My tastes in tabletop roleplaying have always been a little unconventional. Part of that is probably the way I learned the genre. About thirteen years ago, a group of my friends gathered in a basement and learned that you could essentially build your own video game from the ground up by writing your character down on a sheet of paper and rolling dice. Apologies to the folks who found that description caustic–the New Times are no doubt very different from the Old. My unconventional take, though, was that I didn’t actually play Dungeons and Dragons for another six years. For me, it was homebrews for nearly all of my young-adult life.
Enter War Torn. A little over a decade ago, Bill Masek designed a roleplaying system (the most rules-heavy I’d played up to then), and, as I was good friends with his brother, I was roped into a playtest group. It was more unconventional than I think I realized at the time. It did away with much of the tables-upon-tables minutiae of DnD and its ilk and instead tied character progression to a single axis: your abilities, which, in DnD parlance, behaved like feats. In Bill’s game, there was technically a system for the creation of magical items, but in our experience the difference between a new character and a battle-hardened veteran was simply the number of abilities he had accumulated.
As the years went by, I lost touch with Bill, folks in the playtest group went off to college, and I experimented with a number of other systems (including DnD and White Wolf’s Exalted), but I never stopped building on War Torn. I built a mod that I affectionately dubbed War Torn, 3rd Edition (after the two distinct versions I had playtested for Bill–in reality, Bill had made his own 3rd edition separately), aimed at increasing accessibility at the expense of the tenuously tame balance of power that existed in the original, but I never pushed it out beyond a close circle of friends. Eventually, though, Leland, Bill’s brother, approached me with ideas on how to truly build on the ideas Bill had set down, and our current collaboration was born.
In the War Torn that exists today (sometimes referred to as Rale), little remains in terms of the specifics of Bill’s original design, save for the feat-like ability system, the names of the stats, and the theme of a dying, dark-fantasy world. While I may use this blog at times to discuss some of the nuts and bolts of the game’s design, that dying world is what I intend to write about the most. We have developed a storyboard of several thousand years of history, which we intend to furnish with fiction and illustration, both of which I will be posting here. As with much of my material, the fiction does fit into a much larger whole, so if you find anything inaccessible, feel free to pose any questions you may have in the comments.
Top Image: Hope, by Hector Rasgado, commissioned for War Torn/Rale