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When Axioms Collide | ||
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When Axioms Collide
Capsule Review by Gilbert Pili on 08/08/02
Style: 3 (Average) Substance: 3 (Average) Unless you play TORG regularly, or are interested in exploring every facet of the TORG universe, I can't recommend this supplement. Product: When Axioms Collide Author: Shane Lacy Hensley Category: RPG Company/Publisher: West End Games Line: TORG Cost: $12.00 Page count: 64 Year published: 1992 ISBN: SKU: Comp copy?: no Capsule Review by Gilbert Pili on 08/08/02 Genre tags: Fantasy Science Fiction Modern day Historical Far Future Space Espionage Conspiracy Post-apocalyse |
This review was originally written in 1993. It is being republished "as is."
When Axioms Collide is a 64-page supplement for West End Games' TORG role-playing game. For those unfamiliar with TORG, the game takes place in the "Near Now." Beings from other planes have invaded Earth and have imposed changes on the world's reality, creating a place where Victorian occult, prehistoric creatures and cybertechnology all co-exist. Player characters are called Storm Knights, freelance rebels who combat the invading forces. For players who like a mixture of various genres, or who can appreciate magic and technology sitting side-by-side, TORG is an interesting concept. The story begins with characters escorting a cargo shipment but quickly shifts to a rescue operation. These first two scenes have little to do with one another, and, unfortunately, I got that feeling throughout the supplement. The story does eventually lead somewhere; the stakes get higher as PCs discover that there is more to the rescue operation than meets the eye, but there are a number of factors that keep this scenario from succeeding. Perhaps the greatest flaw of the adventure is the use of a narrow, linear plot. NPC personality and location is vaguely sketched, and the characters feel two-dimensional, as if their only use is to give a prepared speech that will get players to the next scene. As a result, the mystery seems forced. I get the feeling characters would explore the mystery, but more out of a sense of obligation than real curiosity. There also seems to be an inordinate number of monsters thrown in simply to provide the adventurers with something to fight. As a result some of the creatures, meant to be horrible monstrosities, end up as just another thing to shoot at. After players have been attacked so many times, the final confrontation seems anticlimactic. Still, there are some interesting events here. A witch-burning with underlying schemes could be fun -- and intense -- if played well, as can a venture into virtual reality. However, unless you play TORG regularly, or are interested in exploring every facet of the TORG universe, I can't recommend this supplement. | |
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