[OT] What can you all tell me about Rifts?

First, here's a wonderful website that gives good alternate rules, clarifications, links to other sites, and even erratas.

http://www.rifts-rpg.com

Some of the most fun I have ever had is in a Rifts game. There is a whole lot of work that goes in on the part of the GM, but with a few firm rules, then players know what they can expect.

I have played in several Rifts games, it was the new system to try out when I first came to college. Most everyone I found here to game with had never heard of it. We all played D&D. It is a unique setting, and a lot of things are possible.

Many of the Rifts books represent different settings. The Dimension Books and the World Books represent the rest of the Megaverse and Rifts Earth, respectively.

The Dimension Books and the World Books aren't supposed to mix, for the most part. Phase World, with its Cosmo Knights and starships, isn't really supposed to mix with the main Rifts Earth setting.

Characters from the Phase World campaign I played in would have trounced most everyone in our New West Campaign, and that's okay, because the technology is more advanced, and there is higher magic potential out in the Megaverse than on Rifts Earth. Consequently, most of the optional races available are M.D.C. beings and some of the weapons do enough damage to blow the body armor off of just about any Rifts Earth character in one or two hits. It is readily apparent that the two aren't really supposed to mix unless the GM is doing something odd, or the player wants the challenge of playing a character from Rifts Earth in the Phase World setting. I, myself, wouldn't let someone play a character from Phase World in a Rifts Earth setting, but that is entirely a GM call.

The best way I've found to make a campaign is to pick a book to base the campaign around (which sets the power level) and make rulings about what you allow in the world from there.

For example, there are these interdimensional arms dealers known as Naruni that are starting a market in Rifts Earth, and our GM ruled that we have no knowledge of how to acquire these weapons or that they even exist. We have never really heard of anything in Russia, South America, Africa, England, or Japan, and we wouldn't touch Atlantis with a 10 meter cattle prod. Our GM does occasionally use some of these books for odd, unique rewards in adventures, and rare items.

Game balance is entirely in the hands of the GM. Which is where it should be, rather than in a rulebook. After everything was decided, the issue of game balance never came up again. Everyone could do their part and we had a lot of fun.

These are the books we use for the most part.

The Main Rifts Book (OCC's and skills)
New West (Where most of our character OCC's and weapons come from),
Vampire Kingdoms (because we were right next to them in Southern Arizona and for Vampire fighting weapons),
Triax and the NGR (power armor and weapons),
Psyscape (Psionic Powers and an OCC)
Coalition War Campaign (eapons and armor, some skills),
Federation of Magic (Spells and an OCC),
Rifts Mercenaries(OCC'S and items),
Rifts Underseas (the GM uses this for Marines and stuff we don't know about),
Coalition Navy (for things we don't know about, and a few weapons we do know about),
Atlantis (for an item, one of the characters is a Knight rifted from medieval England who has a lesser rune sword).
Beyond the Supernatural (one of the characters is a rifted Arcanist)

All of our characters work very well together in one capacity or another: I play a Gunfighter, there is a Psi-Slinger, an Arcanist, a Psionic Super-Spy, a Knight, a Psi-Mechanic, a Conjurer, and a Ley Line Walker. Previous characters played have been a Techno-Wizard and a Justice Ranger.

Once again, it's all about what the GM allows in the world. But it's highly fun to play in.

These books have mixed well in our games. The Rifts Conversion Book One does give conversions for other settings into Rifts like Robotech, and Heroes Unlimited, as well as suggestions for making the world entirely S.D.C. based if you don't like the concept of M.D.C.. (100 S.D.C. = 1 M.D.C. and M.D. weapons inflict 100 S.D.C. per 1 M.D.. Most player characters are S.D.C. (all of them in our games) so getting hit with an M.D. weapon once is lethal. Body armor is a must for most players.)

The rules are a little different from what people here are probably used to. Skills are based off percentages which never go above 98% (everyone can screw up). Roll under percentage with GM appropriated penalties (if applicable) to suceeed.

Combat is based off a d20 and makes use of strike and dodge rolls and modifiers. A combat round is 15 seconds, and you get a number of actions/attacks based on your hand to hand combat skill and other skills. It's explained in the Rifts Main Campaign Setting. It takes a little to get used to, and it takes a long time if you don't know what you're doing. But a few mock combats should get you to into the swing of things.

If you don't like the Main Rifts Book combat rules, there are what some say to be better combat rules in Revised Heroes Unlimited.

Psionics are neat, letting people do lots of unusual things. Psionics draw off of a power point system and people can use multiple powers if they have enough points. Psionics are nicely balanced with magic.

Magic users are not that underpowered compared to the technologically enhanced, they just fill a different role. The magicians tend to excel at being able to do everything, but not one thing well, which can be just as powerful as any Cyborg or Juicer if you have an inventive player. The magic system is very flexible using power points to cast spells, and with the right spells, you can do just about anything.

Also, a girl in a hayloft can be a credible threat to the party if she's got an M.D. rifle with a scope. Likewise, the players can be a credible threat to people as much as 3 or 4 levels above them, and vice-versa when the players gain levels.

Its fun to play and fun to run. It's wonderful for epic play. Its wonderful for roleplay. But it takes a lot of effort on the part of the GM, and even on the part of the players to try and use the abilities of the characters in new and interesting ways. It all depends on how you approach it.
 

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Re: I like it

Yes, I have heard this dozens of times from different sources. He is ego run wild. He may be a decent story guy but is rules engineering skills suck royaly.


clvrmonkey said:
Generally speaking I like Rifts quite a bit. As stated above (several times) the setting is pretty good, allowing just about any type of game you want. I've never really had a problem with the rules. As far as I am concerned opposing dice rolls for combat are a hell of a lot better than THAC0.

The power levels do indeed go up dramatically with each new book. Don't know why.

My main problem with Palladium in general is that Kevin Siembieda is the George Lucas of the RPG world. The initial incarnation of his vision indicated a beautiful expansive world, allowing the community to build around it and make it thier own (to a point of course).

As the game continued to grow so did Kevin's ego. It became his way or the highway, even involving the community. I'm convinced that there is a room full of monkey's at Palladium who's sole responsibility is to produce cease and desist letters. Criticism of his setting is almost strictly forbidden.

An interesting note as this is a d20 site: before WotC made M:tG they published a little game called Primal Order. In the back of this book they included conversion rules for many different systems, including Rifts. They had all copyright information and gave credit where credit was due. Kevin sued them. Wizards lost. During the course of the suit Wizards formed a subsidiary (or something similiar) to persue the creation of M:tG so it would not be subject to any findings in the lawsuit. If it hadn't been for that move it is quite possible that WotC would have been put out of business.

Anyway, I think Rifts could be a very good, well-rounded RPG, but it's going to require some major changes, which it appears Kevin would see as a personal insult to his abilities.

Now I'm going to call my lawyers and wait to be sued.
 

Hi everyone,

thanks for your responses. You all provided a lot of background info along with good insights into the game. I was looking at the books in 'Little Wars' RPG shop in Baton Rouge, LA. It was during a 3E campaign when I didn't need to pay too much attention.

thanks,
Jamie
 

Man RIFTS, havent played that in forever. That was the most fun games i think I ever played.

Stealing a Naruni tank from the middle of the fleet, then lead footing it out of there with all of them after us in a Naruni heavy battle tank. Too bad we had to drive it into the Grand Canyon to shake em. <sniff> We loved that tank the whole 5 minuites we had it.

Infiltrating the bandit camp in Naruni invisible armor, then Crazy Dave screwing it all up by shooting everything with grenade bursts.

Fighting The Corinthian hand-to-hand on the rail of the last car on a speeding Ley Line train.

Fleeing The Law in the New West to within an inch of our lives, and barely making it to the safety of the desert. Then Crazy Dave shot me. I loved that character.

Great rpg, crap rules system. It became basically a storyteller game since thats the only way our DM could handle the insane power levels. You could do anything in that setting.

The best books for it are IMO; Main rule book, Coalition War Campaign, Mercenaries, The New West, Psyscape, Conversion Book. The Rifters were rather good also. Hero's Unlimited made for a few interesting RIFTs characters as well.
 

"Game Balance" doesn't exist; but you group can put something together if you try.

I like the way the combat rules work, and skills aren't that bad.

It's a pretty fun game.
 


It's an inventive setting, what I'd expect from a very talented ameteur. Of course, there's far more setting than any single freelancer could reasonably make, so it's good if you want "D&D, only with power armor and big guns and aliens and a slew of kitchen sinks". Some of the elements are kludgy, but I can't remember that many glaring mistakes in it.

The palladium rules engine seems to try to one-up D&D's, only to fail badly. Your character is his class and gear far more than his level or stats, which some people may like but which also reverts to first and esecond edition's ability to say "I'm a fifth level fighter" and have that explain everything.

Alignment and classes are far more specified than they are in D&D. If you're a cyber knight or a shifter, that's all you ever will be in life, and your outlook is pretty set in stone. Alignment has a very "you will do this/you will not do this" feel to it. As a side comment, I find it ironic that a world ravaged by cthonian horrors utterly refuses to allow a variation of True Neutral, writing it out as "a mode of thinking no human can entertain".

The setting makes me scratch my head often. Most of it seems like good material for characters to play in, but it clashes with my sense of "realism". The world is too obsessed with pre-rifts artifacts (they include both Hans&Franz, and Buffy the vampire slayer as NPC's, although the Buffy reference came before the TV show, and you could sell an old coke can for good money to a collector), and oftentimes seems more as what a gamer would write than how things would play out. Post-apocolypse southwestern U.S. functions much like the old wild west with high-tech add-ons, and a largely illiterate city population has no problem scrawling graffiti. Things like this may or may not bother you.

And you have to be one hardassed GM to play it right, as everyone's said before. The rules have huge problems if you're a type to focus on those things, and newcomers have the options of coming in using the latest and greatest thing from the new book, so you have to have a good nose for what's powerful and a good swift kick for those that aren't what you want.
 

A few points, human...

One, a person can be illiterate and still know a little bit of written language... I am illiterate when it comes to japanese kanji, but I still know a couple dozen symbols by pure memorization... thats more than enough to be, translated to american, a gang name, a couple crude phrases, etc. I mean, it's not like EVERYONE is illiterate... a mid sized gang probably has at least a member or two who can write a bit.

And teh obsession with pre-rifts artifacts is really three-fold.

1) In many cases, pre rifts artifacts are very useful. I mean, look at the coalition military... even with their harsh anti-pre-rifts stance, much of the stuff they use (Deadboy armour, SAMAS suits, the coalition juicers, dogboys, etc) either is based on pre-rifts technology, or IS pre-rifts technology with a cosmetic facelift (The SAMAS suits and the coalition juicers come to mind). Remember that pre-rifts Earth had some technology that nobody has been able to reproduce since (nanotechnology), and technology that only a handfull of people even begin to understand and be able to reproduce (Glitter armour).

2) People want it because it's a reminder of what was. Really, the world is a totaly different place in many respects. No pure human currently born was alive pre-rifts era... heck, most d-bees weren't even born yet (Not that they would have been on earth ANYHOW, but...). People are understandably interested in what was.

3) The very fact that several governments, the Coalition once again heading that dubious front, are so ANTI-pre-rifts will naturaly make people want to get pre-rifts stuff... I mean, if a government like the coalition DOESN'T want you to have it, it's probably something good, right? :)

And I guess a questionable #4 would be that, in some cases, when your talking about "junk" pre rifts technology like old M1 tanks and stuff, it boils down to it being so cheap no other military force would want it... Golden Age Armourers make a fortune selling rebuilt old tanks and stuff to merc groups dumb enough to think they are actualy useful. Nevermind that they were out-dated even BEFORE the comming of the rifts...
 

Humanophile said:

The setting makes me scratch my head often. Most of it seems like good material for characters to play in, but it clashes with my sense of "realism". The world is too obsessed with pre-rifts artifacts (they include both Hans&Franz, and Buffy the vampire slayer as NPC's, although the Buffy reference came before the TV show, and you could sell an old coke can for good money to a collector), and oftentimes seems more as what a gamer would write than how things would play out. Post-apocolypse southwestern U.S. functions much like the old wild west with high-tech add-ons, and a largely illiterate city population has no problem scrawling graffiti. Things like this may or may not bother you.

Things like this seem to be common in post-apocalyptic settings. There's graffiti all over the place in the Fallout CRPGs too, which didn't stop everyone proclaiming them as the greatest CRPGs since sliced bread. Not that sliced bread was a CRPG, but if it had been, then Fallout would have been the greatest CRPG since sliced bread. If it had been, that is.

1 theory is that it's a nihilism thing.
 


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