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Introducing Rifts

Started by Sosthenes, May 17, 2007, 07:48:09 PM

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Zachary The First

I don't know if we're getting a little too into Changes We'd Make for Sosthenes or not.  Really, I think it's cool to run stuff with other system--but then again, I love collecting systems, so there you are.

I hope this isn't overwhelming guy--if you want more just GM and class/book advice, just say the word.  But to piggyback off of Sett's skills comment, I sort of overhauled the skills system into a roll vs. DC check bit--here's the pdf if you'd like to check that out.  My new PFRPG campaign starts Wednesday, and I'm really excited to se ehow it works!


Hey, Sosthenes, if I could, out of curiousity, at your initial looks through these books, do any particular art pieces or artists really jump out at you or catch your eye?
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Sosthenes

No worries, I'm familiar with several "generic" systems, and if it ever comes up that the whole group isn't satisfied with the rules system yet still like the campaign, we'll just convert it wholesale, whether it be Rifts: Risus or Rifts: GURPS...

Those small rules fixes are exactly what I've been looking for. I think I'll overhaul the skills accordingly. Probably with a use-based enhancement like RQ uses. Palladium levels aren't as defining as D&D levels anyway, the power progression isn't as linear. This keeps the skills separated from all the other level-based stuff, which I kinda like. I've almost done something similar in D20 for the players.

Now on further reading, the combat system doesn't seem to favor the fighting classes as much as I'd like to. With some skills sacrificed, the psychic/magic classes are almost up to par. I'm not particularly fond of that. Also, I'd probably have to revamp the attributes. Not enough modifiers, i.e. most attributes in the normal range are pretty meaningless, mechanically.

Zachary, I find it hard to pin-point specific art in the books. One reason might be because I'm currently separated from the books until tomorrow ;)
But seriously, I really like the style of Siembieda and Perez, they're much more story-focussed than e.g. WotC art. You can see that there's something happening there -- or will happen soon.

I've benn particularly fond of the Atlantis cover, even before I knew it was from a Rifts book. I think I've seen it on a novel once (German publishers seem to never use the original ones but mix them up with hilarious results). So I think I'll definitely integrate Atlantis in there. Maybe I'll bring in some "local color" and use the Triax, too. Giant robots, gargoyles and inhuman aliens. As the players don't know the setting, maybe a research mission... Some research scientists and their bodyguards have to find out more about Atlantis and its masters...
 

Settembrini

Regarding the Attribute modifiers:

I use the d20 progression, which works very well.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

jrients

The three things I'd do running Rifts for newbies is to pregen the first batch of PCs, maybe one of each class.  Then I'd send them out on a series of starter missions, each of which introduced one of the factions or some other weirdness players would need to know to really dig your teeth into the setting.  Also, I would make sure the players would learn early on that anything can happen on Rifts Earth: dinosaurs stampeding, robo-pharoahs rising from adamantium pyramids, volcanos that spew molten Evil, etc.
Jeff Rients
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