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So what's wrong with Palladium?
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<blockquote data-quote="Kobold Boots" data-source="post: 5697533" data-attributes="member: 92239"><p>Political/Business - </p><p>1. The powers Siembeda (sp.) have been very protective of their IP.</p><p>2. They have botched a few RIFTS cross-over projects legally that would have really helped their product visibility.</p><p>3. I get the feeling that their game design strategy is based around reducing the number of editions and print runs. They certainly don't give me the impression of publishing company. I get the impression that given four really decent writers I could run the place off my iPhone with a decent relationship with a bindery and Amazon/UPS distribution.</p><p></p><p>Game wise-</p><p>1. The core rules, last time I looked at them were not fully modular and all versions of them (RIFTS, Heroes Unlimited, Ninjas and Superspies, TMNT, PFRPG, Robotech) had genre specific variations that didn't necessarily take game balance into account across all other iterations.</p><p></p><p>(e.g. Mecha rules in Robotech are not compatible with the Glitterboy suit rules in RIFTS)</p><p></p><p>Some of this is understandable as the systems came out at different times and reflect the evolution of the system. Some is ridiculous as you can tell that some of the RIFTS magic rules are built specifically to offset some of the broken-ness of the MDC/SDC armor conversions etc.</p><p></p><p>This kind of thing is seen in a few places throughout, and it's my opinion that it was done to avoid the cost of new print runs/editions. (See business points).</p><p></p><p>All this said, I appreciate the Robotech game and played TMNT extensively as a teenager. RIFTS turned me off from their game system.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 5697533, member: 92239"] Political/Business - 1. The powers Siembeda (sp.) have been very protective of their IP. 2. They have botched a few RIFTS cross-over projects legally that would have really helped their product visibility. 3. I get the feeling that their game design strategy is based around reducing the number of editions and print runs. They certainly don't give me the impression of publishing company. I get the impression that given four really decent writers I could run the place off my iPhone with a decent relationship with a bindery and Amazon/UPS distribution. Game wise- 1. The core rules, last time I looked at them were not fully modular and all versions of them (RIFTS, Heroes Unlimited, Ninjas and Superspies, TMNT, PFRPG, Robotech) had genre specific variations that didn't necessarily take game balance into account across all other iterations. (e.g. Mecha rules in Robotech are not compatible with the Glitterboy suit rules in RIFTS) Some of this is understandable as the systems came out at different times and reflect the evolution of the system. Some is ridiculous as you can tell that some of the RIFTS magic rules are built specifically to offset some of the broken-ness of the MDC/SDC armor conversions etc. This kind of thing is seen in a few places throughout, and it's my opinion that it was done to avoid the cost of new print runs/editions. (See business points). All this said, I appreciate the Robotech game and played TMNT extensively as a teenager. RIFTS turned me off from their game system. [/QUOTE]
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