jdrakeh said:
Only one of these games is wildly popular, while the other two are widely maligned. What's even more bizarre is that one of these games actually has internally consistent mechanics that make sense (both conceptually and mathematically) - but it isn't the one that's wildly popular. So it isn't internally consistent mechanics that make Rifts what it is, nor is it the lack thereof. And it isn't the setting itself. So what is it? Does it really come down to brand recognition?
It's simple, Kevin does it better than the other guys.
I haven't read Senzar, but I have read Synnibar. Raven C.S. McCracken is actually a fairly decent fellow with a good sense of humor. Kevin, on the other hand, can be prickly. But Raven doesn't present things as well as Kevin does. In short, Kevin does a better snow job.
You get right down to it, Kevin has a better handle on reaching kids. He presents things in a way they can grasp. Raven doesn't. Raven aims his product at an adult audience, an audience that's really not interested in what Raven considers fun. Kevin aims his product at an audience that likes what Kevin thinks is fun. Kevin understands his audience, Raven doesn't.
Then you have the fact
Rifts is better organized than Synnibar. Yes,
Rifts does wander all over the land scape, but its not an aimlesss rambling. In all the gonzo powergaming there is a purpose, a goal. Synnibar has the gonzo powergaming, but without a real purpose. Both games are hodge-podge affairs, but
Rifts at least provides toe tags.
Presentation and organization (as haphazard as that is) are what gives
Rifts its advantage over Synnibar. But, given the choice I'd sooner play Synnibar. Why? Because it has one thing
Rifts doesn't, it's playful. It's gonzo, it's confusing, the mechanics have more problems than the U.S. tax code, but reading through the thing you get the impression Raven had fun with it. If
F.A.T.A.L. is the
Manos, Hands of Fate of RPGs, then Synnibar is the
Plan 9 From Outer Space.