From: desanto@uvahep.phys.Virginia.EDU
Subject: Re: What are people's "top 18 list" for source/supplements...
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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>
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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
Newsgroups: alt.games.torg