyptian cultists, vampires, or God-knows-what on it. 3327 has been buying that land up for a pitance from their owners, and when/if the other High Lords get kicked off-planet, everyone is going to be rather shocked to find out that the Kanawa Corporation owns a sizable chunk of the oil fields in Africa and almost all the mining industry in the States.


"I don't know, I can't read English."

The next part of this chapter is about the The Structure of Kanawa, and is a general overview of Kanawa and its subsidiaries.

3327 is the CEO of Kanawa, of course, but he has three board members that are on board with the overall plan and help him keep control of the whole set-up.

The first is "Murasaki Yamato", a.k.a. 7710 and 3327's right-hand man.

The second is a Core Earther, Saito Horyu. Saito was a board member of Hechiro, and was tapped by 3327 because he wanted a "familiar face" on the board through all the changes. For his part, Saito is more than happy to sell out his company and planet; he's greedy and incredibly bitter due to years of being passed over for promotion in the original company. Saito suspects that 3327 may be a High Lord, but even if he figured it out he'd still be willing to serve. Partially because he's a greedy amoral gently caress, but also because of the third important board member, Isei Sagato.

Isei is a highly-placed board member, and is rumored to be the head of the Yakuza. And in this case, the rumors are true. Isei is quite comfortable with the rest of the board being terrified of him, and while he also suspects there's more to Ryuchi Kanawa than meets the eye, he's not going to rock the boat as long as the money keeps rolling in.

The rest of the board are basically chair-warmers that the above people don't give a single poo poo about.

Next up is a list of the various Kanawa subsidiaries, but for the sake of not boring you all to death I'll just post the structure PowerPoint.



That's not every company under 3327's control, of course. He's taken over other megacorporations, kept them separate from Kanawa on paper, and used them to start new corporate structures in order to keep his eggs in multiple baskets.

So far the only real resistance 3327 has come across (apart from the usual array of Storm Knights) comes in the form of the Rauru Block. The Block was formed by the heads of two corporations who found the Kanawa Corporation's meteoric rise and constant new technological advances rather suspicious. Originally, the Block's purpose was to investigate Kanawa and see what the hell was going on, because clearly something illegal had to be happening. Unfortunately for them, by the time they really started digging in 3327 already had control of the government and a large chunk of the Yakuza. Unable to bring evidence to any sort of authorative body, the Block has had to shift their operations from investigation to stopping the Kanawa Corporation by any means.

Well, not any means just yet. Right now they're focused on corporate espionage and hacking. Once 3327 caught wind of the Block and their activities, he sicced the ninjas on them. The Block wasn't wiped out completely, but now they realize that they need to start working on a more physical level and has begun hiring mercs and related operatives for protection and sabotage.

quote:

Currently, the officials of the Rauru Block know that there is a conspiracy involving big business, the Yakuza, and the government in Japan. They know that the Kanawa Corporation is involved in the conspiracy, and they know that other mega-corporations are cooperating with Kanawa (Block members are aware of the identities of the other firms discussed above that make up 3327's empire).

The members of the Rauru Block do not know:
1) that "Ryuchi Kanawa" is an alien High Lord from another cosm and that he plans to absorb the possibility energy of Japanese citizens;
2) exactly which government officials are part of the conspiracy;
3) exactly who controls the Yakuza, although they are reasonably certain that Sagato is connected with the organization somehow and may be its leader.
There are two high-level players on the Japanese field that are allied with neither the Kanawa Corporation or the Rauru Block. The first is a megacorp called Hanyu Limited, that seemed to spring up overnight in Yokohama. Nobody knows who owns Hanyu (not even 3327), and the company seems to be dedicated to serving the other High Lords. The other wild card is a freelance spy known only as "Haiku" because we had to get that in here somehow. Nothing is known about Haiku, including his/her gender or age. Haiku has done work for both 3327 and the Block, and is only loyal to his/her paycheck.

Just FYI, both the above two plot devices are never seen again in the rest of the line. Or this book.


Subtle, guys.

The book now begins spending a large amount of time and pagecount talking about the Yakuza, but forgive me for not including the stuff you can look up on Wikipedia or in John Woo movies.

One of the first things 3327 did when he came to Core Earth was send his agents to inflitrate the Yakuza and bring the whole shebang under his control. Normally this would be rather difficult, but one of the advantages of being a High Lord is access to non-standard methods of persuasion. Such as, for instance, armies of gospogs you can sic on the Yakuza leader when he says he's not interested in cutting a deal.

Once the former head of the Yakuza was cut to pieces by unhuman monsters, the new head of the Yakuza (the aforementioned Isei Sagato) was more than willing to join up. Of course, not all the families under him were as willing, and this kicked off the most violent gang war in Japan's history. 3327 and Sagato came out on top, of course, and the surviving Yakuza families were restructured from 20+ separate families down to five large conglomerates.

For the most part, the new "families" are kept in line through a combination of the threat of another gospog massacre and the largest profits they've ever made in their lives.

There's always a downside, though, and the public perception of the Yakuza has gone down post-Invasion. You see, back
before everything went to hell the Yakuza took it upon themselves to stamp down on non-Yakuza crime through the good
old-fashioned protection setups. On top of that, it wasn't uncommon for people to go to the Yakuza for a little
off-the-record "justice for hire" for things you didn't want to trouble the cops with. Now, the Yakuza are becoming
more...well, thuggish. They're not policing their territories, they're not helping people who come hat in hand, and they're dealing more in things like hard drugs and human trafficking.


Lllladies...

What's more, the changes are causing a lot of tension within the families themselves. A lot of operatives, enforcers, and lower-tier members don't like how the new restructuing has affected their lives.

quote:

murai.
At the center of the Yakuza code is the idea of loyalty to the family head. A Yakuza soldier is supposed to accept the orders of his family head without question and carry them out successfully. Failing to carry out an order issued by the family head means the soldier must pay a penalty. Many Westerners are familiar with the Yakuza practice of having a soldier chop off his own finger to atone for a failure. Almost all veteran Yakuza soldiers have one or more fingers missing due to this traditional method of punishment.

But self-mutilation is not the only way asoldiercan makeup fora wrong. The family head may call for anything from a fine to death from a failed soldier. The Yakuza code requires the underling to accept the family head's penalty immediately and without question.

Since 3327's reorganization, however, this particular aspect of the code of honor has become rather confused. The honor code binds soldiers only to their family heads, which under 3327's scheme are not necessarily the men who are issuing the soldiers their orders. Some soldiers refuse to accept the penalties demanded by daimyos or underdaimyos with whom the soldier was not affiliated in the past. Sagato has decreed that all soldiers are to accept their daimyos as family heads with respect to the code of honor, but many are still rather reluctant to accept this mandate.
Basically the Yakuza have been turned into an army of thugs for 3327 with the side-benefit of generating more profit for him through illegal activities. Of course, thanks to the Law of Intrigue, eventually they're going to turn on him, but until that happens they're just tightening his grip on the country for him.

And now, finally, we get to talk about ninjas!

For a page. :what:

quote:

Ninja are highly trained warriors who use their knowledge of the martial arts for assassination. In contrast to many other masters of these disciplines, the ninja have involved themselves in the affairs of the outside world for centuries. Japanese history is filled with colorful incidents of assassinations and spying missions carried out by distinctly garbed ninja warriors, though few realize that the legends of the seemingly "magical" powers of the ninja are all true. For centuries, a combination of greed and pure enjoyment of the sport of assassination led the various heads of the ninja temple to accept these missions and conceal them from the membership of the Sons of the Wind.
They may be confusing "history" with "anime".

Anyway, one important thing about ninjas is that they know martial arts powers that'll come up later, but (of course!) with one important downside: because ninjitsu is a "perversion" of martial arts, their Spirit stat suffers (not that they say how), and ninjas cannot spend Possibilities on uses of the reality skill, even when attempting to reconnect. Why? Because gently caress you, that's why.

And yes, "ninja" is one of the available character templates, and suffers from this penalty.

Anyway, 3327 controls the ninja (all the ninja) through an alliance their leader Gazokai. Yes, there's one leader of the ninja.

quote:

The temple of the ninja is the only domain oftheart which has its own fully functional FAX machine.
And that's everything you need to know about ninjas in Torg! Moving on!

The next part is about the Sons of the Wind. In keeping with the terrible organization and misunderstanding of the interesting parts of the setting that are endemic to Torg, more space is given to the history of the Sons than to the entiretly of the sections on ninja. Because I care about the schism between two guys 500 years ago to the point where I need a page of history.

The Sons of the Wind are basically an organization of good-guy freelance martial arts heroes. They have a very loose organization, being more like a kung-fu version of the National Guard than an army. They've come out of centuries of hiding due to, and I quote, "various martial artists inJapan began to feel a disturbance in the very reality of things." There are only three main rules:

1. Any member of the Sons may call a meeting of the whole organization in order to vote on important matters, or to determine if they should get involved in global affairs.
2. The Sons cannot reveal the existence of the group to the world.
3. Conflicts between members would be settled through one-on-one martial arts duels.

Good lord we're still not done with this chapter! Now it's time to talk about Nippon Tech stelae. As stated before, stelae in Nippon Tech take two different forms: as either telephone exchange boxes in the country, or as functioning ATMs in the cities. Because 3327 takes new territory via buyouts rather than comquest, it's ridiculously easy to set up stelae boundaries in preparation for dropping a bridge inside some empty skyscraper under the pretense of normal corporate expansion.


Pictured: reality expansion

3327 is also always on the lookout for eternity shards, and tends to have more success than the other High Lords because, again, nobody knows he's looking. Instead of sitting on them, he sells them to other High Lords at a substatial profit.

3327 employs gospog just like the other High Lords, but initially had a problem where he couldn't figure out the best way to use the giant rampaging plant zombies while keeping a low profile. He solved the problem by converting a Japanese hydroponic plant into a gospog field, and "growing" the monsters into specially-prepared suits of high-tech samurai armor. The armor is completely sealed and very strong, leaving no evidence that there's not a human in there. As an added bonus, gospog are pretty mindless and as a result aren't subject to the Law of Intrigue. 3327 keeps a few near him at all times to serve as bodyguards.


Ew.

And except for some small adventures, that's it for the chapter.

Finally.

Good loving lord this was rough to get through. it's only 30 pages, but as always it bounces from topic to topic, giving too much detail on poo poo I don't care about or don't need. I don't need a province-by-province breakdown of what's going on in Japan. I don't need the history of the Yakuza over the past 100 years. I don't need the 500 year history of a group whose sole purpose is...to be where PC martial artists come from I guess?

At the risk of being a broken record, Torg has no idea what the end-user needs to know or cares about. It's just a pile of ideas you're expected to sift through to find the bits that are actually usable.

Can you imagine what this game could have been if the writers were more focused?


NEXT TIME: Axioms and World Rules revisited!

Evil Mastermind
Apr 28, 2008

The Lone Badger posted:

This makes no sense. So he owns a huge pile of Nuyen / other Earth currency - if he abandons Earth then he also abandons this currency. To actually keep the profit he'd need to be shipping stuff back to his home reality that he can keep.

That's nothing. 3327 has done this whole song and dance on multiple worlds, but there's nothing about the sustainability of the project or if/how he alters economies to be compatible with Marketplace's.

There's a lot of talk about how he sends things from Marketplace to Core Earth in order to build up the Kanawa empire, but nothing about bringing it back home or sending it somewhere else.

And you know what? That'd be fine...if they didn't spend so much effort defining every little thing about 3327's plans. But, as I've said before, the more you define the more the holes start to show.

Evil Mastermind
Apr 28, 2008

Midjack posted:

is he maybe siphoning Possibility back to Marketplace, or is that not how it works (I don't know how TORG works at all)?

The Lone Badger posted:

He's almost certainly also doing that (all the Possibility Raiders do). But he doesn't need to make money to do that.
Not exactly; any Possibility energy siphoned by a High Lord goes right into his Darkness Device.

I talked about this waaaaaay back at the beginning of all this, but normally the flow of P-energy goes from the cosm to the people then back to the cosm and so on. The reality and the people in it basically draw the P-energy from each other. This loop is what keeps realities "alive" and allows the reality to "advance" and grow. Axioms change by people unconsciously investing P-energy into their world.

When a Darkness Device enters the equation, it breaks the cycle. People still invest P-energy into the realm, but the energy that would go from the realm back to the people is intercepted and stored in the Darkness Device instead.



That's why realities taken over by High Lords stagnate; the flow of P-energy is siphoned by the stelae, so the investment from inhabitant to cosm can't happen.

So yes, while 3327 is stealing P-energy from Core Earth, he's not investing it in Marketplace. He's just banking it in his Darkness Device.

e:

Glazius posted:

I went back and looked at the world maxims. Law of Profit -- just by having giant piles of money, 3327 can do everything cheaper. It doesn't matter if one pile is in nonconvertible currency, it's still a big pile of money.
Also this. At the end of the day it's about profit. Not if he can use what he's earned, just that he's earned it.

Evil Mastermind
Apr 28, 2008

Doresh posted:

Maybe he invests in stuff of more universal value, like gold? Or interdimensional Bitcoins?
Oh my god now I want to see Malraux in the updated Torg getting into Bitcoins.

Evil Mastermind
Apr 28, 2008

The storm has a name... - Let's Read TORG


Part 12e: High-level Operational Procedures

This chapter is the detailed information on Nippon Tech's axioms and World Laws. This is stuff I always put in the first post for each realm, but I always like to revisit. Plus, you know, it's been a while.

Marketplace's Technological Axiom is 24, which is just above Core Earth's. Marketplace's extreme corporate culture has pushed technology at a rapid rate, and 3327 is bringing some of these technologies down the bridge to his realm. The trick is that he has to be careful what technology he lets out to the world at large; things that are above Core Earth's tech axiom would cause contradictions, but not spreading the tech around would result in a poor market.

This isn't so much a problem in the realm since everything just seems like a natural extension of current technologies, but as the new stuff gets revealed, it's not hard for other companies to reverse-engineer things and make their own versions. This might lead to an increase of Core Earth's tech axiom if the technologies become too widespread.

The book actually breaks down various fields of technology to show where they stand, which is nice because it's the only axiom you can really do that with.

That said, remember that is all going to be "high tech" compared to 1990.

Marketplace's Medical technologies are incredibly advanced compared to Core Earth, even today. Artificial organs have been pretty much perfected, and are affordable by the types of people who should be able to afford them (i.e., the upper classes). Artificial limbs are almost there, being about 85% functional compared to a normal human limb. As profitable as this field is, it's just a stepping stone on one of 3327's main targets: cybernetic technology.

3327 has a big problem with the fact that Malraux basically stumbled into the highest tech either one of them have ever seen. Cybernetics in Marketplace/Nippon Tech are still in their infancy, and are prohibitively expensive. In an attempt to co-opt Malraux's dumb luck, the Kanawa Corporation has begun purchasing factories and labs in France to take advantage of the higher Tech axiom, and the CyberPapacy corporate world is teeming with Kanawa operatives.

It's also worth pointing out that cloning technology exists in Marketplace, but is not in widespread use. Almost nobody knows about 3327's five clone copies wandering around, but nonetheless corporate heads push for better cloning technology because it might prove to be a good solution to Japan's labor force problem.

The tech field that's growing the fastest is, surprise surprise, the Military sector. Combat drones and self-controlling robots are starting to appear in modern combat forces. Laser weapons exist, but they're not compact or cheap enough to see real use outside of being mounted on robots defending vital locations. Plasma weapons are still in the prototype stage.

It should be pointed out that the Kanawa Corporation sells weapons world-wide for use in the various realities. In order to prevent contradictions, weapons intended for a specific realm are made using materials and manufacturing practices appropriate to that realm. So a crossbow made by Kanawa for use in Asyle can be used without causing a contradiction.

Transportation technology has been a boon to the automotive industry. Kanawa-manufactured cars are faster (top speed 280 kph/174 mph), have more features such as GPS and improved safety features, and are more affordable.

Air travel in Japan has been improved by the development of "jump jets", which don't need as much space to take off and land, on top of being a lot quieter. This has caused modern airports to be capable of handling more traffic.

Interestingly, the only transportation field that hasn't seen much improvement is in actual goods transport. It's just not profitable to try and improve what boils down to large portable boxes above what's available now.

It's interesting to note that in terms of predictions, they actually got Communications about right. The "Sony Talkman" is a personal phone the size of an index card. It's not a smartphone, but you can't deny we're pretty close to getting phones to that size.

But where they did okay with phones, the game's predictions for Computers are hilariously wrong.

quote:

Approximately 94 percent of Japanese homes are equipped with a personal computer. The typical home computer system features 32 megabytes of user memory as well as hard copy, communications, and storage peripherals. Almost all home systems have access to one or more computer information networks. Computers are used for shopping, banking and a host of other activities, as citizens try to spend as little time as possible out in the polluted atmosphere.

Businesses now rely on supercomputers with 64-bit video coprocessors, floating point co-processors, and voice recognition processors. These machines also have up to 256Mb of user memory, and multiple output option module.
Technology predictions will never not be funny, no matter who does them. Unless you're Star Trek, of course.

That said, the summary of Daily Life in Japan is actually a bit predictive, if only by accident. The new industrial revolution has been a huge boom to the entertainment industry, with people able to access "thousands of recorded films and video programs via home computer". The video game industry has also advanced, with a lot of manufacturers making laser-disc based games based on the current world situation (like "Lizard-Hunt", a wargame based on the battles between the Living Land and America).

quote:

And the more traditional video games have maintained their own popularity, also, with complex home units and portable systems available from a wide variety of manufacturers. Zelda V, a video game for Nintendo's 32-bit home system, has sold more than 9 million copies in Japan alone.


There are also apparently flying cars, but they're not mentioned for some reason.


The Social Axiom of Nippon Tech is 22, which is also just above Core Earth's. But despite the higher Social axiom, life in modern Japan is worse than it's been in a long, long time. Between the new corporate culture, increased Yakuza activity, and MarSec replacing the cops, the country is in the midst of a serious social crisis. In the months since the invasion, the unemployment, crime, infant mortality, and homelessness rates have more than tripled. The current workforce can't keep up with the accellerated corporate culture, and most workers' skills are becoming outdated practically overnight. And because 3327 has a very subtle control over the government, things aren't going to get any better anytime soon because spending money on social services isn't profitable.

The upshot of all this is that the major cities like Tokyo and Osaka have become urban nightmares. Suicide rates, drug use, and crime have all skyrocketed with no relief in sight. The gap between the haves and have-nots widens daily, and the only people who could fix it are in 3327's pocket.



[sub]from Prez #3, a series y'all need to read. Also completely not relevant to Nippon Tech.

Marketplace has the second-lowest Magic axiom at 2, just above the Living Land's 0. It also has a very low Spiritual axiom of 8. The world is focused on material gain, and as a result the spirit has suffered in oh so many ways. Magic is pretty much impossible, and miracles aren't much better off.

A strange side-effect of the low Magic and Spirit axioms is the strange sense of...wrongness that permeates the realm. Core Earthers are attuned to slightly higher axioms, and don't notice the effect until it's gone. Deprived of the "ambient" magic and spiritual energy, everything feels off. Empty. There's always a feeling of being watched, of disconnection from everyone even in a crowd. People don't make eye contact, and often seem to just melt away into the shadows. You never feel in contol of anything. It's like the feeling of being in an abandoned house, the feel of nobody living there, just writ large.

Another strange effect is that the contry is permeated with a thin, cloying fog. It's harmless (although attributed to the pollution now spreading across Japan), but just amplifies the disquieting feeling of the realm.


There are three World Laws that drive and reinforce how Marketplace and Nippon Tech operate. As always, everyone in the realm is subject to these laws unless they form reality bubbles around themselves.

The first is the Law of Intrigue, which states that deception, lies, and traitorous behavior is easier. The mechanical effects of this are:
  • All uses of the stealth skill get a +3 bonus to the roll, and all Perception-based tests to detect stealth get +3 to their difficulty.
  • Using Charm-based skills to lie or decieve get +3 to the roll. Using persuasion to lie gets you another +3 on top of that, and P-rated characters also get +3 to all trick rolls.
  • Any group or organization with at least 100 members will have at least one traitor in its midst. The larger the organization, the more traitors there'll be. Note that they don't have to be actively hostile to the group they're in, but they will be working for a rival group.
  • Two thirds of all Storm Knights the PCs meet will be unfriendly. Not evil, just untrusting or untrustrworthy.

Next up is the Law of Profit, which is a more passive law. It states that all goods and/or services bought by "those of means" will cost less and be of higher quality than the goods purchased by anyone else.

Once again, I can't sum this up any better than Sir Terry Pratchett:

quote:

The reason that the rich were so rich, Vimes reasoned, was because they managed to spend less money.

Take boots, for example. He earned thirty-eight dollars a month plus allowances. A really good pair of leather boots cost fifty dollars. But an affordable pair of boots, which were sort of OK for a season or two and then leaked like hell when the cardboard gave out, cost about ten dollars. Those were the kind of boots Vimes always bought, and wore until the soles were so thin that he could tell where he was in Ankh-Morpork on a foggy night by the feel of the cobbles.

But the thing was that good boots lasted for years and years. A man who could afford fifty dollars had a pair of boots that'd still be keeping his feet dry in ten years' time, while the poor man who could only afford cheap boots would have spent a hundred dollars on boots in the same time and would still have wet feet.

This was the Captain Samuel Vimes "Boots" theory of socioeconomic unfairness.
For the purposes of this world law, anyone with a yearly income of ¥3.5 million (about $25k/year) gets an effective 10% discount on everything, and the more you earn the better the deals. Note that this doesn't mean the prices magically change at the register, it just means that people above the poverty line can buy at places that offer better deals.

Lastly, there's the Law of Vengeance. This law states that revenge is a dish best served cold and fatally. If you take revenge on someone who has wronged you in a serious way, after waiting 48 hours to plan, you gain six possibilites at the end of the act.


Ultimately, this all should lead to a world that's a mix of John Woo movies, Sleeping Dogs, Judge Dredd, and Demolition Man. Instead, we got what we got.

Talk about wasted potential...


NEXT TIME: The moment you've all been waiting for: everybody was kung-fu fighting!

Evil Mastermind
Apr 28, 2008

inklesspen posted:

My archive is now (to the best of my knowledge) completely caught up with all three threads, with two exceptions: at some point Evil Mastermind rebooted the TORG review and I skipped the reboot because I would like EM to tell me what to do about that (merge it with the previous one, delete the previous one, etc)
Funnily enough, I was thinking about this yesterday. You can go ahead and replace my old Torg review with the current reboot; in the reposts I actually fixed and tweaked a few things.

e: Oh, and Apocalype World wasn't abandoned, it was finished. Misspent Youth was also finished.

Evil Mastermind
Apr 28, 2008

The storm has a name... - Let's Read TORG


Part 12f: Training retreats

And now we get to the skills section. There are four Nippon Tech-specific skills.

Disguise does what it says on the label, and was actually given in other realmbooks first because why on earth would you make that a skill in the core book, right?

Business is your ability to navigate the corporate beuracracy. It's supposed to allow you to make shittons of money, but really its only use is in the corporate warfare mini-game that's coming up in the next chapter.

Meditation is your ability to be zen. It's a Mind-based skill, and can't be used unskilled. You can try to meditate at pretty much any time, although the difficulty is higher if you're in a fight or something. That said, it takes 15 minutes to entere a meditative state so it's not something you're going to be doing on the fly.

Once you've tranced, you get three benefits. First, you can substitute your meditation value for your Perception or Mind when attempting to solve a riddle or puzzle, unless it's science-based. Second, you heal faster; shock and KO heals twice as fast, and if you meditate for three hours you heal an extra wound level. Lastly, you can go without food and with minimal air for a number of days equal to the meditate total.

But that's not why you're here. You're here because you want to learn about kung-fu, TORG style!

And oh man is it Torged.


"Modern" Japan.

Let's start with the basics. By which I mean unneeded backstory about the Power of Ki.

Using "martial arts" (the skill) isn't the same as using "martial arts". Using hapkido or karate technically is considered using the unarmed combat skill. Martial arts is as much about the philosophy of fighting as fighting itself.

quote:

The martial arts are combat strategies and maneuvers which cannot be separated from the philosophy of the warrior who practices them. In Core Earth, the schools of thought which gave birth to these arts were founded by a group of Chinese monks known as the "Shao-Lin," just over 1000 years ago. It was the Shao-Lin who first theorized about the existence of an amazing store of energy within each human being (which Japanese masters later dubbed ki) and discovered rudimentary methods for tapping these energies and redirecting them into the material world.

The Shao-Lin believed that everyone possessed some of this energy, although some people had far more than others. In fact, the energy stores of most people are far too small to master the disciplines that make up even the earliest, most primitive martial arts, which is why the number of martial arts practitioners has traditionally been small.

What the Shao-Lin did not know is that the "energy store" they had discovered was tied to the very fibers of reality itself. In fact, this power is actually the possibility energy sought by the High Lords.
So yeah "ki" is just another name for Possibility energy.

Which, of course, means we need to worry about axiom limits because God loving forbid we have something that you can just use without worrying about disconnection. Using martial arts requires a world with a Spiritual axiom of at least 7, because that's the minimum level where a spiritual ritual could generate an actual tangible effect. But since the lowest Spirit axiom out of all the available realities throughout the whole game line is Nippon Tech's at 8, it's a completely moot point.

You also need a Social axiom of 21 ("Pluralism on a transnational scale is possible, balancing the needs and wants of nations against each other. The beginnings of a “global society” may take shape.") for some reason, and that's a problem because only three realities have a Social axiom of 21 or higher: Nippon Tech, Core Earth, and one more we haven't seen yet because spoilers. So unless you're in Core Earth or Nippon Tech, using your awesome kung-fu stunts can cause you disconnect if you're not careful.

Martial Arts is keys off Dexterity, is only available to P-rated characters, and effectively replaces the unarmed combat skill. Base martial arts damage is STR+2, and can be used to defend against unarmed, martial arts, melee, and missile attacks. On top of that, if you're fighting someone who doesn't have martial arts training, you get a DEX+1 bonus to your attacks. You can also use the skill in place of melee weapons or missile weapons, but in those cases you use the weapon's base damage. Martial arts can't be used unskilled (duh), but costs more; the first add you buy, be it during character creation or during play, costs three times the normal cost.

Now that's all fine. But that's not the real reason you want martial arts. I mean, we've got ninjas and a whole good-guy kung-fu secret order. What's the fun of those without awesome kung-fu powers? That's where styles, maneuvers, and training come into play.

Every martial arts practitioner has a style, which is his or her specific fighting style. Tiger Fist is a style, ninjutsu is a style, jujutsu is a style despite the book stating that "mundane" fighting styles aren't really "martial arts" but whatever. Each style has eight maneuvers, which are basically like 3.Path feats or Fate stunts.

If you have martial arts, you have to have at least one style. Once you start learning a style, you can't learn another until you master your current one by learning all the maneuvers it contains.

Maneuvers come in three types: minor disciplines, which are your bread-and-butter moves; major disciplines, which are the things that require CG; and master disciplines, which is when you go full anime. Every style has five minor, two major, and one master discipline. On the plus side, the player can create their own style by just picking the moves off the provided lists. There are a handful of pre-made styles, but at least you can make your own.

Minor and major disciplines can be used at any time, but master disciplines require spendng Possibilities to use.

So let's look at some of the minor disciplines. There are more than these, of course, but let's cherry-pick.

Block/Strike lets you, well, block an attack and hit back in the same round as one action. You roll both your defense and attack separately, but at least one isn't dependent on the other.

Dagger Dance requires a dagger or sword, and lets you "leap, spin, and lands in a combat stance, all the while manipulating your blade so that light reflects off its surface." All this does is let you use your martial arts instead of your maneuver skill to make someone fatigued/stymied/unskilled for a round.

Drop Kick actually isn't a drop kick where you leap up and plant both feet in someone's chest, it's a when you drop to the ground, kick up against a charging opponent, and flip him over you. You can fling someone up to 5 meters away with this.

Heart Punch is a vital blow (-8 to hit, damage STR+6) that also forces the target to take a setback.

Instant Up is just a kippup. Without this, it takes an action to stand.

Ki Punch is useless. It's a punch that does STR+5 instead of STR+2 damage, but when you use it you can't make another attack for three loving rounds afterward because you have to restore your strength.

Lightning Fist lets you attack twice as one action, rolling once for one target or separately for two targets. The downside is that you can't Lightning Fist two rounds in a row, and can't use it if you have a flurry bonus (which gives you two actions anyway).

Sacrifice Kick isn't much better. This is an actual running dropkick, and is treated as an all-out attack. Since it's been a while since we covered the basics, that means that the attacker gets +3 to his attack total and +1 damage (making it STR+3), but everyone else gets +3 to hit him until his next action. In fact, it's worse than a normal all-out attack because on top of the normal penalty, attackers get +3 to their damage values and the user ends the round on his rear end, meaning he needs to use his next action to stand up unless he also knows Instant Up. I guess the advantage is that you can move and attack?

Stone Fist is just a STR+4 damage strike with no downside. Which makes it better than a lot of the other damaging maneuvers, including Ki Punch.

Strike does nothing. Like, literally nothing.

quote:

this is a basic maneuver, relatively easy to master. While it does not have the awe-inspiring appearance that a whirling attack or a leaping kick might have, it is a swift and efficient way of downing an opponent.
That's the whole description. Every maneuver has an inherent base damage of STR+2 and uses the martial arts skill, but so does a generic maneuver-less martial arts attack. So as near as I can tell this is just a waste of a maneuver slot.

Sweeping Kick just imposes the knocked down effect if it lands.

So nothing really earth-shattering there, apart from how useless some of those moves are. Maybe the major maneuvers will be better?

Detect Lie gives you +4 to rolls to detect lies with the willpower skill.

Hail of Blows gives you two actions for two consecutive rounds, but after the second round you're considered unskilled (no roll-agains on a natural 10) and fatigued for a round as you get your energy back.

Flashback is...

quote:

when combined with the meditation skill, this discipline allows a martial artist to reflect back upon her training, looking for the solution to a current problem or dilemma. This doubles the contemplation bonus received from meditation, and at the gamemaster' s discretion, may or may not result in a cryptic hint regarding how to resolve the situation.
Basically it's the same as playing an Idea card; the GM has to give you a hint on what you're expected to do. Given how linear and pixelbitchy Torg's published adventures were, this is actually pretty useful.

Iron Fist is a no-frills no-downside STR+6 basic attack. Sadly, it doesn't stack with Stone Fist.

Weapon Master gives you a whopping +2 to your martial arts skill with a specific melee or missile weapon.

Whirling Attack lets you make a "whirling, flailing" attack against multiple targets with one action. You can strike all opponents within 4 meters (13 feet) for STR+2 damage, but only roll once without any penalties for multiple actions and apply the roll to each target. Sadly, you can't do this two rounds in a row, but still.

Lastly, there are the master disciplines. Each style only gets one, so make sure you pick carefully. There are only seven, though, so we might as well touch on them all.

Cyclone Attack is a stronger version of Whirling Attack with a +2 to hit and STR+4 damage that also imposes a -2 penalty on defense rolls. You can use this every round if you want, but each time costs you two possibilities.

Death Touch costs four possibilities, and if it hits the target must make a Toughness check with the attack's final total as the difficulty. If he succeeds he's fine, but if he fails he takes a shitton of damage (Ords take 4Wnd KO 15, P-rated characters take 3Wnd KO 5) and even if they survive that. P-rated targets can reduce the damage, but regardless if they don't get medical treatment in 20 round they just flat-out die. Just as a reminder, characters have 4 Wounds total before they die, KO means they're knocked out, and the number is how much shock damage they take, so assuming the attack hits and the target fails the check they're hosed. Oh, and when you use this attack, the GM makes an attack roll against you to see how much shock damage you take from the "lethal vibrations".

Long Life extends your natural lifespan to 20 times your martial arts skill value. It also gives you +10 to attempts to resist natural diseases, but doesn't negate the stat penalties for aging. In other words, it's the trap choice.

Power Shout lets you focus you ki into a yell that hits everyone within 15 meters in front of you. It gets +5 to hit and does Spirit+5 damage. This costs two possibilities.

Thunder Kick costs one possibility and just gives you a +5 bonus to your damage value when making a basic attack.

True Invisibility gives you +5 to stealth checks for two possibilities, but you have to re-roll every five minutes to maintain your focus.

Wind Running makes you super-fast (about 200 meters per hour, and gives you +2 to your dodge and maneuver skills. This costs one possibiltiy per 15 minutes of use.


The rarely seen "samurai spaz attack" maneuver

It's worth pointing out that some of the higher-ranked disciplines are stronger versions of lower-ranked ones, but the benefits don't stack and there are no prerequisites. If you want your style to have Iron Fist, there's no reason to have Stone Fist too because once you learn Iron Fist there's no reason to use Stone Fist anymore. It's the 3.Path problem of abilities that don't scale with character growth; yeah that STR+4 damage ability looks cool when you start out, but after you get more powerful attacks that just becomes a dead pick.

When defining your style, you pick five minors, two majors, and one master. Maneuvers have to be learned in a sequence, so you set up the sequence for the minors, then the majors, then the master one is the last one.

So if I wanted to make "Roaring Tiger" style, I could set my maneuver list up like this:
pre:
1. Minor - Block/Strike
2. Minor - Crushing Block (does damage to attackers I defend against)
3. Minor - Instant Up
4. Minor - Feint
5. Minor - Stun Attack
6. Major - Iron Fist
7. Major - Whirling Attack
8. Master - Thunder Kick
Oh, and each style presented in the book has skill prerequisites (ninjutsu requires stealth, lock picking, and prestidigitation), but I can't find anything in the book about how you handle that for player-made styles, or even if you need to do that in the first place.

Anyway, now that you have the list of maneuvers, you can start learning them. You have to learn the maneuvers in order down the line, and you can't skip over any. And how do you learn your maneuvers? By training, of course!

See, for every maneuver you put in your style, you have to give it a training exercise you have to complete (via skill roll) in order to learn said maneuver. If you fail the roll, you can't make another attempt until you put another point into martial arts and find a master of your style who's willing to teach you.

When you make your character, you take six "years" of training. For each year, you can attempt to learn a new maneuver. If you make all six rolls, then you start the game knowing all your minor disciplines and the first major one. However, if you tank your rolls, it's possible to not know any of them.

And what are these training exercises? Well...you ever see the old Kung Fu TV series?

Yeah.

Training exercises are also split into minor/major/master, and after you select the maneuvers for your style, the GM assigns them each a training requirement of the same rank. Ulitmately, they all boil down to skill rolls.

Minor trainings include:

quote:

Board Break: to signal that he has learned the corresponding maneuver, the martial artist must break a wooden board in half with his fist or foot. To break the board, the student must generate a martial arts total of 9.

Count the Grasses: passing this test requires the martial artist to count the blades of grass in a field. This requires a Perception total of 12 to accomplish successfully.

Pebble Snatch: in this test, the pupil attempts to snatch a pebble from the hand of his master, and it is much more difficult than it sounds. The pebble snatch requires a Dexterity total of 10.

Water Test: in this test, the student holds his or her breath and dives underwater in a pond with a large turtle. To pass, the student must stay underwater as long as the turtle remains submerged. This requires a Toughness total of 10.

A few major trainings:

quote:

Arrow in the Air: the martial artist must pluck from the air an arrow which has been fired at him. This requires a successful martial arts total of 13. Failure means the arrow strikes the martial artist (the arrow has a damage value of 12).

Immobility Test: in this test, the student tenses all the muscles in his body and stand perfectly still. The master then strikes the student, first with his fist, then with his foot, and then with a board. To pass the test, the student must remain completely immobile through all three blows. Flinching even a fraction of an inch constitutes failure. This requires a Toughness total of 12.

Rice Paper Test: in this traditional exercise, the student must attempt to walk across three meters of rice paper without leaving a trace of her movement. Leaving the slightest impression in the paper is considered failure. This requires a Dexterity total of 13.

And finally the zen-ness of master training:

quote:

Appreciate Sunrise: to complete this test, the master sits out and watches the sunrise every morning until she feels one with nature. This requires an ability to be at peace with one's self and the world around one, and a successful Spirit total of 13 to accomplish.

Conquer Fear: the student must allow himself to be exposed to that which he fears most, no matter what it may be. He must then face that fear and defeat it to signal his mastery of the corresponding discipline. This requires a successful Mind total of 12.

Write a History: to pass this test, the master must write a complete and detailed history of his style. A Perception total of 13 is required to complete this test.
And here's the other thing...those aren't exactly taxing skill rolls. The martial artist template starts with a martial arts of 15, Dexterity and Toughness of 12, and a Mind of 10. That means that he'll succeed on "Arrow in the Air" on a base roll of 8 or less, can do the Immobility Test on a 12+, and will be able to Conquer his Fear on a 15+. Not exactly long odds, and that's with a base starting character.

Still, flubbed rolls can wind up costing you more possibilities as you try to not miss your once-per-skill-increase chance at learning a new move.


A sample martial arts style

It's just amazing how they can take something so simple and make it so unappealing. Martial arts sound cool on paper, but like so many other things in Torg there's unnessesary subsystems and these ridiculous requirements that can result in you either not getting the power you want or rendering you useless. The idea that you can disconnect because you went to Asyle and punched a dude twice because magic exists but that level of physical ability apparently doesn't.

On top of that, a lot of the maneuvers are useless or can be made useless by stuff you can get later. You can spend one of your eight maneuver picks on attacks that are worse than your generic skill-based attack. You can fail to learn anything about your style if you roll badly enough.

But again, we don't want characters getting too powerful in our game about globetrotting cinematic heroes, do we? That'd just be silly.


NEXT TIME: How to run your own megacorporation!

Evil Mastermind
Apr 28, 2008

Night10194 posted:

Oh, Torg.

But then, massively overcomplicated martial arts systems are about as 90s game as metaplot and god NPCs.
Two of the hallmarks of Torg!

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Evil Mastermind
Apr 28, 2008

I am rather proud that I'm going to be the only person who's doing a readthrough/review that spans three threads. :v:


(God why did I do this to myself I originally started Torg on April 15, 2013 :smithicide:)

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