I played Rifts for years. Have the first printing of the core book with that dreaded +21 to dodge or something silly along those lines. Stopped after Siege where they detailed the city under siege in the last book of the series instead of the first.
Maps? No, the world is far different than your suggestion. This doesn't count things that should have maps like interiors of large ships where the players may be breaking into, common buildings in the far wrecked future, etc....Or the new countries like Spirit West, Old West, Lonestar, etc... Taking a modern map without having everything else in hand is like taking a map of the world and going, "Well, it's Greyhawk but..."
GMing advice should be useful for many levels of GMs as opposed to equipment lists and NPCs lists. More adventure seeds, more ideas on how it all interacts.
Time line is not cohesive and bounces all over the place. From what I understand, the new edition does not advance the timeline any. This leaves Vampires, A.R.C.H.I.E., Mechanoids, the Four Horsemen, and other bits in limbo, despite the timeline being past that in many areas.
Game balance should be at least discussed. How does the glitter boy out of his armor survive when a rogue shape shifting dragon attacks? How does the super hero from 2005 deal with magic that bypasses his invulernability? This could probably fall under the GM advice.
Equipment should be, at least in the core book, reflective of what the players should use. My joke was that it'd be like the 3.5 player's handbook having lists of wooden, bone, and obsidian weapons and refering the players to the 3.0 player's handbook for the more modern lists.
Rules vs background is obvious, but the placement of some rules over here, some background here, some more rules, some more background, makes finding things difficult. It's one thing to have a short story here and there and then rules of missiles. Organization was very poor in the first edition and sounds like it continues that way.
Catavarie said:
Let me see if I can provide a little insight I've had through years playing RIFTS among other games...
Maps = Use an Atlas after all the basic geopraphy is earth, just with a few minor changes
GMing adivse = Most of the books are filled with the background information to the area they cover including NPCs of Note
Time Line = Each book has an excerpt from Erin Tarn's "Diary's" which are all dated to provide you with some sort of a loose timeline, D&D doesnt' give you time line either though
Game Balance= What do you want to Balance?
Equipment = whats new and whats old? If you figure that the core book is the old equipment an dthe expansions are all new equipment, then how did your players get their hands on such new items which I'm sure that the government would want to keep tight security on
Rules vs Background = Rules are the mechanics and Background is the fluff
Now let me say before people start flaming me let me say that I don't mean to seem pretintious, nor do i consider myself the foremost expert on D20 or Paladium rulesets, I'm just curious as to how many people would be interested in such a thing if it did exist