Why so anti-Palladium

I've been looking through my Palladium RPG books at the copyrights. If I am understanding it correctly the only things that are actually copyrighted are the Palladium name and their game mechanic. So if you drop the name and the mechanics you aren't violating anything if you use OGL D20 rules as a replacement. It isn't like they can copyright Russia, wolfen, changling, eldritch Knight, etc... Otherwise Palladium and WOTC would already be involved in a lawsuit.
 

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I apologize for not reviewing all of the posts beforehand (& inadvertantly echoing another person's post) in advance.

As for my experiences with the Palladium system:

RIFTS was the 1st incarnation of the universal system seen in all of the books. While it has remained relatively the same in the various games, there was enough differences between the games to make them not so easily to interchange.

Nevertheless, Palladium games, w/ RIFTS as the primary example, has a "newer is better" mechanic in the games, releasing new, better, more powerful mechanics/rules material in newer supplements. In essence, it's unbalanced; and frankly, balance is important. Why?

Because EVERY player should feel like his/her character is worthwhile, despite what race or OCC or RCC he/she selects. Believe me, it sucks to play a RIFTS Vagabond alongside a Glitter Boy, Juicer, or other uber-OCC. It often feels like you're penalized for not selecting the most powerful race/class choices out there, even though you may have a cool character concept for another, not as powerful OCC. If a game is genuinely a game just for fun, then shouldn't a player be able to have fun playing any race/OCC/RCC in the game, and feel as equally important/viable as a character alongside the other PCs? IMHO, the Palladium system (especially RIFTS) severely lacks this.

Palladium has killed game interest for me rather than generate it. I can honestly say that Heroes Unlimited (along with the TSR Marvel d% game) killed any interest I may have or once had for any supers game that uses a dice-based resolution mechanic. I also dislike the "anything & everything" sorts of settings ala RIFTS, because of my experiences with RIFTS.

IMHO, it feels like Palladium games tend to market on the idea of individual player enjoyment of a game rather than group enjoyment of a game. And, to a degree, IMHO, I think the most extreme fanboys/dedicates of the Palladium system fit into this niche.

IMHO, it seems that Palladium FRPG (and in a way the other lines that Palladium produced) were made as an alternative to D&D as the time--it had the "armor as damage absorption," "use Dex to hit in melee," "collective weapon proficiencies/WP groups," "spell points," and other such ideas which people have mentioned for D&D at 1 point or another. But, like the D&D of old, it was a slap-together system of different methods & mechanics for different means. It used different XP charts for different OCCs/RCCs as its "balance" method. And, it had its inconsistencies. D&D, White Wolf's WoD, and GURPS, to name a few, have really grown over time, getting better at what they do. Palladium, OTOH, (IMHO) really hasn't. It's made itself "universal" by using the RIFTS system in all of its games now, but it still clings to a very fragmented, fractured, pieced-together system. It feels like the messy attempt to try to pander to all sorts of gamers, gaming styles, and games with one system (mixing the heroic action of D&D w/ WW's story-based games w/ GURPS strive for realism), and failing in the attempt.

Well, IMHO, at least.
 

I loved, and still do love, the world created for the Palladium Fantasy RPG, and used to run the game as an alternative to AD&D2. Sadly, the system hasn't aged well, and the 2nd edition of the PFRPG didn't help much. (In fact, it actually screwed up some things that worked fine in the original version.) I would say that the biggest problem with the game was the lack of serious character improvement when they advanced in level.

But man, I loved that setting, such as it was. It was surprisingly dark. The Land of the Damned, which was literally Hell on Earth, was a great idea. The overriding theme of the game, though it was never spelled out as such, was ignorance and oppression. Forgotten magics, widespread slavery, races that hated each other for no good reason, people making pacts with Things That Must Not Be Named, and all the while, the rising wolfen threat to the north... that was great stuff.

Every time I start flipping through my PFRPG books, I am filled with the urge to convert all those great races, classes and gods to d20. I guess I could, as long as I didn't share it with anybody else, but I would feel a lot better about putting in all that effort if I could at least post it online for other people to use.

As for Rifts, it was incredibly fun, but the aforementioned power creep and inablity of the sourcebooks to jive with what had already been established in the original rulebook really robbed my group of our will to play it after a few years. It was fun while it lasted, though.
 

Crothian said:
I have Nightspawn conversion notes to d20 for years with zero problems.


Don't you mean Nightbane? :p

Which of course brings up one of the major ironies regarding Kevin and his views on IP.
 

All I have of their products is RIFTS. So I can only speak about that system.

CONCEPT:
Very good. Dark without being too dark. A world that mixed magic, psionics, aliens and hi-tech well enough.

IDEAS:
Very good. Even ARCHIE was good. Every book that came out had great ideas

BALANCE:
Plead the 5th. There was none. There were clear differences between classes and races.

FUN TO PLAY:
Very.

CHARACTER CREATION:
=sigh= It takes toooo long to create a character and mere seconds to die.

ORGANIZATION:
Just buy the campaign book and stay away from everything else. Each book seemed to create more powerful and cheaper items. NO BALANCE AT ALL. Each class had its own level progression which sucked. Sucked even more being unbalanced.

D20 IT:
Within two months of 3.0 coming out I was starting to but stopped since the munchie players left.

FINAL THOUGHTS:
Fun game but lacks balance and organization. A game for munchies rather than role players but this can still be fun if done right. Incredible ideas and concepts worth making movies of (Dusk to Dawn HAD to have been influenced by RIFTS).
Though I have had little trouble with it, I have heard, seen and read many occations of Pallidum vs. 3.0/3.5 DnD. His word vs theirs so I don't know who is right or wrong assuming there even is a right or wrong.

I would love to see a published 3.5 of RIFTS but I know better ;)
 

Krieg said:
Don't you mean Nightbane? :p

Which of course brings up one of the major ironies regarding Kevin and his views on IP.

I had a copy of Nightspawn also before the name got changed. Nightbane just sounds.... dumb.... to me. Nightspawn, that sounds pretty cool.

I would love to see conversions of this world. I think this world has a lot of potential.

That's the only thing I do like about some Palladium books...the ideas are some of the greatest, and if used for just setting material then some of their books are worth it.
 


guyjin said:
it's a sad, sad world where Palladium is still in business but FASA is gone forever... :(

not really, FASA had their problems as shown by the fact they are no longer with us. Like it or not Palladium has always had a steady and pretty loyal fanbase that keeps them going.
 

Crothian said:
not really, FASA had their problems as shown by the fact they are no longer with us. Like it or not Palladium has always had a steady and pretty loyal fanbase that keeps them going.

That explains the current situation, it does not explain why it is not sad. Unless like Candide you say we are in the best of all possible worlds and so there is no reason to ever be sad because of how things are. :)
 

Voadam said:
That explains the current situation, it does not explain why it is not sad. Unless like Candide you say we are in the best of all possible worlds and so there is no reason to ever be sad because of how things are. :)

because people should get sad over important things and not the closing of a game company? FASA did some good work, but the world moves on and now other people and companies do good work.
 

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