I wrote a while ago about how I'd redesign the Torg world to keep a
similar feel but make it a bit more interesting. Now I want to
consider how one might change that feel by changing the rules. (Like
those world modifications, this would break the existing campaign, so
players in my GURPS Torg game need not worry that this will apply to
them.)
There are two ways to view high technology, magic, and so on
working or not working as you move from one invading world to another.
What Torg does is to give you (at least the player character) a small
hazard: if you're using things that would work in your home world, in
a place where they shouldn't work, then one time in twenty they'll
fail and you'll "disconnect" (be unable to spend possibilities to make
things work better until you fix it). That's not an event you can
completely ignore, but it's not something that seriously influences
your character design.
An alternative approach would be to enforce the axioms more firmly: if
you try to fire a gun in the Living Land, it simply won't work, just
as it didn't for the non-possibility-rated soldiers who tried to
resist the original invasion. This is what "pure zones" are meant to
do, and it's a shame that this has been completely ignored in every
published adventure I've read so far (especially the fact that
un-invaded parts of Earth are Core Earth Pure Zones) – I think it
would generate some really interesting character decisions, but if the
bad guys can casually have high-tech traps and magical spying in areas
of Core Earth that haven't been thrown into alternate realities, the
player characters damn' well ought to be able to do those things too!
In my GURPS implementation I copied what the original system did, and
you can use your native gear/abilities most of the time. I'd like to
see PCs have to pay a bit more attention to that kind of problem, to
think it was worth learning about Living Land plant-spears as well as
pistols and rifles. As I see it, this would end up with most PCs
trying to have some abilities out of each axiom: some magic, some
miracles, some tech. (There aren't really any social powers that you
can use solo, sort of by definition really.) The potential problem
here is that the PCs might start to lose distinctiveness: everyone
learns a decent gun, everyone learns fireball, whatever.
Under the current rules, axioms have a binary effect: the Cyberpapacy
guy with his smartgun, and the Nile Empire guy with his Schmeisser,
are equally at risk of disconnection when in the Living Land, or
indeed when in Victorian-tech Orrorsh. I'd rather have a system with
more graduated failure chances, so that Nippon Tech hardware is only a
little bit unreliable in Core Earth, but Cyberpapacy hardware will
always fail in the Living Land. (And similarly with other axioms, but
tech is the obvious one.)
The one real down-side of GURPS as opposed to Torg is shown up,
paradoxically, by one of Torg's well-known weaknesses, the "glass-jaw
ninja" problem:
You roll to hit someone by generating a random bonus (which can be
augmented by spending metagame resources) to your weapon skill and
comparing the total to their defence score… but if you hit them, the
bonus to damage is the same bonus value that you just generated.
Which means that if your weapon skill is significantly lower than
their defence (e.g. you're shooting at a ninja), any time you hit
them at all you'll have done it by generating a huge bonus, which
will probably take them out of the fight in one hit. They will never
be just lightly wounded.
But there's a reason why it works that way, and that is that it
enables the character with a paltry weapon or spell who tries really
really hard (has built up lots of resources to generate a big bonus)
to take out the huge tough enemy. If you want to kill a dragon, you
don't need a Sword of Dragon-Slaying or even an anti-tank rocket: you
can do it with a dagger if you're heroic enough. So you can take on
the toughest foes not by giving up your signature sword for a claymore
mine, but by being heroic and metagamey until you have the cards and
Possibilities you need.
Which is something that my GURPS Torg does not even try to emulate.
Maybe it should. Because if we're being realistic, which we are, the
low-tech warrior with axe and crossbow really doesn't have much to
contribute to a combat with guns, and when combats are a big chunk of
what's going on that's not much fun for the player.
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