Tsyr
Explorer
Here are the books I would really consider "important" for Rifts:
Rifts main guide (duh)
Rifts Conversion Book 1 (Lots of usefull tidbits)
Atlantis (Atlantis plays such an important role in many nations)
Triax and the NGR (Ok, I'm biased here, I love that book... but its truely my favorite place to play a military type campagin... I have a week stomach for playing coalition military... as I may have hinted at before)... besides, it has a lot of great rules for borgs and mecha that are usefull anyplace, with a little bit of story flexing.
Mercenaries (Everything you could ever want for playing merc groups, which is a cornerstone of many Rifts games... rules for second-hand gear, el-cheap-o gear, forming a merc company, several prominant players in the north-american merc scene, etc.)
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Beyond those, these next ones are useful if you have a focused interest in the topic...
The Vampire Kingdoms (If you plan to play around the mexico-texas-ish area, or just want some undead killing action)
The Coalition War (Updated metaplot info for the Coalition and its ongoing battle against pretty much everything, including the newer technology they are using)
The Coalition Navy or Rifts Underseas (If you plan to run a naval-ish campagin)
Rifts England (If you want to run a pseudo-fantasy setting, England is the place... also has rules for faries, farie rings, druids, alchemy, etc... plus all the details on the new court of King Arr'Tur, the wizard Mrylyn, etc...)
The Juicer Uprising (if you have players who run Juicers alot, and you are a good enough GM to handle a couple juicers... some can't, I've found... beyond just new juicers, it also have rules for sports designed for juicers, special weapons built to take advantage of a juicers strength, vehicals designed for a juicers reflexes, rules for death-cultist juicers who become undead, meta plot info on the Coalition's plan to get rid of juicers and create supersoldiers with them (both at the same time...), and a lot of stuff on juicer lifestyle)
Japan (This is a fun setting... its got its "mythic" area (like the England book) with "mystic" ninja, samurai, etc... and its high tech area, with powerarmour, lasers, nanotech, cybernetics, etc... plus areas of the islands are covered with demons, vampires, etc... It's got it all in a very tiny area )
Wormwood (If you want to run Rifts, but not on Rifts Earth, this is interesting. Wormwood is a living planet in a connected by rifts to ours. It's even more grim that Rifts, and is a place with a very strong "good vrs evil" conflict. I love wormwood myself, but a lot of players think it's a bit too strange... it's definetly non-typical, even by rifts standards...)
The rest are pretty much take-it-or-leave-it, IMHO...
Im with Ashram, sorry guys... In Rifts, balance really isn't THAT important. But on the other hand, it's also not that hard to maintain. Set a power level and run with it... your perfecty free to tell your characters "Nothing more powerful than a headhunter or psi stalker" if you want to... or for that matter, your free to tell them nothing less powerful than a Juicer. It's your game. And as long as you play to the strengths and weeknesses of your party, people WILL have fun. Got a juicer that's having a bit too much fun? Seems his reputation procedes him, the merc group your competing with has purchased a couple suits of Juicer-Killer power armour. In Rifts there is ALWAYS a counter for EVERYTHING, you just have to be able to think outside the boundries of your planned adventure once and a while.
Rifts main guide (duh)
Rifts Conversion Book 1 (Lots of usefull tidbits)
Atlantis (Atlantis plays such an important role in many nations)
Triax and the NGR (Ok, I'm biased here, I love that book... but its truely my favorite place to play a military type campagin... I have a week stomach for playing coalition military... as I may have hinted at before)... besides, it has a lot of great rules for borgs and mecha that are usefull anyplace, with a little bit of story flexing.
Mercenaries (Everything you could ever want for playing merc groups, which is a cornerstone of many Rifts games... rules for second-hand gear, el-cheap-o gear, forming a merc company, several prominant players in the north-american merc scene, etc.)
---
Beyond those, these next ones are useful if you have a focused interest in the topic...
The Vampire Kingdoms (If you plan to play around the mexico-texas-ish area, or just want some undead killing action)
The Coalition War (Updated metaplot info for the Coalition and its ongoing battle against pretty much everything, including the newer technology they are using)
The Coalition Navy or Rifts Underseas (If you plan to run a naval-ish campagin)
Rifts England (If you want to run a pseudo-fantasy setting, England is the place... also has rules for faries, farie rings, druids, alchemy, etc... plus all the details on the new court of King Arr'Tur, the wizard Mrylyn, etc...)
The Juicer Uprising (if you have players who run Juicers alot, and you are a good enough GM to handle a couple juicers... some can't, I've found... beyond just new juicers, it also have rules for sports designed for juicers, special weapons built to take advantage of a juicers strength, vehicals designed for a juicers reflexes, rules for death-cultist juicers who become undead, meta plot info on the Coalition's plan to get rid of juicers and create supersoldiers with them (both at the same time...), and a lot of stuff on juicer lifestyle)
Japan (This is a fun setting... its got its "mythic" area (like the England book) with "mystic" ninja, samurai, etc... and its high tech area, with powerarmour, lasers, nanotech, cybernetics, etc... plus areas of the islands are covered with demons, vampires, etc... It's got it all in a very tiny area )
Wormwood (If you want to run Rifts, but not on Rifts Earth, this is interesting. Wormwood is a living planet in a connected by rifts to ours. It's even more grim that Rifts, and is a place with a very strong "good vrs evil" conflict. I love wormwood myself, but a lot of players think it's a bit too strange... it's definetly non-typical, even by rifts standards...)
The rest are pretty much take-it-or-leave-it, IMHO...
Im with Ashram, sorry guys... In Rifts, balance really isn't THAT important. But on the other hand, it's also not that hard to maintain. Set a power level and run with it... your perfecty free to tell your characters "Nothing more powerful than a headhunter or psi stalker" if you want to... or for that matter, your free to tell them nothing less powerful than a Juicer. It's your game. And as long as you play to the strengths and weeknesses of your party, people WILL have fun. Got a juicer that's having a bit too much fun? Seems his reputation procedes him, the merc group your competing with has purchased a couple suits of Juicer-Killer power armour. In Rifts there is ALWAYS a counter for EVERYTHING, you just have to be able to think outside the boundries of your planned adventure once and a while.