From: Jim Ogle (Ks. Jim) <jogle@aoc.nrao.edu>
Subject: Re:  What are people "top 18 list" for source/supplements...
X-Gated-By: The Black Marble Wombat@morticia.cnns.unt.edu
X-Gated-From: torg mailing list
Organization: University of North Texas
X-Gatemail-Version: 1.0b
Date: Sat, 21 Nov 1992 19:07:46 GMT

Rick writes:

> oh-kay.  Instead of picking favorites, I, Sidekid-Lad, will give MHO
> of all the Torg-Stuff I have.

I'll reply to Rick's post and save myself the trouble of digging up
everything....  8-)

> Destiny Map/GM Screen:  A good introduction to the Infiniverse.  Has The 
> 	Insidious Wu Han, and you can't go wrong with him.  The GM Screen
> 	is also invaluable.
> 	Grade:A

Agreed.  Lots of fun.  I also give it an A.

>The Possibility Chalice: Necessary as a bridge between D-Map and Forever City,
> 	but I didn't like it that much.  The "dungeon crawl" can really 
> 	bog down.  There were also a couple of nits I had with it.
> 	Grade:C

It wasn't the dungeon crawl that caused my players trouble, it was
getting into the dungeon in the first place...not to mention the final
showdown with Amythest.  I give it a C as well.

> The Forever City: My favorite Torg module.  Has time for good roleplaying,
> 	fun combat, and an Orrorsh Horror.  It'd be even more fun with the 
> 	Orrorsh Sourcebook.  
> 	Grade: A+

I liked it but the players bitched about a lot of it (maybe they just
weren't in the right mood).  I give it a B.

>High Lord of Earth: Another good module. There's a pointless battle at the end
> 	of the second act that should be cut out, and some players may miss
> 	the obvious clues to solve the climax.  Still, it's a good run.
> 	Grade: A-

The entire middle section of the module needs work so I only give it a B.

>Operation:Hard Sell: Eewwwww. WEG modules often have the 2x4 problem.  Meaning
> 	that there is a single plot line and they will beat it into you with
> 	a 2x4.  There are some interesting pieces though.  I've never run it.
> 	Grade:D+

Well, we had a lot of fun with it despite the 2x4 problem.  I rate it
a little higher, about a B-.

>Crucible of Pain: The short story that comes with the module is very good, and
> 	gives a great example of how the changes in reality appeared to people
> 	it was happening to.  However, the adventure is lame, splits the party,
> 	and they don't even bother to give stats to the heroine of the story.
> 	Grade: Story A,  Module:D - Average:B-/C+

I give the story a B and the module part a C- to a D, as it does have
numerous problems.  Overall about a C.

>City of Demons: Well, I liked it, but it needed some work.  This game can give
> 	GM's headaches if the players pick up all the ordinance that is 
> 	just begging to get lifted.  It should have been rewritten to better
> 	enforce the "eerie/techno-horror" mood as opposed to the "big gun" 
> 	mood.
> 	Grade:C+ (after my changes, B)

I haven't run it yet (though I'm getting there!) so just on the basis
of my readthrough I have to give it a D-.  When I do run the adventure
it will be different enough that it won't be the same thing anyway.

> Central Valley Gate: Suffers from too many interesting NPC's in one place.
> 	Also, has another "rescue the hostages from the lizards" plot.
> 	If the interesting NPCs were better spaced, it would have helped alot.
> 	Grade:B-

Also haven't run this one yet, but I liked how it handled the various
NPCs and whatnot.  It does seem a bit too busy though, so I also give
it about a B-.

>When Axioms Collide: Well, I had been over-using Orrorsh, so I rewrote it with
> 	Tharkhold as the main villians.  However, it's strengths are in the 
> 	fact that it's a good Orrorsh/Cyberp. cross.  There are some weaknesses
> 	but none too bad.
> 	Grade: B

Yup, haven't managed to run this one either.  From the readthrough I
give it at least a B, maybe an A.

>Cassandra Files:There's a lot of good ideas in there for adventures, and a lot
> 	of duds as well.  It gave me the ideas for 4-5 adventures, so it can't
> 	be all bad.  It is heavily biased towards Living Land adventures, 
> 	however.
> 	Grade: B

For early on in the course of the war, I'd give it a solid B.  As time
drags on though, more and more of it just doesn't work for me so I'd
drop it to a C.

> Queenswrath: All Aysle adventures.  Some good, some bad.  My campaign spends
> 	a lot of time in Aysle, so there are some useful ideas there. 
> 	Grade: B

About the same here, a B.

> Full Moon Draw:  6 mini modules.  I liked 5 out of 6.  The Nile adventure is
> 	excellent, as is the Orrorsh one.
> 	Grade: A-

I only liked about half and found some problems with the ones I liked,
so I give it only a C.

> Cylent Scream: The hit/miss ratio isn't as good here (4/6), but the hits are
> 	better.  The Orrorsh adventure is great, as is Aysle.
> 	Grade: A

I give it a B+; only the Living Land adventure sucks IMHO.

> Creatures of Aysle:  Excellent, if you're going to use Aysle heavily.  
> 	Highly reccomened.
> 	Grade:A+

I like it but not quite as much; Grade: A.

> Creatures of Orrorsh: Also excellent, though there are too many 'scare the
> 	kids' creatures, which make excellent stories, but awful foes
> 	for Storm Knights.  There are some good critters in there, however.
> 	Grade: A

I can't stand some of the stupider creatures (the various kangaroos
for example) so I only rate it a B+ or an A-.

> GODnet: If you're going to use the GODnet, get it.  However, my party 
> 	has no deckers, or even people with datajacks.  Glad I got it as 
> 	a present.
> 	Grade: C

Due to its limited use I also grade it about a C, unless you're going
to do a lot in the Cyberpapacy, in which case it goes up to an A.

> Infiniverse Update: Not only tells what happened to non-Iverse subscribers,
> 	but has some new stuff as well.  The adventures are a bit of a waste,
> 	however.
> 	Grade: B+

About the same.

> Pixaud's Practical Grim: Useful for an Aysle campaign, or if there's a spell
> 	caster in the party.  Keep an eye on letting players as some of the
> 	spells, however.  There aren't a lot of good beginner spells in it,
> 	either.
> 	Grade:B

Good for NPCs and more experienced mages but not beginning characters.
Grade: B-.

> Storm Knight's Guide to the Possibility Wars: Moderately useful for people
> 	who have no idea what Torg is, and need help making characters. 
> 	Other than that pbpbpbpbpt.
> 	Grade: D

Pretty much, though I'd give it a D+ or a C-.

[Sourcebook descriptions edited down to just the grade.]

I pretty much agree with Rick's grades except where noted below.

> Aysle: the spell design rules a cryptic to me, but others claim they work,
> 	Grade:B
> Cyberpapacy: I don't like the Cyp., but if you do, I highly reccomend it.
> 	Grade:B
> Delphi Council:  Well, the two places I was really curious about (Houston and
> 	Grade:B-

I give it a solid B.

> Land Below: I like the LB, and don't understand why the players don't.  It's
> 	Grade:B+

We all liked it so I give an A.

> Living Land: Well, I don't like the LL, but they did a good job in parts. I
> 	Grade:C+
> Nile Empire: As much of a fan of the NE I am, I wasn't too impressed with the
> 	Grade:B-
> Nippon Tech:  Oooh, if the PC's would go here.  It's a sneaky realm, and 
> 	Grade: A
> Orrorsh: Well, what can I say.  I love it. BWAH-HAH-HAH.  It does the best
> 	Grade:A++++

Well, maybe not that good, but I do give it an A.

> Ravagons: It's a good aside, and gives some insight into the Ravagons.  
> 	Grade:B
> Spaaaaaace Gods: Well, the psi rules are good, but I am totally unimpressed
> 	Grade: C (woulda been D+, but the psi rules are useful)

Overall I'd give it a C+ or a B-, depending on how much the group
wanted to get into the political stuff of the realm.

> Tharkhold: Sigh.  If they had included everything that the writers wanted,
> 	Grade:C+

Lots of stuff, most of it not useful.  I'd give it an F but there's
just enough to work with that I'll give it a D.

> Infiniverse, the Newsletter: Get it, love it, be it.  It's the best thing
> 	in RPG's.  The idea that _we_ influence the outcome of the "main"
> 	campaign thread is wonderful.  There's always at least one useful
> 	thing in each issue.
> 	Grade: A+

If only they wouldn't give so many knee-jerk answers in the letters
page that make no sense when you think about them...but I give it an
A+ as well.

Kansas Jim (jogle@aoc.nrao.edu)
Newsgroups: alt.games.torg