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Ultimate Rifts. Improvement or Same Old Stuff?
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<blockquote data-quote="JoeGKushner" data-source="post: 2527051" data-attributes="member: 1129"><p>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.</p><p></p><p>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..."</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2527051, member: 1129"] 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. [/QUOTE]
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