Roleplaying the Possibility Wars: Torg Eternity (Part One)
Later today, early tomorrow, sometime next week, the world began to end.
Imagine the Earth wreathed in storms spitting red and blue lightning. Imagine invaders from beyond reality turning the world piece by piece into something other than what we know. Imagine a cyberpunk theocracy in France, dinosaurs overruning the great cities of the United States, colonial gothic horrors in India, a post-apocalyptic wasteland in Russia haunted by decadent technodemons, zombies in East Asia, a mad pulp super-villain and would-be Pharaoh building a fascist empire among the pyramids of Egypt, and elves and wizards and dungeons and dragons in the British Isles and Scandinavia.
The storm has a name …
Torg is a tabletop role-playing game first published in 1990 by West End Games. I started running a campaign in 1991 that lasted for over a decade, off and on. Last year game publisher Ulisses Spiele launched a successful kickstarter to fund an updated edition of the game, Torg Eternity; they’re currently running another kickstarter for the rebooted game’s first sourcebook, The Living Land. The original Torg was the most explosively imaginative game I’ve ever played. The new is an intelligent update, refining the first version’s rules and concepts while respecting what made it work. Preparing to run the first session of a Torg Eternity campaign, I was shocked to realise how much power the original game had for me; and how well the new game not only maintained that imaginative power but added to it.