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What is Rifts like?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 4197249" data-attributes="member: 19675"><p>I've said it elswhere- possibly even on Palladium's boards (I don't recall at this time)- that when Palladium was in trouble, one of the best things that could have happened (for the game, not neccessarily the employees) was that the company would go under, the IP would be sold to another RPG company with a solid track record, and the entire game gets modernized and republished...<strong>WITH </strong>Kevin Sembieda (and possibly others) on board as the <em>creative </em>team. Remove him from the equation entirely, and I don't think the game would cohere properly.</p><p></p><p>In fact, much like Traveller, RIFTS would probably work in a variety of systems:</p><p></p><p>D20 or GURPS would probably be the best match for the "skills" side of things, and are probably the closest to the actual RIFTS mechanics among modern games. Factor in D20 variants like Spycraft, Dragonstar or Dragonmech, and the D20 system probably is the best fit. Still, nobody does supplements like the guys and gals at GURPS- I bet their experiences managing the world of GURPS supps would translate into a masterful handling of the myriad RIFTS Megaverse publications.</p><p></p><p>Mongoose's new version of Paranoia would also have worked well, assuming you use the optional "serious" rules.</p><p></p><p>HERO or M&M would easily handle the "unbalanced" and "super-heroic" aspects of the game, and could model any OCC or RCC in Palladium without flinching.</p><p></p><p>WoD? This would have been an interesting and challenging amalgam- a creative setting partnered with a game system that emphasizes role-play over crunch.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4197249, member: 19675"] I've said it elswhere- possibly even on Palladium's boards (I don't recall at this time)- that when Palladium was in trouble, one of the best things that could have happened (for the game, not neccessarily the employees) was that the company would go under, the IP would be sold to another RPG company with a solid track record, and the entire game gets modernized and republished...[B]WITH [/B]Kevin Sembieda (and possibly others) on board as the [I]creative [/I]team. Remove him from the equation entirely, and I don't think the game would cohere properly. In fact, much like Traveller, RIFTS would probably work in a variety of systems: D20 or GURPS would probably be the best match for the "skills" side of things, and are probably the closest to the actual RIFTS mechanics among modern games. Factor in D20 variants like Spycraft, Dragonstar or Dragonmech, and the D20 system probably is the best fit. Still, nobody does supplements like the guys and gals at GURPS- I bet their experiences managing the world of GURPS supps would translate into a masterful handling of the myriad RIFTS Megaverse publications. Mongoose's new version of Paranoia would also have worked well, assuming you use the optional "serious" rules. HERO or M&M would easily handle the "unbalanced" and "super-heroic" aspects of the game, and could model any OCC or RCC in Palladium without flinching. WoD? This would have been an interesting and challenging amalgam- a creative setting partnered with a game system that emphasizes role-play over crunch. [/QUOTE]
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