Why so anti-Palladium

Nisarg said:
Secondly, something Palladium is doing that no one else is right now, NOT EVEN Wizards, is directing their games to a teenage audience. That's why, despite the "critics" having constantly panned and hated Palladium for the last 15 years, its stood the test of time. Because it gets gamers young, and keeps many of them.

While I agree the game attracts younger players, I disagree that it keeps them. I know lots of players that ditched the system once they found that it was garbage. The whole power armour/robots thing was cool but that gets hard to keep playing that broken system.
 

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I always thought that Palladium had some good ideas for things. I'll echo that I liked the fluff and hate the crunch. When I was a player in the fantasy system I had a really good time and the creation system let me kind of make what I wanted (and I felt like I had more options than in D&D).

Heroes Unlimited . . . well, I still pick up some of the products to gather ideas for the Mutants & Masterminds game I run. But there is something I have noticed about the products that bug me. The writing style seems so juvenile. I mean, I see things like 'badass' to describe characters as well as other terms that don't seem to sit well with me. Of course, it all makes sense now that someone pointed out that their audience is the younger crowd and they market to that crowd. So much as it bugs me, personally, I can certainly see a method to the madness.
 

1. Clunky game system. I'm an old time player of Rifts and Palladium Fantasy. The changes made to Palladium fantasy in order to bring it more in line with the Palladium system were not kind to the original.

2. Bad company policies: Where's Kevin Long? Where's C J Carella? Where's Bill Coffin? I'm not saying anyone's to blame but that is the talent base of Palladium and responsible for some of my favorite books by them.

3. Rifts: The timeline has advanced. The original system has dozens of optional rules. Much of the original equipment from the core book is invalidated by other Coalition books. It's time for a second edition.

I've got other reasons but those three are the biggies.
 

Considering that it came out about the same time as AD&D v.1, Palladium was pretty advanced in many ways.
I especially liked the way you were not just a "fighter" or "wizard" but a character with a profession and skills that were actually useful.

The main problem with it was that it didn't evolve like D&D did, so it looks VERY dated now.

Also, non-spellcasters didn't really get as much power as their levels increased, I mean, +1 to hit and a few percent to your skills versus 2 spells of your level.

Overall, very enjoyable but its time has very much passed.
 

Basic Math

MerricB said:
According to Ken Hite (see here - http://www.gamingreport.com/modules.php?op=modload&name=Sections&file=index&req=viewarticle&artid=96), the percentages for 2003 were about:

1st: Wizards - 43%
2nd: White Wolf - 19%
3rd: Palladium - 7%
4th: Mongoose - 5%
5th: AEG - 3%
6th & 7th: Fantasy Flight & Steve Jackson Games
FanPro, Hero, Kenzer & Company, and Decipher squabble over 1+% each of the market

The percentages listed add up to 78+%. So if we assume that FFG and SJG are exactly tied that means they each have 11% or less of market share, placing them both tied at 3rd place.

At any rate, I read the intro to Beyond the Supernatural on gamingreport.com and Siembieda tried to make it sound like BTS was the first roleplaying game of its kind when Chill predates it by one year (1987) and of course the venerable Call of Cthulhu predates it by seven years (1981).

The power creep of the Rifts game was very much a problem. And I just have problems with things like a three-headed monster named "Dwayne" (from Island at the Edge of the World) However, I do want a copy of Beyond the Supernatural 2, but I will probably make the PCCs into advanced classes for a Modern d20 game for personal use only.
 

TheAuldGrump said:
...Sembieda then replied that only Paladium was allowed to print Palladium game materials.

And bear in mind that the last letter complaining about the lack of Palladium support was less than three months before they told White Wolf not to print any that they might receive.

That was the situation I've been trying to remember! Normally what a game designer says or does make no difference to me; as long as they're not beheading kittens and orphans I'm cool with it. That little incident is only the second time (Jacquays was the first, I think. Or maybe he was second. I forget.) I've ever read something about the way an industry person behaved that made me actively avoid anything they produced. In Sembieda's case it hasn't been hard, though, since I don't know anyone personally that actually has any of his stuff save for the very early things Palladium put out (The various weapons and castles books, which are still some of the more informative books of their type I've ever seen).

I find it pretty odd that Palladium has the #3 spot. I can't remember seeing any new product from them in the FLGS, but I guess they've been producing it.
 


My gripes about Palladium and their games:

Overly complex system that makes it impossible to make or level up a character without a book. Since only one persona in any group I've been in has ever bothered to own a book, we all have to wait for it to pass around. Even then it takes twice as long to do so than most systems. Not too mention stupid names like PPE and ISP and other stats that made me long for Top Secret and their tertiary stats.

No editing or QA. The things are typed out and printed without being looked at as far as I can tell. Even their errata has errata and there's rarely an index in any book.

Fluff is along the lines of a teenage power-gamer wet dream.

Sometimes, in certain examples, the system isn't too bad and seems to fit the game. In others, it's just pure pain and obfuscation.
 

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