The units(1) program is available on many Unix systems (though rarely installed by default). Most people think of it as a simple interactive converter. It's actually much more powerful than that.
Operation Hard Sell was the adventure that convinced me I should stop running Torg, at least for a while. Spoilers for this adventure follow.
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.)
After a couple of shorter adventures, the campaign moved on to High Lord of Earth. Mostly it worked. Mostly… Spoilers for this adventure follow.
The Torg adventure The Forever City didn't need as much fixing as The Possibility Chalice, but there were still some tweaks that made things work better.
The Torg adventure The Possibility Chalice was published in the far-off days of 1990, when information about mysterious lands across the ocean was hard to come by, especially in a small town in Pennsylvania.
OK, we've taken out American and European industry. We still need to deal with China, which the original game completely neglected, and Japan. I'm wondering here about a blend: wuxia action with conspiracy thriller in the style of some modern Asian action films.
I'm running Torg at the moment. Because I didn't want it to turn into a research-fest, I'm running it pretty much as it was written.
But this raised the question: what would be a more representative, and more interesting, set of worlds to choose as invaders? One of the original ideas of Torg was that the worlds should be representative of popular role-playing genres, but this doesn't seem to have made it into the final game -- cyberpunk may well have been big, but lost-world fantasy with dinosaurs? Really?