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Orrorsh
''Orrorsh'' is a 1991 role-playing supplement for ''Torg'' published by West End Games. Contents ''Orrorsh'' is a supplement in which the reality known as Orrorsh is detailed. Reception S. John Ross reviewed ''Orrorsh'' in ''White Wolf'' #31 (May/June, 1992), rating it a 3 out of 5 and stated that "Orrorsh fails as horror when compared to other ''TORG'' settings, which is particularly sad. The face is that Nippon Tech and especially the Cyberpapacy present worlds that are far richer in complex, atmospheric, intelligent horror than Orrorsh can claim, and it is there that GMs should look for feat in ''TORG''. ''Orrorsh'' still offers great potential for interesting dark fantasy, however, and it is for that quality that interested GMs should probably consider it." Reviews *'' Challenge'' (Issue 69) *''Windgeflüster'' (Issue 20 - Nov 1992) See also Creatures of Orrorsh ''Creatures of Orrorsh'' is a supplement published by West End Games in 1992 for the multi-genre role-playing ...
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TORG
''Torg'' is a cinematic cross-genre tabletop role-playing game created by Greg Gorden and Bill Slavicsek, with art by Daniel Horne. It was first published by West End Games (WEG) in 1990. Game resolution uses a single twenty-sided die, ''drama cards'' and a logarithmic results table, which later formed the basis for WEG's 1992 sci-fi RPG '' Shatterzone'' and 1994 universal RPG '' Masterbook''. WEG produced over fifty supplements, novels and comics for the first edition. A revised and expanded core rule book was produced in 2005, with a single adventure. After WEG closed in 2010, ''Torg'' was sold to Ulisses Spiele, who, after a successful crowdfunding campaign, published a new edition called ''Torg: Eternity'' in 2018. Overview ''Torg'' takes place in a near future setting, known officially as "the near now". At the starting point in the game setting, Earth has been subjected to an inter-dimensional invasion by a series of "High Lords", who have changed the natural laws of ...
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Creatures Of Orrorsh
''Creatures of Orrorsh'' is a supplement published by West End Games in 1992 for the multi-genre role-playing game ''Torg''. Contents In the game ''Torg'', transdimensional aliens have taken over Earth, and have transformed various areas into alternate realities called "cosms" that allow the gamemaster to move the players from genre to genre. The cosm of Orrorsh is a horror genre. ''Creatures of Orrorsh'' is a book written by Bill Smith and Ed Stark that details sixty gruesome creatures that can be used by the gamemaster. Each creature is described in a two-page spread that includes an illustration, a map of where the creature lurks, and game statistics. Reception S. John Ross reviewed ''Creatures of Orrorsh'' in ''White Wolf'' #33 (Sept./Oct., 1992), rating it a 3 out of 5 and stated that "the book would be a surefire '4' if not for the wasteful layout. The artwork is very good, with the illustrations by Tom Dow being some of the best ''TORG'' art I've seen, but the book still ...
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West End Games
West End Games (WEG) was a company that made board, role-playing, and war games. It was founded by Daniel Scott Palter in 1974 in New York City, but later moved to Honesdale, Pennsylvania. Its product lines included ''Star Wars'', ''Paranoia'', '' Torg'', ''DC Universe'', and '' Junta''. History Scott Palter received a JD from Stanford in 1972 and joined the New York State Bar before he began work at the family firm, Bucci Imports. Drawing on this financial connection, Palter was able to found West End Games, named after the bar in which the meeting that finalized its founding occurred: the West End Bar near Columbia University. Initially a producer of board wargames, In 1983, Palter hired Ken Rolston, Eric Goldberg and Greg Costikyan as game designers, and WEG's focus turned away from traditional wargames. Costikyan's 1983 game '' Bug-Eyed Monsters'' brought WEG into the science-fiction and fantasy genres. Then Costikyan and Goldberg brought Palter a manuscript fo ...
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Cross-genre
A hybrid genre is a literary or film genre that blends themes and elements from two or more different genres. Hybrid genre works are also referred to as cross-genre, multi-genre, mixed genre, or fusion genre. Some hybrid genres have acquired their own specialised names, such as comedy drama ("dramedy"), romantic comedy ("rom-com"), horror Western, and docudrama. ''A Dictionary of Media and Communication'' describes hybrid genre as "the combination of two or more genres", which may combine elements of more than one genre and/or which may "cut across categories such as fact and fiction". Hybrid genres are a longstanding element in the fictional process. An early literature example is William Blake's '' Marriage of Heaven and Hell'', with its blend of poetry, prose, and engravings. In cinema, the merging of two or more separate genres attracts a broader range of audience type. Examples Literature In contemporary literature, Dimitris Lyacos's trilogy '' Poena Damni'' combines fict ...
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White Wolf (magazine)
''White Wolf'' was a game magazine, published by White Wolf Publishing from 1986 to 1995. History While still in high school, Stewart Wieck and Steve Wieck decided to self-publish their own magazine, and Steve chose the name "White Wolf" after Elric of Melniboné; ''White Wolf'' #1 was published by their White Wolf Publishing in August 1986 and distributors began to order the magazine a few issues later as its print runs continued to increase. In 1990, Lion Rampant (game publisher), Lion Rampant and White Wolf Publishing decided to merge into a new company that was simply called "White Wolf", and in an editorial in the magazine Stewart Weick explained that the magazine would still be independent even though the company was now involved in role-playing game publication. The name of the magazine was changed to ''White Wolf: Inphobia'' as of issue #50 (1995), but the magazine was ultimately cancelled with issue #57. Reception ''White Wolf'' won the Origins Award for "Best Professio ...
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White Wolf Magazine
''White Wolf'' was a game magazine, published by White Wolf Publishing from 1986 to 1995. History While still in high school, Stewart Wieck and Steve Wieck decided to self-publish their own magazine, and Steve chose the name "White Wolf" after Elric of Melniboné; ''White Wolf'' #1 was published by their White Wolf Publishing in August 1986 and distributors began to order the magazine a few issues later as its print runs continued to increase. In 1990, Lion Rampant and White Wolf Publishing decided to merge into a new company that was simply called "White Wolf", and in an editorial in the magazine Stewart Weick explained that the magazine would still be independent even though the company was now involved in role-playing game publication. The name of the magazine was changed to ''White Wolf: Inphobia'' as of issue #50 (1995), but the magazine was ultimately cancelled with issue #57. Reception ''White Wolf'' won the Origins Award for "Best Professional Adventure Gaming Magazin ...
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Challenge (game Magazine)
''Challenge'' was a role-playing game magazine published by Game Designers' Workshop (GDW) between 1986 and 1996. Publication history In 1984, Game Designers' Workshop's original magazine '' Journal of the Travellers Aid Society'' (JTAS) ended with Issue 24, but there had already been an announcement in Issue 22 that a new and as yet unnamed magazine would replace it. The new magazine would feature a larger format (8.5"×11") to allow for printing of things such as deck plans or sector maps that would not fit in the smaller ''JTAS'' format. It would also add coverage of GDW's new release '' Twilight 2000'' and other GDW games. The new bimonthly periodical, ''Challenge'', appeared in 1986; to maintain continuity for the '' Traveller'' fans (and ''JTAS'' subscribers), the first issue was numbered Issue 25, rather than starting again with Issue 1. Also to maintain continuity, ''Challenge'' featured a separate section labeled "Journal of the Travellers' Aid Society", which covered '' ...
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picture info

Role-playing Game Supplements Introduced In 1991
Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the ''Oxford English Dictionary'' offers a definition of role-playing as "the changing of one's behaviour to fulfill a social role", in the field of psychology, the term is used more loosely in four senses: * To refer to the playing of roles generally such as in a theatre, or educational setting; * To refer to taking a role of a character or person and acting it out with a partner taking someone else's role, often involving different genres of practice; * To refer to a wide range of games including role-playing video game (RPG), play-by-mail games and more; * To refer specifically to role-playing games. Amusement Many children participate in a form of role-playing known as make believe, wherein they adopt certain roles such as doctor and act out those roles in character. Sometimes make believe adopts an opp ...
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