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Introduction
Introduction
Important: This book is for game-
masters only. Players should not read
it — or at least they should delay read-
ing it until after their gamemaster has
run the adventure and hooks within.
he group waited in dark
silence, feeling the walls of
the small cabin pressing in.
Outside, they could hear the
frightening howl of a tresir
on the prowl. They hoped the savage beast
wouldn't find their hiding place as it
trekked through the new-grown jungle.
"If he doesn't show up soon, I say we
give him up for lost," the Yellow Crab
muttered, his muffled voice loud in the
silence. "Let's face it, the scales probably
got him and are enjoying a good meal
while we sit here ..."
"That's enough," commanded Crow-
fire. All humor fled from the Crab's man-
ner. "We'll give Quin another hour and
then ..."
"And then what?" The cabin door
swung open, stirring the stale air.
Crowfire, the Yellow Crab and Sabrina
looked up to see Quin Sebastian standing
in the open doorway. He was dirty and
ragged, but he was alive and there was
fire in his eyes. The Crab shifted nerv-
ously. He'd seen that fire before.
"I've got the information we needed,"
Quin stated as he shut the door. "And it's
all bad. The Edeinos are going to storm
Philly. They're just waiting for the newest
crop of gospog to bloom - - a couple of
hundred third-generation gospogs, due in
two days, max. There's no way the Army
will be able to stop them. They need time to
regroup and resupply."
The Yellow Crab turned pale beneath
his mask. "You're not suggesting —
"That's exactly what I'm suggesting,"
Quin said flatly. "We have to destroy the
gospog fields before the harvest. Other-
wise the city will be overrun."
Quin looked at each of them in turn;
Crowfire, the Yellow Crab, Sabrina,
Vancen. Each one, reluctantly perhaps,
nodded in assent.
The soldier of fortune smiled grimly.
"Then what are we waiting for? Let's
move out!"
The Adventure Book contains in-
formation on how to run Torg adven-
tures and how to design adventures of
your own. It also contains a complete
adventure to introduce gamemasters
and players to the world of Torg, as
well as adventure hooks to give you
ideas of the types of adventures that
can take place in the Near Now.
The Adventure Book builds on in-
formation provided in the Rule Book
and World Book. The gamemaster
should read the Rule Book first, then
at least skim the World Book before
reading this one.
What's in this Book
The first chapter of this book intro-
duces you to the gamemaster and
explains just what this important per-
son does. The second chapter talks
about "Running Adventures." It ex-
amines the methods and techniques of
gamemastering a role playing game
session — especially a session of Torg.
The third takes an in-depth look at
card play, a critical part of the Torg
game. The fourth takes you through
the steps of creating adventures, from
story concept to the ready-to-play,
fully-realized version. Next is the first
adventure for Torg, called "Before the
Dawn." Finally, we present a series of
adventure hooks. These are brief plot
synopses that serve as starting points
for building your own adventures.
In addition, on the center eight
pages we have gathered together the
most important charts and tables
needed to run the game as well as
handouts for the adventure. These can
be removed for easy reference; we sug-
gest that you photocopy them and
keep a backup set well away from the
gaming table (which is usually cov-
ered with glasses of soda just waiting
to be knocked over in the heat of battle).
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TORG: Adventure Book scan & ocr: dafek
Chapter One
Introduction to
Gamemastering
he essential difference
between roleplaying
games and other adven-
ture games is the referee,
or gamemaster. While
other games are designed so that play-
ers interact with situations defined by
the game rules, roleplayers interact
with situations created by a gamemas-
ter, who uses the rules as a guide. The
rules are not meant to limit or con-
strain a gamemaster: they are meant to
give him direction.
A good gamemaster is more than a
rules lawyer. Gamemastering requires
quick wit, dramatic flair, a sense of
timing, and a level of fairness and
impartiality not found in other types
of games. Remember, the gamemaster
is not playing against the players -
there are no winners as the term is
defined in traditional games. Every-
one, players and gamemaster alike,
wins if a roleplaying session is fun,
exciting, and extends a sense of ac-
complishment (or acceptable loss) to
all involved.
The gamemaster, then, is a judge, a
referee, and a storyteller all in one.
There are plenty of tricks and simple
principles that can improve your
gamemastering style, and we'll go over
a few of them here. But the best way to
become better, more dramatic, and
more creative as a gamemaster is to
gamemaster.
nary abilities and destined (or cursed)
to play a central role in the Possibility
Wars.
The players cannot be heroes with-
out you. You devise the fiendish plots
of the villains. You play the roles of the
bad guys, their henchmen and min-
ions, the threatened innocents, and
the cast of thousands. Yours are the
huge fortresses filled with evil mist,
the mighty war machines of the new
Empire of the Nile, and the creatures
that rule the night. You combine these
elements into a story, a story with a
goal, obstacles, opposing characters,
interesting encounters, and a satisfy-
ing climax.
Gamemastering is more difficult
than playing. A player controls his
character — one piece of the story. If
he plays his role well, he's doing all
he's supposed to. The player does not
even have to know the rules very well
— the gamemaster can be counted on
to correct any missteps. The game-
master is responsible for the rest of the
world.
Isn't This a Lot to Do?
In a word, yes. But it's well worth
the effort. Every bit of energy you put
into the game will result in a better
session. A session in which the players
are enjoying themselves is quite a
payoff — when they become excited
by the story, their enthusiasm is infec-
tious. They win, you win, and every-
body has a good time. Despite the
appearance of the gamemaster as the
one running all the bad guys and doing
his best to thwart the heroes, one of the
most enjoyable aspects of roleplaying
games is when you and your players
really work together to create an excit-
ing story.
The Role of the
Gamemaster
The gamemaster's primary task is
to create and present adventure sto-
ries for his players to participate in.
The players' characters are the heroes
of the stories, blessed with extraordi-
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Chapter One
There is another benefit for all the
work you do — you are the only one
who really knows where the story is
going. We find that gamemastering is
the most exciting form of authoring a
story, with your ideas played out right
in front of you.
The gamemaster's job can be bro-
ken down into six tasks: refereeing,
roleplaying gamemaster characters,
describing the scene, setting the tone,
sustaining suspension of disbelief, and
responding to players' wishes.
to guard the "purity" of the rules by
adhering to every line of every para-
graph, but to make sure that what is
being done in the story makes sense in
the language of the rules.
from? Does he have any unusual
mannerisms or speech patterns? The
more detail you put into characteriz-
ing important characters, the better.
And if the player characters are likely
to interact with the character through
the game system — that is, they are
likely to fight, bargain with, spy on,
ensorcel, or be ensorcelled by him —
you had better give some thought to
his attributes, skills, spells, equipment,
and so forth.
But some characters are just spear
carriers, minor functionaries who help
the story along and then disappear.
Don't bother working up much detail
on them—doing so is actually counter-
productive. If every character is de-
scribed in a wealth of detail, they will
all blur together after a while. A single
detail will often suffice to distinguish
a character who plays a supporting
role: a policeman may have a very
rotund face, a clerk at the night desk
may have a squeaky voice. Only the
very important gamemaster charac-
ters need complete backgrounds, turns
of phrase, and game values.
Roleplaying
Gamemaster
Characters
The players are the heroes of the
stories you create together. But adven-
ture stories also need dozens of char-
acters besides the heroes, including
villains, allies, and bit players. You are
expected to bring these gamemaster
characters to life when they appear in
the story, giving them unique person-
alities, perhaps with individual quirks
and beliefs.
If a particular gamemaster charac-
ter is going to be prominent in a story,
it is worth lavishing some time and
effort to flesh out his personality. What
does he look like? Where does he come
Refereeing
Refereeing means interpreting the
rules, making sure that the players
abide by them, and resolving disputes
in an impartial and reasonable way.
To do this, you of course need to have
a good understanding of the rules (and
it is important to know them at least as
well as your most knowledgeable
player does). When the rules do not
cover a situation, you have to impro-
vise a solution. If a dispute arises, your
decision is final.
As the players describe the actions
of their characters, you decide whether
or not they can do what they describe,
or how difficult the action is. You inter-
pret the card play and dice rolls ac-
cording to the rules, and then tell the
players what happens. You also de-
cide what the gamemaster characters
are doing, roll the dice, and determine
the results of their actions as well.
We find it useful to think of role-
playing games as a language for telling
interactive stories. The roleplaying
language has many rules, akin to gram-
mar, which control what sort of things
you may and may not do in the context
of the game. If a friend said to you,
"Roses quickly very bullfrog alien
gazebo," she has spoken a sentence
which makes no sense. To communi-
cate her idea, she would have to re-
phrase it according to the rules of
English.
The same holds true for the lan-
guage of the game. If your friend tries
to have a character do something which
makes no sense according to the rules,
you have to tell her that the character's
action cannot be done. Your job is not
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TORG: Adventure Book
Describing the
Scene
You are the senses of your player
characters. You describe what they
see, what they hear, touch, taste and
smell. Descriptions with sensory depth
help suspend disbelief, and make
players believe their characters really
are in the scene. Props can help, but
props cannot integrate a character into
a scene as well as a good description.
Remember that most of the time
your descriptions to the players will
be from their characters' point of view.
For the most part you should limit the
information they receive to what their
characters can sense. Sometimes, for
story purposes, the point of view can
change, as it does in movies; this tech-
nique is described in the next chapter.
Barb : Fortunately he gave Sabrina
the key (rotates wrist to mimic open-
ing the door). I open the door.
Paul : Hold on here. What if he's just
in the kitchen making some warm milk,
and we sneak in ...
Doug : Who said anything about
sneaking? (cups his hands) "Doctor
Leyden, it's us!"
Paul : ... Of course, if it is a trap, we
just let everybody know we're here.
Barb : Fine time to bring that up.
What do I see?
Gamemaster : The foyer is a mess,
with lots of dust and papers piled on
the endtables. The coat closet is open,
the hat rack is piled with weathered
pith helmets. Smells as though dinner
tonight was roast beef.
Doug : I'm checking the kitchen.
Gamemaster : Dishes are piled in
the sink. The kitchen is filled with the
smell of cooked beef. Vancen (Doug's
character) notices heat from the oven
and a note on the kitchen table.
Paul : Quin is going upstairs.
Doug : What does the note say?
Gamemaster : It says "Dear Fellows.
I have been called away on a bit of
urgent business. Back by Friday. All
my best, Andy Leyden."
Barb : Andy? I thought he hated
that name. Didn't he tell us never to
call him "Andy?"
Doug : I'm checking out the kitchen.
Anything unusual?
Gamemaster (while scribbling a
note for Paul): The oven was left on,
and the roasting pan inside has not
been cleaned.
Barb : But the pan hasn't burned?
Gamemaster : Nope. (Hands note
to Paul which reads): "A shocktrooper
motions for silence while pointing an
automatic pistol at you."
Doug : Uh-oh. "Quin, you found
anything up there?"
instance. Not wishing to make it too
obvious, the gamemaster also threw
in a few other details to muddy the
water; the players could have chosen
to ignore the smell of dinner, instead
deciding to, say, search the closet or
examine the dusty correspondence in
the hallway. But basically, the game-
master limited his description to in-
formation important to the story.
Setting the Tone
The gamemaster sets the tone of
each play session by the way he de-
scribes the scene, the characters, and
the available information. Each of the
realms has a different feel to it, and a
similar encounter taking place in two
different realms might have two very
different tones. When playing a game-
master character, remember that they
are living examples of their home
realm.
Example : In the Nile Empire ...
Example : The player characters visit
Dr. Leyden, an acquaintance in Cairo.
The gamemaster knows that two Nile
shocktroopers are holding the doctor
in an upstairs bedroom, having forced
Leyden to write a hurried note excus-
ing his absence when the shocktroop-
ers spotted the heroes' car approach-
ing. The game goes something like
this ...
Player (as character): Excuse me,
do you know where the offices of Men-
hotep Excavations are?
Gamemaster (as gamemaster char-
acter, rustling a newspaper): Say,
would you take a gander at this! Soon
they'll be sending rocket ships to the
moon! All the science wizzes need is a
mineral some big ape lord is trying to
keep for himself — the silly sap! Ain't
he learned yet that what the Pharaoh
wants, the Pharaoh gets?
Player : Fascinating. But about
Menhotep Excavations?
Gamemaster : It's two blocks, over
on El Asimat, past the new pyramid;
can't miss it. You know, pal, going to
the moon might be easier than getting
in there — it's tighter than a gambler's
smile. See? This rag's got pictures:
shocktroops, burp-guns, half-tracks.
Say. Why do you want to get in there,
anyway?
Example : In Orrorsh ...
Gamemaster : The door to Dr.
Leyden's townhouse is locked. You
knock, and there is no answer. A sec-
ond, louder knock brings no better
response.
The gamemaster in the example was
giving out very limited information.
The players had to act to get the full
story, and were drawing their own
conclusions. By handing Paul the note,
the gamemaster has restricted the in-
formation even further; though, with-
out telling Doug and Barb what was
happening upstairs, he clued them in
to the fact that something was up.
While limited, most of the descrip-
tion provided was pertinent -- the
smell of dinner led to the kitchen, for
Player (as character): Excuse me,
but do you know how to get to the
governor general's office?
Gamemaster (as gamemaster char-
acter, rustling a newspaper): Who
knows anything these days? Look at
the nonsense they print in this ... this
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