So a largely OSR GM (who is likely the best minimalist rule-cruncher I know) and a mixed selection of OSR(LBB, B/X), 4E, Pathfinder and Story Game players attempted to play Torchbearer using a pack of pregens and some sort of introductory module. I was both baffled and enjoyed myself – now this might just be because the fellow players and GM were cool folks, but the system was interesting in many ways.
The pregens were boring. I’m sorry, I like a gonzo game or at least something that feels a little different from Tolkeinesque Beardy Scotch Dwaves and Whimsy Elves. Torchbearer is a consciously ironic nostalgia based game where the fantasy archetypes aren't just strong, they seem necessary to the game. Now this isn’t to say the game is snidely ironic, it’s clearly a homage to old school games trying to capture the gritty feeling of nebbishes crawling about in a miserable underworld. The problem for our game is that Torchbearer is a complex and convoluted system that appears mechanics focused - and we weren’t prepared for it. Not that we didn’t try to prepare, I mean the GM and some of the other players had clearly poured over the rules. Due diligence was preformed, and yet this session was very limited and a lot of time was spent flipping about through the rules.
|Yeah - this was the party ... yawn|