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Post by Dan @ 11:08am 10/01/13 | 0 Comments
In an interview with Rock Paper Shotgun, InXile Entertainment founder Brian Fargo has laid out the studios plans to revisit the acclaimed classic RPG (cRPG) Planescape: Torment without infringing on Wizards of the Coasts' rights to the Planescape RPG franchise.

The team comprised of several Black Isle and Interplay veterans will instead be building a Torment themed game around Numenera, a recently kickstarted traditional RPG Universe being crafted by Planescape alum Monte Cook.
The wheels for the Torment game have been in motion for quite some time. The more we explored the Numenera setting, the clearer it became that it’s a natural fit for a Torment game. And it isn’t too surprising that Numenera’s aesthetics work well for Torment given that Monte was a key designer for the Planescape setting.

Numenera is very exotic and rich, but is a flexible universe that empowers and support GMs. As Torment desires certain locations or features, we’ll be able to do what we need to while fully respecting the setting. This goes beyond a typical licensing arrangement as Monte will be giving us direct input and even provide writing for some of the game areas. I’m really pleased to have Monte be part of the team.
Fargo further explains how they intend to recapture the spirit of the Planescape games in the new Universe, with the common link being the underlying themes and mechanics, rather than the setting.
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. 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.
Given their success with the crowdfunding for Wasteland 2, InXile similarly intends to head to Kickstarter again for Torment, hoping to again remain free from the restraints of games publishers.

Hit up the full interview for the finer points.












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