GB Feature: Torment: Tides of Numenera Interview

We recently managed to track down Torment: Tides of Numenera designer/writer Colin McComb and project lead Kevin Saunders for a two-page interview about the team’s forthcoming Planescape: Torment spiritual successor. A bit of what we learned:

GB: How will the Tides and Legacies factor into Torment? Will we see different societies and cultures that follow one Tide over another? What sorts of gameplay impact will they have? Will they be integrated into the character system, or are they mainly a plot device? Is a Legacy basically just a label ((chaotic evil)), or will it significantly alter gameplay?

Colin: We’re planning to have a variety of inputs and options based around the Tides and Legacies, but we don’t want to give away too much just yet. They’re not widely known, though certain groups have indeed risen that believe that they comprehend (whether dimly or more insightfully) the forces of the Tides, and some of them are consciously or not pursuing aims that accord well with the Tides. The Tides might just be a belief system for others, and unknown to far more. As for what impact they’ll have in gameplay… you’ll have to wait and see. We’re integrating them into both plot and character, and we’re looking to move well beyond 2nd Edition D&D’s alignment system for the effects the Tides have on gameplay. The more funding we receive for the game, the deeper we’ll be able to make this system, and we’re hoping for some incredible reactivity when the game is complete.

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