Hi Dirk, glad to see you here. It's quiet, but you never know what
the future might bring. Thanks for joining and posting at least. :)
To your questions:
> Is This Really Possible?
> ------------------------
> The old group didn't swallow the concept of Possibilites being used
as
> game device; they only saw it as a currency to buy advancements.
All
> players but one spent their starting possibilities for skills.
>
> I expect my new group to be more open minded, but does anyone want
to
> share experiences on this? Do you use 'incentives' of sort?
I never really noticed any problems with folks complaining about
possibilities. Most of the gamers I've played with have enough
experience with other systems (GURPS, Call of Cthullu, Vampire, etc.)
that they are familiar with othersystems and were comfortable with
the transition. Possibilities are just another game mechanic that
allow for the almost "impossible" to occur. No different then when
some folks use custom DnD systems that have critical hit rolls, for
example ("you rolled a natural 20, roll again for extra damage on
this table").
>
>
> The Drama of the Cards
> ----------------------
> During our TORGish fantasy game, the players didn't really get into
> the darama deck and its usage. They tried to save 'good' cards for
a
> critical moment. I see the cards more as a commodity to be used
> regularly. So I plan to deal new cards to the players at the
beginning
> of every session. The only disadvante I see is that cliffhanger
> endings are harder to deal with. Do they retain the cards in their
> pools or select new cards for the pool from their new hand? Any
> thoughts on this?
>
> How does this weired thing work?
In my game they always retained the cards (hence the spot on the
player sheet for listing cards they have). :) I thought they were
pretty weird at first, too. Grew to love the drama deck over time,
though, particularly when I ran games and watched the players faces
fill with dismay when the villain would start drawing cards (evil
grin).
> --------------------------------
> One player has selected the Gagdet Hero template. Reading up on
> gadgets and pulp powers, I noticed that a gadget does not incur an
> adventure cost like a power does. As their effects are the same, I
> think the game value of a gadget would be very similar to that of
the
> corresponding power. Granted, a gadget could be taken away or
> destroyed, but does this difference really warrant the lack of an
> adventure cost?
With gadgets, the adventure cost is paid up front. Possibilities
have to be placed into them from the player's pool of possibilities
(I think... been a while since I've read up on this stuff). So there
really is a cost to them, it's just not paid at the same time and in
quite the same way as a pulp power's cost.
>
> We have to evolve with the world
> --------------------------------
> What's up with this 1.5 edition of TORG? While there are lots of
> topics in the old rules which would benefit from bein clarified, I
> hesitate to invest in another version of the book as long as
doesn't
> offer substantial - however subjective this criterium may be -
> improvements or additions. Its availability as PDF only doesn't
help,
> actually, because I prefer reading long texts on paper instead of
on
> screen, and printing it out and having it made into a real book
adds
> some significant cost as well. What's in that book to make me want
it?
>
I have no idea, hopefully Jim will post a reply and give us some
thoughts, he seems to know the most about what's going on with the
TORG brand.
And I hope your post jump starts thing. I no longer have an active
group myself, though I'm trying to get one going soon. We'll have to
see how that pans out, though. Welcome again! I hope your Torg game
turns out smashing, it's still a system I love more then any other.