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What is it?:
Rifts is one of the more interesting
RPGs produced by Palladium Books. It's one of their best known
settings and has been around since 1990. If you haven't played it,
you've probably heard of it.
Rifts is also part of the Palladium
“Megaverse” which connects all of their games. In fact, there are
rules in various books to convert stuff from their original sources
to Rifts, as well as some direct connections here and there. You may
come across some notes, if you look through them...
"Subtle" isn't a word the Coalition States uses... |
The setting:
It's the year 2389 (or 110 P. A.
meaning Post Apocalypse) and the world has changed. Some hundred
years earlier, the world was much better. Fantastical technology
helped bring humanity into a “Golden Age.” Humans, being humans,
the Golden Age wasn't to last. For some reason, nuclear war broke out
and shit got real. As the bombs went off, there was a very rare
magical alignment and magic was suddenly unleashed on the world.
Violently unleashed. In addition to the rifts opening and all that
entails, there were also terrible storms and earthquakes. Society, as
we know it, fell apart completely in most places. Some places, by
either luck or sheer determination, managed to hold on and survive
the initial onslaught. For those areas that weren't so lucky, some
semblance of order or society has returned. But, not necessarily a
good society. In North America, the Coalition States have become the
largest empire, controlling parts of what was once Canada and the
central United States. In Europe, the New German Republic has managed
to survive. South of the Rio Grande, what was once Mexico is now the
“Vampire Kingdoms.” The list goes on and on. Over the past 25+
years, there have been at least one Rifts “worldbooks” for every
continent, with the exception of Antarctica, but including Atlantis.
No, I'm not joking. Atlantis reappeared with the coming of the rifts.
Out of the rifts came all manner of
beings. Dragons, elves, demons, monsters, dwarves, orcs, ghouls,
fairies, and all sorts of odd and interesting things. Some are good,
some are bad, and some are in between. Not only are these beings
creatures from our myths and legend, but also from typical fantasy
settings, science fiction settings, as well as horror settings. You
can have chimeras, bug eyed aliens, and Lovecraftian monsters all be
the villains of your adventures. Or even just one adventure. Then
again, some of those things could even be some of the heroes of the
piece.
The awesome cover to Rifts Worldbook #8: Japan |
The system:
While there is a Savage Worlds version
of the game, we're going to talk about the original system, usually
called the “Palladium System.” And, I'm going to be perfectly
honest, that system is a train wreck. Overly complex, clunky, and
easily lending itself to power gaming, the Palladium system is
just... Out there, to modern sensibilities. It uses a D20 for combat
rolls and D100 for skills, making it ahead of what would be done
(much) later in D&D 3.5. And, while unbalanced and clunky, the
system can be fun. It's also versatile enough to handle magic AND
super technology AND psionics AND magic technology. Okay. It doesn't
do any of them amazingly well, but it doesn't do a terrible job with
them. And it does make an attempt.
The thing about the system is that it's
an anachronism. As the system was developed back in the days of 2nd
edition AD&D, you can see how it was very much a product of it's
time. These days, we have so many different ways of playing games,
you can usually find something that works for you. But, in those days
before the internet, when gaming cons were filled with foul smelling
guys (okay, nothing but foul smelling guys), and the TV was screaming
about how if you played D&D you were a Satanist or something,
your choices were rather limited. You made due with what you had. And
what you had wasn't much. For all those flaws, that era of gaming did
lead to a lot creativity in games and with DM/GMs. Back then, if you
had a problem, you solved it yourself. This was the era of “home
brewing” games, usually as a way of fixing the numerous gaps a
system had. As a brief aside, I think some groups have stopped doing
this, and it makes me feel bad. I might even start doing a “GM's
Corner” series here to address it.
Anyway, sorry for the rambling, and
back to the point. The system uses skills a lot. There's dozens of
them. You even use your “skill slots” (for lack of a better term)
for your Weapon Proficiencies. And both improve as you level.
Unfortunately, this can lead to a massive amount of book keeping, as
you have keep track of what level you got the skill, what level the
skill is, and then amend every skill on your character sheet. So, a
little too complex, given that it's a percentile system.
When you build your character, you get
eight stats. Intelligence Quotient, Mental Endurance, Mental
Affinity, Physical Strength, Physical Prowess, Physical Endurance,
Physical Beauty, and Speed. All of which are rolled randomly. In
addition to that, you have Potential Psychic Energy (used for
powering magic spells) and Inner Strength Points (used for powering
Psionics). Humans get 3D6 in each stat, but other races can get
different amounts of dice for different stats. Which can make
character creation more complicated and makes it so some races are
clearly better suited for some classes.
Speaking of classes, they have tons in
Rifts. They're broken down into Men At Arms (martial classes,
including cyborgs, giant robot pilots, and people improved by
chemicals and implants), Adventurers and Scholars (including
scientists, doctors, mechanics, and rogue type characters),
Practitioners of Magic (of which there are several different types),
and Psychic Characters (which has a few different types as well). In
addition to these Occupational Character Classes (O.C.C.), there's
also Racial Character Classes (R.C.C.). When you take an R.C.C.,
you're leveling up as part of your race, not your class. The one in
the core book is the infamous Dragon Hatchling. That's right, you can
play a dragon right out the gate. If you choose a R.C.C., you don't
get an O.C.C. And there doesn't seem to be any rules for
multiclassing. Oh, those old games...
"Magic, motherfuckers!" |
The final quirk in this system is the
Mega-Damage System. That's right. Mega-Damage. Most normal beings,
like humans, get Hit Points and Structural Damage Capacity (SDC).
But, since there's giant robots and laser weapons, they upped the
ante and created MDC. 100 SDC damage equals one MDC. But, it doesn't
quite work in reverse. If you get hit with one MDC, you get
vaporized. Misted is the term the Coalition State soldiers used.
Thankfully, there's plenty of MDC armor out there. And many of the
monsters and demons out there are made up of MDC points, so you can
use your rail gun on them and give them a fighting chance. On the
flip side of that coin, they deal MDC damage, too. Get caught without
your armor and you get Misted... So, life can be very short and very
brutal for characters. And this is one of the problems people have
with the system. Which I completely understand.
Is it worth it?:
Yes.
No.
Maybe?
Maybe?
Let's be honest: The original system is
something of a mess. I haven't played it since they released the
Ultimate Edition (I haven't played it since probably 2002 or so),
which seems to have done a lot to straighten things out. But, this is
still the original system that's been in use since 1990. That's
almost 30 years without a major update. And if there were flaws in
the original system, there's nothing really to be done about it
without a major update. Which hasn't happened yet. And might not
happen. Ever.
When you get down to it, I think
there's a chance you can have fun with this game. It's crazy, usually
in a good way. It still is an original and fascinating setting. As
one of my friends put it “Buy the books for the world, not the
system.” And I can see his point. The system has serious flaws.
But, one of the things that Kevin Siembieda (the creator of the game)
says a lot in the Ultimate Edition is this: It's YOUR game. Change
what doesn't work for you. If you don't think the O.C.C. Fits your
campaign, ban it.
While this makes it that much harder
for the GM, it does make it clear that the GM is in control of the
game. Something I feel is lacking in some modern systems. Of course,
modern systems have a different sensibility in terms of the GM/PC
relationship. Mind you, neither one is right and neither one is
wrong. It's all about the game you all want to play as a group.
Like I said, the Coalition States aren't subtle... |
In conclusion, Rifts was amazing when
it came out. The setting, all the craziness of it, is worth the read.
However, the original system has gone some serious problems. If you
really like the idea of the setting, but don't want to deal with an
old, clunky system, try the Savage Worlds version they have out and
then convert stuff from the various setting books.
I still think that you should give the
original system a chance, even if nothing more than a trip down the
history of gaming and game design.
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