Game design: Torg

It’s my personal policy not to write reviews about games I haven’t played, and ideally multiple times. So this isn’t a review, because I’ve only read Torg. But it threw up some interesting game design ideas, so I thought I’d write an article off the back of it.

I picked Torg up second hand from Baz King’s big rpg sell-off some time back, along with bunch of other fairly old games that I’m slowly working my way through. The game was published in 1990, in a period when a lot of game designers seem to have been looking to go beyond the model of gaming exemplified by D&D, with innovative game mechanics becoming increasingly commonplace, but the overall paradigm of fairly mechanics-heavy, wargame-with-knobs-on style gaming remaining dominant even in these cutting edge games. You need to bear this in mind when reading about their mechanics, which (I believe!) were extremely innovative at the time, but now look fairly clunky and outdated.

The mechanics

Zero-based die rolling. Torg is the earliest example I’ve come across of a game where the average result on a die roll is zero. This is an important innovation, because it takes quite maths-intensive systems (roll 3d6 and add your skill, or whatnot) and simplifies them by saying “your expected result is equal to your character’s skill level”. By extension, an “easy” task is one which has a difficulty number lower than your skill level, while a “difficult” task is one which has a difficulty number higher than your skill level. Of course, Torg went and ruined it by requiring players to roll a d20 and compare the roll to a look-up table to find out what the actual result was, adding in exploding dice whenever a 10 or 20 was rolled for good measure. In other words, they took a great and simple idea, and made it complex and cumbersome. Only two years later, this model was simplified in FUDGE[*], which does the same thing but much more elegantly.

Cards. I have often commented that it is strange how board game designers avail themselves of a wide range of tools to make their games function well: dice, cards, tokens, and so on, while roleplaying game designers typically restrict themselves to one tool: polyhedral dice. Torg breaks with this trend. It makes use of cards which are said to be designed to inject drama into the game. The players use them to generate a hand of cards which provide one-shot bonuses and special effects usable in combat, enabling them to put extra “oomph” into a given action, or to get GM hints, or even to create sub-plots for their characters on the fly. The self-same cards, if flipped 180 degrees, have GM text which create special effects during conflict, always handing an advantage to the heroes or their opponents, and so creating an ebb and flow in combat. These effects even vary depending on whether you’re in a regular scene or a climactic scene. I won’t go into more detail here, but suffice to say that the cards do two further things. They really are jam-packed with game mechanical power. And, as with much else in Torg, this is their weakness. They go too far with a good idea, and what was an interesting and elegant mechanic becomes cumbersome and complex. Still, it’s interesting to observe that two decades on the idea of cards in games seems to be enjoying a mini-renaissance, with games like D&D 4th edition and the latest iteration of Gamma World allegedly (I have yet to sample these games) part of their mechanical set.

Possibilities. Torg uses a variant on what are typically called Fate or Drama points in other games, called “possibilities”. What’s interesting is that Fate points weren’t common in 1990 – indeed, as far as I know only Warhammer Fantasy Roleplaying had made use of the Fate Point mechanic at that point. Possibilities in Torg are usable to reroll dice, survive danger or as experience points. They also have a formal role in the metaphysic, such that competing paradigms can be temporarily boosted by their use – so that, for example, my wizard could cast his spells in a world where magic doesn’t exist.

These mechanics are all ideas which, at their core, are very similar to concepts I’ve been toying with as a way of getting a crunchy, simulationist system that nevertheless supports drama and the ability of players to steer events a bit more than, say, D&D, without going the whole hog and turning into, say, Fiasco. It’s interesting to me that they all existed in 1990, albeit in a rather baroque form.

[*] I have no idea if the authors of FUDGE were trying to improve on Torg’s mechanics. I simply observe that the one came very shortly after the other.

Josh Fox

Rabalias grew up wanting to be a pirate. But a band of evil bureaucrats kidnapped him and forced him to work for The Man. Even so, Rabalias was patient and cunning. He escaped by gnawing his way through the walls of his prison and concealing the hole behind a picture of cthulhu. He fled to the coast, and stowed away on the Black Armada, where he worked his way up to the rank of Admiral.

3 thoughts to “Game design: Torg”

  1. Well, drama is a difficult term. It means different things in different situations. Torg’s cards make combat less predictable, and make each turn different from the one before – that’s a kind of drama. Possibilities help ensure players don’t die in an undramatic way, and enable them to do things when the going gets tough, or when it really matters, that they can’t do the rest of the time – thats dramatic. But I don’t say that these are the only, or most important, meanings of drama. I guess what I mean is, a game that isn’t dull to play.

  2. Interesting. There are a lot of ways to avoid being dull, not all of which are “drama” – but it sounds like in fact you specifically mean breaking the “normal” causality of the system / world in order to make a better narrative. Is that fair?

    So “when it matters”, they can suddenly achieve things they wouldn’t normally be able to achieve. When it risks being boring / repetitive (combat turns), they can add flair and style rather than relying on the normal mechanics.

    Cool, thanks for clarifying!

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