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RIFTS Is Coming To SAVAGE WORLDS!
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<blockquote data-quote="Von Ether" data-source="post: 7668477" data-attributes="member: 15582"><p>While it wasn't Rifts, I had range of PCs that included a griffin with lazer beam (yes, the z in laser is intentional), an alien scientist and a Tarzan clone all in the same party of <em>equal </em> power and it went pretty well.</p><p></p><p></p><p></p><p>Well, the question is do you want game that's just for <em>your </em>crew or the widest audience possible? When it takes a skilled GM to run something you're narrowing your market. I think SW has already offer gamers very gonzo settings that handle crazy PC concepts and, better yet, keeps them in some sort of same ballpark.</p><p></p><p></p><p></p><p>YMMY, But I wouldn't call Rifts <em>simulationist </em>OR SW <em>narrative </em>either. But I get your gist from the first paragraph, which reminds me of the time I converted Rifts to the Marvel SHAG RPG system. </p><p></p><p>We made whole party of PCs in under 20 minutes and we had a crazy multi-dimensional romp with several combats in under 5 hours. Most fights took 10 to 15 minutes at most with lots of crazy action. </p><p></p><p>I loved it, my players hated it. </p><p></p><p>They told me they wanted to take hours creating each PC to find each bonus they could use and they wanted the fights to take much longer so they could show how well their builds could dish out -- and take -- the damage. Some players like systems that are complicated and to show their mastery of said systems. </p><p></p><p>Me? I just want to punch the @#@#$ out of @#$#t!!</p><p></p><p>Juicers for life! Juicers foreve ... *Falls over from super adrenalized heart attack*</p></blockquote><p></p>
[QUOTE="Von Ether, post: 7668477, member: 15582"] While it wasn't Rifts, I had range of PCs that included a griffin with lazer beam (yes, the z in laser is intentional), an alien scientist and a Tarzan clone all in the same party of [I]equal [/I] power and it went pretty well. Well, the question is do you want game that's just for [I]your [/I]crew or the widest audience possible? When it takes a skilled GM to run something you're narrowing your market. I think SW has already offer gamers very gonzo settings that handle crazy PC concepts and, better yet, keeps them in some sort of same ballpark. YMMY, But I wouldn't call Rifts [I]simulationist [/I]OR SW [I]narrative [/I]either. But I get your gist from the first paragraph, which reminds me of the time I converted Rifts to the Marvel SHAG RPG system. We made whole party of PCs in under 20 minutes and we had a crazy multi-dimensional romp with several combats in under 5 hours. Most fights took 10 to 15 minutes at most with lots of crazy action. I loved it, my players hated it. They told me they wanted to take hours creating each PC to find each bonus they could use and they wanted the fights to take much longer so they could show how well their builds could dish out -- and take -- the damage. Some players like systems that are complicated and to show their mastery of said systems. Me? I just want to punch the @#@#$ out of @#$#t!! Juicers for life! Juicers foreve ... *Falls over from super adrenalized heart attack* [/QUOTE]
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RIFTS Is Coming To SAVAGE WORLDS!
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