Orrorsh
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The Reality of Fear
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Design: Jasyn
Jones
Inspired by: David Oakes
Commentary: Dominick Riesland
Download a
.pdf of this article.
Prelude
There is a place where the unspeakable is real. There is a place
where every monstrous abomination is given form. There is a place
where nightmares come to life.
"To
live here is to know fear, intimately and personally.
It greets you upon waking, follows you all day, kisses
you goodnight, then lingers on in your dreams while
you sleep."
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Orrorsh.
To live here is to know fear, intimately and personally. It greets
you upon waking, follows you all day, kisses you goodnight, then
lingers on in your dreams while you sleep.
In Orrorsh, the days seem colder, the nights seem darker. Alleys
are dirtier and more threatening. People seem less cheerful, less
helpful, less friendly. Distrust grows like a weed, people withdraw
from one another, and turn a blind eye to each other’s pains.
Alone, they are vulnerable to depression and fear.
Horrors live here, creatures dark and powerful and malignant.
They wait in the darkness and prey on the innocent and helpless.
These victims are hunted, they are haunted, and in the end they
are slain.
After, people tell stories, stories of the Horrors. And they
believe.
By light of day they may deny it, yet they believe. The stories
cannot be true, yet they believe. The Horrors simply cannot be
real. Yet they believe. And they know in their hearts that it could
happen to them.
They could be terrorized. They could be tormented. They could
be slain.
And they know fear.
They leave the lights on at night. They bolt their doors tightly.
They shop during the day. They tell themselves it’s meaningless,
it’s nerves, it’s nothing.
"Hope
is the key to defeating fear. Hope is a beacon in
darkness, solace to the suffering, and the quieter
of fears. Where people hope, fear has no hold."
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It’s not "nothing". It’s fear. And this
reality feeds off of it.
Hope.
Hope is the key to defeating fear. Hope is a beacon in darkness,
solace to the suffering, and the quieter of fears. Where people
hope, fear has no hold.
There are those who fight the reality of Orrorsh, who slay the
Horrors and spread tales of hope and inspiration. The stories of
glory these heroes tell have power over fear.
As these tales spread, people learn that all is not lost, that
the horror is not boundless, that it can be defeated. They feel
hope, and the reality of horror loses power. Its realm grows smaller
and its Horrors grow weaker and if enough stories of hope can be
told, the reality of fear may disappear altogether.
Introduction
The
Orrorsh Sourcebook
Nothing
in this article invalidates the Orrorsh Sourcebook,
or requires the gamemaster to change the mechanics
of Orrorsh, including Corruption, Wicked Acts, Perseverance,
True Deaths, Horror powers, and so forth. The realm
sourcebook is just as valid and just as necessary
as it ever was.
The
expanded version of this article will offer
new interpretations of the classic Orrorshan mechanics,
but the new mechanics will be completely optional
and modular. Gamemasters can choose to incorporate
them or not, as they wish.
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Orrorsh is the reality of horror, and fear is the essence of
horror. Fear is intrinsic to all humans everywhere, no matter the
time or place. Similarly, the horror genre is not limited to any
one setting; it can appear in Victorian London, an abandoned space
colony, or on everyday Earth. Fear is everywhere, and so horror
can be. Yet in Torg Orrorsh is a single static reality,
a single static type of horror.
This article depicts a different vision of Orrorsh, a vision
of Orrorsh as the cosm of Fear, the universal reality of horror.
Under these rules, Orrorsh can invade anywhere, layering its reality
of fear atop the native reality. Orrorsh can invade Earth, the
fantasy world of Aysle, the cyber-religious Cyberpapacy, or any
other reality, melding its genre of horror with the genre of the
native reality. Because horror can be anywhere, so too can Orrorsh.
The Future
The information in this article is general, containing only an
overview of how the insidious reality of Orrorsh operates within
the Possibility Wars.
An expanded version is currently in development, which will provide
more details as well as new mechanics and other information to
allow gamemasters to use this version of Orrorsh in their games.
As with all projects under development for this site, there is
no projected completion date other than "as soon as time,
circumstance, and inspiration allow." Hopefully this also
means "soon", but there are no guarantees.
The Reality of Fear
The ruler of Orrorsh is the mysterious Gaunt Man. As High Lord,
he has the power to mold its reality to his liking. For centuries,
he shaped the reality of Orrorsh until it fulfilled his vision:
horror everywhere.
The Gaunt Man has labored to craft a reality whose power is created
and sustained by fear. Fear is what drives this reality and fear
is what spreads this reality. Like the other invaders, believers
in the horror reality help it to spread, and anyone can feel fear
and believe in horror. As fear spreads, Orrorsh grows in size and
power. From a single invasion point, it can expand to consume an
entire cosm, draining it dry of possibilities. This reality knows
no bounds.
The
Reality of Orrorsh
Orroshan
invasions establish a mixed zone. As per the Revised
and Expanded Torg Rulebook (pg. 150), "The
Everlaw of One enforces both realities in a mixed
zone. With axioms this means that the highest axiom
level of each pair is what the Everlaw of One enforces
in the mixed zone. The world laws from both realities
are also in effect. For purposes of contradictions,
consider a mixed zone to be like a dominant zone
with the determined axioms and world laws." These
rules hold true for Orrorsh as well.
The
mixed zone created by an Orrorshan locus differs
from normal mixed zones. The world laws of Orrorsh
act to prevent the savage conflict of realities usually
present in mixed zones. Thus, this stable mixed zone
does not experience raging reality storms, does not
flip from one reality to the other at random nor
do dominant zones of either reality randomly appear.
On rare occasions storm might manifest at the edge
of a domain, but these are very weak and usually
pass unnoticed.
Orrorshan
domains do not impose its axioms, only its world
laws. As Orrorsh only ever exists in such mixed zones,
the reality, in essence, lacks specific axioms.
Orrorshan
beings possess a blended reality: their axioms are
those of the mixed zone in which they originated,
and their world laws are those of the invaded reality
and Orrorsh. This means that Horrors from a Core
Earth domain have the axioms and world laws of Earth,
in addition to Orrorsh's world laws. Horrors from
a Cyberpapal domain have the axioms and world laws
of the Cyberpapacy and the world laws of Orrorsh.
When
in other realities, the Horrors can use tools of
their blended reality, including those of Orrorsh
and those of the invaded cosm. This may cause a contradiction
(which is handled just like all other contradictions).
Beings who are transformed to Orrorsh's reality gain
the blended reality as well.
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Earlier
Editions
This
version of Orrorsh, originally called the "parasitic" model,
has been part of the cosms and dimensions article
(Worlds
Without End) almost since the beginning
of the Storm Knights site. Originally a
parasitic reality was an aberrant type of reality,
one that spread naturally. Though rare, it was possible
for any number of parasitic realities to exist.
As
development on the concepts behind Orrorsh continued,
it became clear the original idea for parasitic realities
didn't do Orrorsh justice. To make Orrorsh fit better
with Torg's metaphysics, and to highlight
the distinctive nature of the horror reality, the
reasoning behind Orrorsh's nature changed.
Instead
of being a different type of reality, the universal
nature of Orrorsh became a function of that cosm's
singular and powerful world laws. Orrorsh is unique,
and no other reality functions exactly the same way.
Since
the concept of a generic type of parasitic reality
had been eliminated, they were removed from the Worlds
Without End article, and parasitic Orrorsh along
with it. This article makes the material on Orrorsh
available again.
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Orrorsh
and the Action Cant
The Action
Cant is a third part of a reality, after Axioms
and world laws. It measures how action-oriented
a reality is on a five point scale, from "Gritty" to "Superheroic."
Cosms
with a high Action Cant are fast-paced and furious;
cosms with a low Action Cant are more realistic.
The Cant modifies natural roll-agains, card play,
and other game mechanics, making some realities more
action-oriented than others.
Both
the canon version of Orrorsh and the universal version
presented here have a suggested Action Cant of 1,
making Orrorsh a Gritty reality. Nearly all horror
movies or stories tend toward the "gritty" end
of the scale and Orrorsh's Cant represents this.
In
a Gritty reality characters are less likely to attempt
(and succeed at) fantastic feats and less likely
to shrug off damage than in a more cinematic reality.
This makes combat more lethal and consequently it
occurs less often. (For more information, see the
Action Cant article.)
In
an Orrorshan domain, the Action Cant is always that
of the invaded reality, unless the party is facing
a Horror or a Servitor, or during a scene where they
have to make a Perseverance check. In those situations,
the Action Cant changes to 1 (Orrorsh's Cant). This
mechanic is a result of the Power of Fear: horror
is Gritty, and this affects the domain's Cant.
The "Marked
for Death" Fear result (see the Orrorsh
Sourcebook, pg. 63) overlaps somewhat with the
Action Cant mechanics for buying off damage. In a
Gritty reality (like Orrorsh), characters can only
buy off 1 damage packet with a possibility, whereas
with Marked For Death, characters can't spend possibilities
to buy off damage at all.
Orrorsh's
Action Cant applies most of the time player characters
face a Horror (see above) and so marking a character
for death in those situations is somewhat gratuitous.
If using the Action Cant rules with either the original
or universal Orrorsh, it would probably be better
to eliminate the "Marked for Death" Fear
result.
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The
Horror Begins
After
it was all over they said it was a freak accident,
one of those times where things come together in
exactly the wrong way. No one to blame really, just
bad luck.
It
had been raining, but not much, barely enough to
leave puddles on the road. The driver wasn't drunk,
or talking on his phone, or even speeding. And it
happened so fast.
The
cat darted between two parked cars, Melinda chased
after, and the driver hit his brakes, skidding on
the pavement. A soft, muted crump, and her daughter
was thrown into the street, her arms flung wide,
her eyes staring lifelessly.
And
nothing that happened after that mattered at all.
The coffin, the funeral, the condolences of relatives
and acquaintances- it passed by in a blur.
The
house didn't get any bigger, because houses just
don't do that, but it seemed larger. Emptier. Quieter.
A house that is used to a rambunctious eight-year-old
definitely gets quieter.
For
weeks after the services, Cassandra moved through
life without so much as a sideways glance, mindlessly
performing the rituals of daily life, though if she
had stopped to think about it, she couldn't have
said why.
Alone
in the house, she walked from room to room chasing
memories, each recalled moment sharpening her grief.
Most nights, she fell asleep curled up on her daughter's
bed, a tattered Winnie-the-Pooh doll resting his
head in the crook of her arm.
Sometimes
she missed Melinda so much, she would spend hours
in Melinda's room replaying moments in her mind:
Christmas in Vermont with the grandparents, the first
goal Melinda scored playing soccer, a forgettable
springtime Saturday at the park, racing to finish
their icecream before the heat did.
They
were so vivid, so infused with color and life, every
detail seemed sharp and fresh and new. The chill
of the melting icecream as it dripped off the cone,
Melinda's laughter when Cassandra got some on her
nose, the way the sun lit up her eyes.
It
seemed so real, Cassandra felt she could reach out
and touch Melinda again, hold her again. Cassandra
felt that at any moment, she would hear Melinda's
voice.
So
it didn't surprise her when she did.
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They
Move
The
shadows were the first thing he noticed. Across the
yard, beyond a fence an old oak tree stood, its barren
branches clawing at the starry sky. The yellow glow
of the streetlight threw the oak's shadows onto the
wall of his neighbor's house. And they moved. And
something wasn't right.
The
air was still and silent and no breeze shook the
oak, yet its shadow moved across their house, swaying
back and forth. As he watched, the shadow flowed
across the front of the house, through an open door,
and disappeared from view.
The
next morning he walked over, making sure to give
the tree a wide berth. Their front door stood ajar,
and every light in the house was on. Slowly, he pushed
it open and called out.
"Anybody
here?" There was no answer.
He
walked inside.
There,
resting on a small table, he found a ribbon, tied
around a lock of hair. At one end, tiny lumps of
flesh clung to the follicles. He let it drop.
The
shadows under the table began to move, and a dirty,
grey-skinned hand reached out and slowly pulled the
ribbon under the table. A dry voice began to chuckle
and he fled in panic.
He
never saw the neighbors again.
And
each night he lay awake staring, waiting for the
shadows to move.
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When Orrorsh invades a cosm, the Gaunt Man sends powerful beings
called Nightmares to establish realms on its surface.
He carefully crafts each unique Nightmare, varying their capacities
and nature so as to be able to create- and savor- many different
varieties of fear. Some Nightmares are mystical, others spiritual,
others electronic, mechanical, or biological. All of them exist
to spread fear.
The Nightmares are empowered to create Horrors. The
Horrors each partake of the nature of their Nightmare, and so further
the type of fear he is intended to create. Each is unique, utterly
unlike any other Horror before or since.
For Storm Knights, each Horror is a mystery that must be unraveled.
The characters must discover the nature of the Horror and learn
its weaknesses and True Death, otherwise killing it is useless
(if it is even possible), as it will just reform shortly thereafter.
The Domain and the Locus
Nightmares are also empowered to create a special artifact called
a locus. A locus is a building, an object, or a location
that has been invested with the power of Fear. It is a Horror and
has a Fear Rating, Horror Powers, and True Death. It is also a
potent artifact of Orrorshan reality, capable of inflicting the
horror reality upon an invaded cosm.
A locus is similar to a hardpoint, in that it creates a circular
area of Orrorshan reality, and it is similar to a reality tree,
in that this area of Orrorshan reality is a stable, storm free
mixed zone, in which both Orrorsh's reality and the native reality
hold sway.
Within this realm, called a domain, the reality of the
invaded cosm is overlaid with the reality of fear. The reality
of the invaded cosm isn’t altered at all, its axioms and
world laws function exactly as before, but Orrorsh's world laws
operate alongside those of the native reality (Orrorsh’s
axioms do not ever manifest).
Unlike the other realms, the reality of horror is imposed without
reality storms, without wide scale transformations of person or
place, without towering maelstrom bridges, without invading armies,
and without disrupting the lives of everyday people.
Such invasions are subtle, stealthy, and secret. The realm of
fear simply insinuates itself into everyday life in small and subtle
ways that usually go unnoticed. This makes it hard to find and
hard to fight.
The reality of Orrorsh, like the other invading realities, is
supported by belief. Unlike the other invaders, Orrorsh doesn't
need to provide believers- all people believe in fear. The more
fear, the stronger Orrorsh becomes.
Horror Stories
Storm Knights tell glories, stories of great triumphs against
the invaders, stories that spread hope and inspire others to fight
the invaders. Orrorsh thrives on similar, but opposite stories
to spread fear.
Like glories, they are a tale that is empowered by possibility
energy (in this case, the energy is provided by the reality of
Orrorsh). Unlike glories, these are not tales of triumphs, but
are stories of suffering and terror, stories of horror. The Horrors
of Orrorsh terrorize the innocent, and stories of these events
spread and are told and retold and each telling spreads fear.
Most Horror stories are, when viewed rationally, simply unbelievable-
the Horrors in the tales simply cannot exist in the real world.
Yet the possibility energy that infuses the tale causes it to be
believed, even if the details of the story seem improbable or the
monsters involved simply cannot exist. By believing the story,
the listener comes to believe that supernatural Horrors are real,
and that they are at risk. They feel fear, and the reality of Orrorsh
grows stronger.
A domain is intimately linked to the Nightmare who created the
locus. Its size varies in direct proportion to the amount of fear
the Nightmare causes in the local populace.
Each Nightmare can only create a limited number of Horrors, and
only by expanding his domain can the Nightmare create more (and
the larger the domain, the more powerful the Horrors and the Nightmare
become). The True Death of a Horror is a real blow to a domain,
as each horror is essentially irreplaceable. Hunting for Horrors
is the primary activity of heroes in Orrorsh.
The locus drains off possibility energy from the domain, to channel
back to the Gaunt Man. As fear spreads, the domain grows in size,
allowing it to encompass more people and thus drain more possibility
energy.
Invasion
Unlike other High Lords, the Gaunt Man is not limited to stelae
triangles or a gradually expanding realm. From one invasion point,
Orrorsh can spread to engulf an entire cosm (though this takes
a long time, and multiple invasion points are more effective).
As Orrorsh's reality is a mixed zone, it doesn't transform Ords,
and thus an Orrorshan realm can leech possibility energy indefinitely,
each conquered cosm becoming a perpetual source of possibilities
for the Gaunt Man to consume.
The unique nature of the Gaunt Man's reality gives him a decided
edge over other Possibility Raiders. He is freed from many of their
constraints and can accomplish much that no other High Lord can.
Orrorsh’s domains can be established anywhere, even within
those areas invaded by other High Lords. (In fact, domains of Orrorshan
reality have appeared in both Louisiana and the GodNet.) The Gaunt
Man can invade and consume their realities, and there is little
they can do to stop him. In the face of Orrorsh, even High Lords
know fear.
Defeating Orrorsh
Orrorsh's invulnerability to the machinations of other High Lords
has not come without a price. Its single greatest advantage is
also its chief weakness: only Storm Knights can defeat Orrorsh.
Despite being modeled after glories, Horror stories are not as
powerful: hope is still more powerful than fear. When Storm Knights
fight the Horrors of a domain and succeed gloriously, they can
plant a glory seed within that domain. This seed is a story of
their victory over the Horrors that is empowered with possibility
energy.
It spreads through the populace from person to person, counteracting
the influence of the Horror stories and lessening fear. Fighting
the invasion requires glories, just as with any High Lord, but
only glories that were achieved against Horrors of the same domain
are effective.
Storm Knights can defeat the spread of horror. They need not tear
up stelae, nor worry about the deaths of transformed Ords, only
tell their tales of glory, and they can achieve victory (though
the odds are not in their favor).
By spreading stories in which the Horrors are defeated, the populace
begins to feel hopeful instead of fearful and Orrorsh is weakened.
The domain shrinks, the Nightmare and Horrors become weaker, and
the Nightmare is prevented from creating more Horrors until he
can cause enough fear to increase the size of the realm again.
If the Storm Knights can visit True Death upon the Nightmare or
the locus, the domain collapses. This is the only way to destroy
the invading reality.
Horror stories can be told about any victims. However, Horror
stories about Storm Knights cause more fear than stories about
ordinary individuals. The more well known the Storm Knight, the
more fear a tale of his demise will cause.
Nightmares are cognizant of these facts. Whenever Storm Knights
enter their realm, Nightmares take great pains to target them.
By killing or driving off the cosm's defenders, the Nightmares
secure their domain and ensure the spread of fear.
Most Nightmares establish locations of safety within their domain,
called lairs. These lairs are usually well guarded by
the Nightmare's human servants, the Servitors (below).
There is Hope
Earth has one other advantage- the Gaunt Man has only recently
perfected his reality of fear. Until the invasion of Earth, Orrorsh
was just as destructive as other invading realities. Even now,
the last world it invaded is a barren and blasted husk, burned
free of all life. Though he can conquer whole cosms, perverting
their native reality to the reality of fear, as of yet the Gaunt
Man has not done so.
Earth, and the cosms of the other High Lords, are the first opportunities
he has to spread his reality of horror. If defeated here, a very
real possibility, his nascent empire will be snuffed out, its campaign
of eternal invasions aborted, and the reality of horror destroyed.
This must not be allowed to happen, and so he has planned very
carefully, very closely, and controlled every possible variable.
The one variable he cannot control is the defenders of this reality-
Earth's Storm Knights. With determination, intelligence, and perseverance
they may yet defeat him. The fate of Orrorsh- and Earth- is in
their hands.
Servitors
Mortals who succumb to the Corruption of Orrorsh are altered
spiritually, their very souls twisting into inhuman and horrific
forms, which forms can be seen by certain specially trained mystics.
Corruption is seeping and gradual, but when complete the person
becomes a Servitor, a mortal servant of the dark powers of Orrorsh.
A Servitor sees their true form in every mirror and reflective
surface, a constant grim reminder of their debased and Wicked nature.
Servitors act to further the goals of Orrorsh in mortal society.
A cultist who summons a Horror is a Servitor, as is the corrupt
Police Commissioner who covers up the cultist's human sacrifices.
Servitors may not know they serve Orrorsh, but the nature of Corruption
insures that their actions forward the interests of the domain's
Nightmare. It inspires them to act in general ways that aid the
horror reality, by causing fear (such as a Corrupt landlord threatening
tenants with eviction or a criminal terrorizing the inhabitants
of a neighborhood) or spreading Corruption (the Police Commissioner
might offer bribes to those on his force or the cultist might seduce
and brainwash people into joining their cult).
Corruption also inspires specific actions that aid the Nightmare,
such as prompting the cultist to summon a Horror at the precise
moment the Nightmare wishes (when the domain becomes strong enough
to allow the Nightmare to create a new Horror). The Servitor may
not know why they take action, but their Corrupt nature compels
them.
Servitors are empowered by the Power of Fear, which grants them
Horror powers appropriate to their nature or the Wicked acts that
caused their Corruption. Their Power Rating is usually 1 to 6 and
their Fear rating usually 1/2 or 1. Servitors do not have a True
Death or a Perseverance Difficulty Number, as they are not Horrors.
The
actions of Servitors can trigger Perseverance checks, the Perseverance
Difficulty Number being that of the key Horror (see the Orrorsh
Sourcebook, pg. 61).
Afterword
Universal Orrorsh is differs in many ways from the canon Orrorsh,
though both realities have the same goal: to present a playable
horror reality. In this author's opinion, though the Orrorsh Sourcebook
was one of the best and most evocative of the Torg sourcebooks,
flaws in its conception and execution combine to render it nigh
unplayable.
Orrorsh is, as many gamemasters have noted, one of the less popular
realms for players (with only the Living Land offering a worse
game play experience). In the main, players avoid Orrorsh in preference
to other realities. In many ways, this can be blamed on Orrorsh's
primary flaw: it's emphasis on the necessity for player character
deaths during a module.
From the Orrorsh Sourcebook, pg. 115:
Roleplaying in Orrorsh is different than playing in
other Torg environments...Most roleplaying games, especially
Torg, are not geared toward adventures where characters
die regularly. But that's exactly what Orrorsh is all about.
If the vampyre doesn't take out some of the heroes then
he's a vampyre out of a sword and sorcery heroic fantasy
-- and that's another reality.
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Many of the mechanics of Orrorsh are designed to implement this
philosophy (including Marking for Death). Orrorsh is intended to
be lethal, and the Sourcebook places a burden on the gamemaster
to ensure that it is. According to the quote above, multiple player
characters are supposed to die in every module, and if this doesn’t
happen, the gamemaster hasn’t done his job.
Whither "Parasitic"?
For
years the idea of a "parasitic" model
of Orrorsh has been discussed on mailing lists and
the Torg boards. The name and the idea has
gained mind share among Torg fans, so a
change in terminology might seem quixotic. Yet there
is a reason.
This
Orrorsh isn't about "parasitic" behaviors,
any more than any other reality. All High Lords are
parasitic: they invade a host reality, drain it of
possibilities, destroy it, and move on.
This
Orrorsh is about universal horror: horror in any
place, at any time, with any cause. Horror is universal,
so the reality of horror should be.
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The most obvious objection to this is that the writer is simply
wrong- a monster can kill a dozen player characters, yet fail to
inspire fear, and a truly terrifying module doesn't require any
player character deaths.
Fear balances hope and peril. To much hope, and the module isn't
scary. Too much danger, and the players know their characters will
die, and are resigned to their fate. Neither invokes fear. Guaranteed
deaths don't foster fear- they foster hopelessness and without
fear, there is no horror.
Too, players know (or quickly learn) that Orrorsh is deadly, and
intended to be lethal, and hence avoid the realm. Even if they
do venture there, they take secondary characters, the loss of which
is acceptable.
Cheap, disposable characters are not memorable, and the players
are unlikely to invest emotion or concern for their cannon fodder
Storm Knights, making their deaths meaningless. The guaranteed
loss of a character runs counter to the spirit of Torg,
and discourages players from identifying with their characters
(an essential component of horror roleplaying).
Yet even the death of player characters could be accepted, were
they significant (hence the Martyr card). In Orrorsh, players lose
their characters and accomplish nothing.
If every Orrorshan adventure effectively requires
the sacrifice of a player character or three to complete
it, what is the point? Is removing one Horror terrorizing
one village in the middle of the Indonesian jungle worth
sacrificing two or three heroes, who may very well be the
instruments in bringing down another entire realm? And
if a minor vampire costs one life to remove, how much will
it cost for a coven leader, or a Nightmare, or [the] Gaunt
Man himself?
- Dominick Riesland
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Orrorsh is dangerous. It has to be. Yet for all this danger, the
players get nothing if they win. A dead Horror, even one who has
suffered True Death, is a trivial loss and easily replaced. The
Storm Knights haven't accomplished anything, and they are no closer
to defeating Orrorsh than before.
As written, defeating Orrorsh is impossible. There are a great
many stelae triangles and each triangle requires many glories,
at the cost of many Storm Knight lives. There is no reason for
players to go to Orrorsh because they lose so many characters for
so little gain.
Orrorsh is simply an overwhelming reality. Players feel ill-equipped
to deal with it, and it is essentially unbeatable.
Design Goals of Universal Orrorsh
Orrorsh
Controversy
The
reality mechanics of universal Orrorsh have struck
some as being contrary to the nature or spirit of Torg.
Yet there is an official reality that operates almost
exactly like universal Orrorsh: the Space Gods.
The
Space Gods reality emanates from a reality tree,
forms a mixed zone in which the Space Gods reality
and the native reality are both fully supported,
which mixed zone is stable and doesn’t cause
reality storms. If the world laws of the Space Gods
reality (specifically, the Law of Acceptance, see
the Space Gods Sourcebook, pg. 31) can create
the Space Gods mixed zones, then it is certainly
possible that the World Laws of a different reality
can do something similar.
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Universal Orrorsh overcomes these drawbacks by making it possible
to defeat Orrorsh, while also removing the focus on killing player
characters. Orrorsh is dangerous, and even deadly, but death isn't
guaranteed.
At the same time, Orrorsh is also more dangerous for Earth. Unlike
the other realities, it can continue to exist alone, and can conquer
Earth if but a single locus survives. Orrorsh must be fought to
be defeated, and Earth's defeat will mark the beginning of a long,
dark night of horror.
Universal Orrorsh also matches the nature of the
horror genre better than the original. Horror is a meta-genre,
and can exist in any setting. Universal Orrorsh makes it possible
to add horror to any reality.
The last design goal was to make the Gaunt Man truly terrifying,
especially to the other High Lords. The Gaunt Man is the master
of fear, and the nature of universal Orrorsh marks him as a being
even High Lords are scared of. High Lords can defeat other High
Lords, but none of them can defeat Orrorsh.
Updated: 7/4/07
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