

Fortunately, besides our personal experiences, we have years of feedback from other passionate PST fans to draw upon. We will remain true to the essence of PST, but we’ll also be looking for ways to improve the areas in which PST could have been even better. RPS – How much are you thinking of working in overt links to/echoes of PST as opposed to broader thematic commonality? And what are the legal restrictions there – for instance, if you wanted to include a smartass talking skull with a dark secret, could you include a smartass talking skull with a dark secret?įargo: Rather than overt links, we are trying to recapture the feeling that players experienced through PST –both while playing it and after having completed a playthrough. We will focus on the same things that made people appreciate PST so much: overturning RPG tropes a fantastic, unconventional setting memorable companions deep thematic exploration of the human condition heavy reactivity (i.e., choice and consequences) an intensely personal (rather than epic) story. RPS – Given no Planescape and presumably none of the PST characters, what makes a Torment game a Torment game to your mind?įargo: We know it hasn’t been done often in the game industry, but we’re envisioning Torment as a thematic franchise with certain themes that can expand over different settings and stories. It’s great to have the Numenera rules as a starting point and to be working with Monte to adapt them for a cRPG. However, its gameplay mechanics are very solid and include several components that will lend themselves to great (and innovative) cRPG gameplay. In terms of role-playing mechanics, we won’t be attempting to literally translate the Numenera tabletop system into electronic form. We won’t have other planes per se, but we’ll have pathways to hostile worlds and bizarre landscapes and ancient machines that catapult the players into places where the ordinary laws of nature no longer apply. We won’t have gods, but we’ll have creatures who have lived for millennia with the powers of creation and destruction at their fingertips, with abilities honed over countless lifetimes. We won’t have faeries or devils, but we’ll have diabolical creatures from far dimensions with schemes beyond human imagination.

Colin described it best when he said “Torment’s themes are essentially metaphysical, getting to the heart of what it means to be alive and conscious, and it’s easier to ask those questions in a setting that is far removed from the familiar.” Numenera is such a setting, and it has tremendous potential to cultivate those ideas. RPS – What are the stand-out aspects of Numenera for you, in terms of suiting your dev plans? How much is about the setting and how much the roleplaying mechanics?įargo: A Torment game requires big ideas and a truly exotic setting in order to explore the underlying thematic elements.
