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- From: desanto@uvahep.phys.Virginia.EDU
- Subject: Re: What are people's "top 18 list" for source/supplements...
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- Date: Mon, 23 Nov 1992 01:13:18 GMT
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- Subj: Re: What are people "top 18 list" for source/supplements...
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- From: "Steven S. DeSanto" <ssd2q@uva.pcmail.Virginia.EDU>
- Date: Sun, 22 Nov 92 20:05:57 EST
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- To: desanto@uvahep.phys.Virginia.EDU
- Subject: Re: What are people "top 18 list" for source/supplements...
-
- Subject: Re: What are people "top 18 list" for source/supplements...
-
- I've been playing for a while, but I've only started GMing recently, so I
- haven't run any of the pre-fab modules yet. I'll give my opinions on what
- I've played and what I own.
-
- Destiny Map: I think this is the best of the modules I've played/owned.
- It's a great intro for new characters, dealing with multiple realms. Also,
- the GM screen is invaluable. Grade: A+
-
- The Possibility Chalice: I suppose this was the weak link in the Relics of
- Power trilogy, but I still enjoyed it as a player. There are some good
- scenes and some bad ones. The fight with the Vikings on the boat was a
- classic in our campaign. Grade: B
-
- The Forever City: Lots of fun. Good roleplaying possibilities, and the
- characters can pick up a great Nemesis to boot. I can't wait to run this one
- with the Orrorsh sourcebook Power of Fear rules. Grade: A
-
- High Lord of Earth: This was OK. I thought it was a little linear, but that
- may just be the way our GM ran it. I still have doubts about Storm Knights
- defeating a darkness device, even if it is insane. Grade: B-
-
- Central Valley Gate: This module has a lot of good roleplaying possibilities
- due to the number of NPC's the SK's have to deal with. I've never read the
- module, but I played it, and it got pretty hairy. It could have used some
- improvement. Grade: C+
-
- Queenswrath: Since it seems to me that a lot of groups have made their base
- of operations in Aysle, this book of Ayslish adventures is useful. I thought
- many of them were weak, but with some GM tinkering and the appropriate
- insertion of past Nemesis characters, they can be interesting. Grade: B
-
- Full Moon Draw: I thought this was the best of the compilations I've seen.
- At least 4-5 of the 6 adventures are excellent. The ones in Orrorsh, Nile,
- and Living Land are potential classics. Grade: A
-
- Infiniverse Update: The information content here is very high, IMO. It's
- very valuable if you don't subscribe to the I-verse newsletter. Grade: A
-
- Pixaud's Practical Grimoire: Very useful for spell casters, or for Ayslish
- NPC's. It adds a lot of variety as an addition to the Grimoire that comes in
- the Aysle SB. Grade: B+
-
- Storm Knight's Guide to the Possibility Wars: Contrary to popular opinion, I
- didn't think this book was a total waste. The character concept ideas are
- useful, and the character creation guidelines are good for beginners. Also,
- I am grateful that this book placed a badly-needed limitation on the number
- of miracles a character could have. Grade: C
-
- WorldBooks:
-
- Aysle: This book is vital because of its description of the magic system,
- which is the basis for almost all TORG magic. Other than that, I think that
- it was a bit weak and the pantheon of gods needs further work. Also, some of
- the characters from Aysle are a bit powerful. Grade: B-
-
- Cyberpapacy: I like the CP because of its inherently contradictory components
- (cyber and religion). There are great possibilties here. Our party tends to
- be wary of messing with CP baddies. The cyber rules are good, IMO. The God
- Net is a neat idea, but not useful for most Storm Knights. Grade: B
-
- Delphi Council: This is important if your party gets involved in politics
- wherever they go. I had wondered how the rest of the world had reacted to
- the Poss Wars. Also, voodoo is interesting if you/your group wants a change
- of pace. Grade: B-
-
- Land Below: The LB is OK, but not thrilling. It a good concept, but I think
- the SB came out a little flat. It takes some GM work to make the LB really
- come alive. Grade: C+
-
- Living Land: Personally, I like the LL. Unfortunately, this was their first
- SB, and has some faults. The lack of true World Laws gives some GM's fits.
- However, I think the high-Spirit realm is loaded with possibilities (no pun
- intended) for adventure. Again, it takes some work on the GM's part, but
- IMO, the LL is a necessary part of the TORG world. (Also, my wife plays an
- optant, and she'd kill me if I said anything bad about the realm) Grade: B+
-
- Nile Empire: This realm is often the most fun to play in, due to the
- cinematic flavor, but the SB is a bit weak. The gizmo/weird science rules
- are sketchy with some holes. The Nile mathematics system needs to be
- reworked, and the miracles are so-so. The pulp powers are the real
- attraction of the SB. Grade: B-
-
- Nippon Tech: I love NT. I think it's a great realm to play in and to have a
- charcter from. The stealth/secrecy/intrigue is a natural fit to the TORG
- system. Also, players can have fun with martial arts. It's nice to see a
- low-magic, low-spirit realm that doesn't get too overwhelmed by BIG GUNS
- (tm). Grade: A
-
- Orrorsh: As has been said over and over, this is a great SB. The power of
- fear is a true equalizer, which will scare even the most battle-hardened (or
- munchkin) characters and make them think twice about going to Orrorsh. The
- only drawback is that it can be overused, losing its special appeal. The
- mosters are excellent opponents. The Occult rules are OK, leaving a lot to
- the imagination, which is fine in this case. Grade: A+
-
- Ravagons: It's a shame that this SB is just a reference, because this is
- probably one of the most well-written things WEG has produced. The Ravagons
- are balanced and challenging opponents. Even the Ravagon PC's are good. The
- information is well presented. Too bad it won't come into play more often.
- Grade: A-
-
- Space Gods: I don't particularly like the Space Gods. I think the
- circumstances behind there arrival are contrived, their influence on the Poss
- Wars minimal, and their potential as PC's low (unless you like character with
- tech 30 weapons blowing away everything in sight). Munchkins love them. The
- Psi rules are OK, but I'd rather use them for Core Earth psionics than for
- Akashans. The Comaghaz is an interesting idea, and a quick way to kill off
- characters, which is good or bad depending on the GM whims. Grade: C-
-
- Tharkhold: When I see it done correctly, i.e. the way it was intended, I'll
- give it more of a chance. As it is, the SB doesn't lend itself to the genre
- the way Clint described it. It takes a great deal of effort to make it work,
- and it may not be worth the trouble if they're limited to L.A. and Berlin.
- It also seems to promote munchkinism. Grade: D+ (higher if someone can run
- it the way Clint described it)
-
- Steve DeSanto
- ssd2q@uva.pcmail.virginia.edu
-