The Possibility Wars begin anew! Raiders from other realities have arrived on Earth and and where they rule the laws of physics warp to form strange new landscapes. You play Storm Knights, defenders with the power to bend the fabric of reality who resist the invading High Lords at every turn.
All seven attacking cosms and Core Earth itself are portrayed within the book, along with the special abilities and gear that Storm Knights from all the realms need to get into the action! Torg Eternity contains all the core rules for the game, secrets about the invaders, details about the first 90 days of the attack, and advice for new Game Masters.
Each invading cosm has a completely different feel, whether it's cybperpunk, horror, pulp, or fantasy! The rules are crafted to bring out the unique flavor of the different worlds as heroes travel between them.
● NOTE: Requires the Torg Eternity Drama Deck (ULIUNA10003 - 978-3-95752-685-4) to play.
Having now read (and reread) through Torg Eternity's Core Rules book, I can now submit a first opinion. (I will be playing it soon, just not yet.) I was a fan of the original Torg, but perhaps more for its concept than its execution. The new version streamlines the rules somewhat, but despite the introduction of some Savage Worlds flavor (not to say SW didn't have Original Torg flavor), the mechanics are still recognizably Torg. Which means different from the norm (the Bonus Chart, the Drama Deck) with additional card mechanics (Destiny Cards, Cosm Cards), though the cards are a separate product. I have them, but you can also find them for free in pdf format at DriveThruRPG. A lot of moving parts, but I like what I see, and a lot of effects require GM and player storytelling. In any case, it's the setting that has to shine, and there, they've really improved things. Older players will recognize the Cosms, but there's now a reason to explore some of the ones that were just boring and/or death traps before. The more generic ones have been given more interesting back stories as well, and Core Earth is more properly utilized as an Action Movie Cosm, with attendant rules and opportunities. Like most high end RPG products these days, it all of course looks very pretty. We'll see how it plays, but as a READ, Torg Eternity's Core Rules do what a good RPG rulebook SHOULD do, and that's make you desperate and eager to PLAY the game.
A solid update of the 90s RPG. I found the final section of GM advice, which contains several abstract adventure structures (the race, etc), to be especially interesting- planning to apply some if those ideas in other games.
This remake of Torg was a real dissappointment. The setting has recieved a makeover and is slightly better, but the rules...
Hensley has taken all the elements I hate in Savage Worlds and transplanted them to Torg. This version is extremly heroic and cinematic and with all the crutches (rerolls, cards that give bonuses, very playerfriendly rules when it comes to death and defeat) provided I can honestly not see how any group of players can ever fail a mission unless they are sabotaging on purpose
If you're a huge fan of Savage Worlds, you might enjoy this, otherwise stay away!