TORPS

I've finally finished my own roleplaying system, rather unimaginatively titled Tucker's Own Role Playing System or TORPS for short.

The actual game mechanics aren't that ground breaking, in fact they're entirely inspired from games that I've enjoyed. The skill scores and required rolls originated from the "Lost Souls"(tm) game published by Sage Lore Productions and the magic system was influenced by the one featuring in "Castle Falkenstein"(tm) published by RS Talsorian Games. Additional credit most go to "GURPS", "Call of Chuthulu" and a whole host of other RPGs.

The reason I adapted my own game was that while I enjoyed playing games such as Chuthulu I always felt I could do better. I wanted to be able to run a game that had a rule system that provided a framework for interpreting a player's actions but didn't bog them or the GM down with endless charts, bonuses and calculations. In TORPS I've tried to provide the means by which a GM can almost have a free-form game but with the support of a dice and skill based system to help resolve certain scenarios.

The other major difference I've made is that the centre of this game world will be the UK. It became obvious that if you wanted to play a contemporary thriller type game you were pretty much restricted to setting in the USA. This is not an entirely bad idea, but it does predispose the players into thinking that they'll be able to resolve the majority of their problems by using firearms. The UK setting should overcome that, but I have made provision to make some firearms available, even if they are those used by the British Army and Police Force.

If the game sounds like something you'd like to play then click below to download a pdf version of the game. You'll need Adobe Acrobat Reader to be able open the file up.

NEW UPDATED RULES

TORPS RULES (pdf)