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[OT] What can you all tell me about Rifts?
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<blockquote data-quote="Humanophile" data-source="post: 216557" data-attributes="member: 1049"><p>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.</p><p></p><p>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.</p><p></p><p>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".</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 216557, member: 1049"] 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. [/QUOTE]
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[OT] What can you all tell me about Rifts?
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