Torg billed itself as a "cinematic" game and tried to emphasize game play in a manner similar to adventure films such as "Indiana Jones". Terminology used in the game reflected this fact. For example, adventures were divided into sub units known as "acts" and "scenes". Conflict resolution also reflected the cinematic nature of the game. Actions were resolved by a player rolling a twenty sided die against a difficulty number. The degree by which the roll exceeded the difficulty number of the task influenced how successful the player was at the action. Rolls of 10 or 20 allowed the player to roll again, adding their new roll to the old. This could be continued indefinitely as long as the player rolled 10 or 20, allowing for fantastic feats in a cinematic style. The wound system, which stressed incapacitating damage over lethal kinds, also mimicked the style of adventure films, wherein the hero may often be incapacitated, but is rarely killed.