TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Nexus on August 24, 2017, 07:51:26 PM

Title: Rifts gming advice
Post by: Nexus on August 24, 2017, 07:51:26 PM
Does anyone have any advice for GMing Palladium's Rifts or can point me in the direction of a site with it?
Title: Rifts gming advice
Post by: Dumarest on August 24, 2017, 08:06:31 PM
Try the Palladium forums, there are a ton of threads over there.
Title: Rifts gming advice
Post by: Nexus on August 24, 2017, 09:21:10 PM
Quote from: Dumarest;986471Try the Palladium forums, there are a ton of threads over there.

I took a look, lot to sort through so I was hoping to find something more consolidated.
Title: Rifts gming advice
Post by: Dumarest on August 24, 2017, 10:09:46 PM
Sorry, I've never played Rifts so the only fora I have sifted through over there were for Ninjas & Superspies and Heroes Unlimited.

Edit: and Recon and Robotech.
Title: Rifts gming advice
Post by: Spinachcat on August 24, 2017, 10:14:44 PM
What do you want to know? I run PB (Mechanoids, Rifts, Chaos Earth, Nightbane, Splicers and years ago Palladium Fantasy 1e).

The RIFTS GM forums are good for info.

RPGPundit's forum has his house rules posted. Worth a look.
Title: Rifts gming advice
Post by: Nexus on August 24, 2017, 10:24:27 PM
Just any general tips, war stories, warning, etc. I ran a brief game many years ago and it was kind of fun but dried very quickly. But I was feeling nostalgic lately and thinking of getting another one started.
Title: Rifts gming advice
Post by: Voros on August 25, 2017, 12:38:09 AM
My advice: don't play Rifts. :D

Are there any hacks out there with actually functional mechanics?  There was a Savage Worlds release a while ago right, any others?
Title: Rifts gming advice
Post by: Omega on August 25, 2017, 01:48:21 AM
Its alot like Gurps. You have to sit down and prune the tree down to something managable. Say "Im allowing this and this only." The rest is fairly simple.
Title: Rifts gming advice
Post by: J.L. Duncan on August 25, 2017, 02:36:50 AM
Quote from: Nexus;986464Does anyone have any advice for GMing Palladium's Rifts or can point me in the direction of a site with it?

Act like anything listed or what is read as a rule, is a guideline...
Assuming that you are running a game and more than one session, let your players know you are doing this...
Decide the scope (power level) of the game before starting; if running it for the first time, limit the character to the original main book (no dragons)
Avoid Rifts Ultimate Edition, but if you must... Leave it till after your familiar with the system.
First session should be making characters (the old fashioned way) together. Bring snacks.
Shake, to not stir...
Utilize what makes the most "sense" to you...
Nip rules lawyers at the bud.
Make sure you know a spell, before you give it.
Have fun! (if you must)
Title: Rifts gming advice
Post by: jeff37923 on August 25, 2017, 03:03:23 AM
Quote from: Nexus;986464Does anyone have any advice for GMing Palladium's Rifts or can point me in the direction of a site with it?

Drop some acid before running the game.
Title: Rifts gming advice
Post by: J.L. Duncan on August 25, 2017, 07:24:54 AM
Quote from: jeff37923;986549Drop some acid before running the game.

LMAO! That's what I like reading... Optimism in it's purest (and most cynical) format.
Title: Rifts gming advice
Post by: The Exploited. on August 25, 2017, 07:40:34 AM
I can't say I'm the biggest Rifts fan but I did play it a lot. The one thing is I'd try to keep it relatively simple. By that I mean, you don't have to have everything in there like the sourcebooks would have you believe.

Keep the good bits and throw out the rest.

Mega Damage can get out of hand pretty quickly. So, think about the party's balance. That is to say, if one guy is a cyborg and the other a juicer. Then the juicer is pretty useless. But don't be afraid to tinker with the armor balance and balance the game as you want.
Title: Rifts gming advice
Post by: SP23 on August 25, 2017, 12:04:35 PM
Quote from: jeff37923;986549Drop some acid before running the game.

I once played in a Rifts sessions were everyone was on acid. It was fucked up.
Title: Rifts gming advice
Post by: LouGoncey on August 25, 2017, 01:04:52 PM
This is exactly what I would do if I were going to run RIFTS.

I would get the first edition of the Rifts Core book and the first edition of Rifts Conversions. Then I would pick up a sliver of a section in the Rifts Rulebook that I would like to run. For example: Chi Town Burbs, Rogue Scholars, Cyber Rats, Vagabonds, GO!

I would,run it SDC using the conversion in the Conversion Book...
Title: Rifts gming advice
Post by: Ratman_tf on August 25, 2017, 01:05:42 PM
Quote from: J.L. Duncan;986547Act like anything listed or what is read as a rule, is a guideline...

Think of Rifts Palladium system as Kevin Siembieda's list of house rules.
Title: Rifts gming advice
Post by: Ratman_tf on August 25, 2017, 01:18:35 PM
To the topic, if you run Rifts as a series of combat encounters, it's flaws become very apparent. The trick to "balance" Rifts is to focus on non-combat resolutions. A great example is one of the scenarios in Rifts Mercenaries, where a minor supernatural intelligence is manipulating two towns into war so that the resulting death (and accompanying PPE released, making it the equivalent of a huge blood sacrifice) will allow the creature to fully enter the world. The way to prevent that is to stop the fighting.

Now, having said that, I realize that Rifts is full of robots and guns and missiles and swords and fighting is cool. My base house rules are
1. MDC=10 SDC. This makes Mega Damage important, but not overwhelming.
2. Some kind of damage increase or MDC decrease. Usually a bit of both. This speeds up combat so you're not plinking away at something with 650 MDC, with 2d6 MD values. Plink... plink... plink...
3. Re: 2, using morale helps too. Having the opponents retreat at 50% health effectively halves all MDC values unless they fight to the death.
4. I like to ignore most of the "Does not affect targets in MDC body armor" for spells and psionics. This frees up casters and psionics to have a lot more effective abilities, especially at lower levels.

Mostly, I think adventure design is key to having a fun Rifts campaign. Embrace the gonzo unbalance, because that's part of the charm of Rifts.
Title: Rifts gming advice
Post by: Nexus on August 25, 2017, 01:23:28 PM
Quote from: SP23;986594I once played in a Rifts sessions were everyone was on acid. It was fucked up.

MDC is a hell of a drug.
Title: Rifts gming advice
Post by: KingCheops on August 25, 2017, 01:33:25 PM
Pretty good advice on here.  Do make sure you decide what sort of game you're going to run (coalition war, high magic/fantasy, wastelander survival, etc) and STICK TO IT!  Tell the players and make sure they build characters in line with that theme.  Power level can be adjusted for but if one player is constantly trying to wage full blown tech war in your wastelander game you will run into issues.  Ditch anything you personally don't like or don't fit your theme from the source books.  Spend some time adjusting the internal consistency of your game to your chosen playstyle/theme.

For instance, as an intellectual exercise and as insurance for any future desire to run Rifts, I am mapping out a game set in Oregon.  The theme I'm going for is wastelander survival with a flavor of rebuild/war to it.  Basically The Walking Dead All Out War style of game.  I'm working on stories for how the various settlements survived (if they remember) and how they evolved/grew over time.  I'm addressing what Long Range Coalition patrols are like in the region and how the residents view them and how they make the decision to leave as refugees.  I'm jotting down ideas for what a society with access to some parts of high technology but without full access to it works.  They have fusion power and lasers and the knowledge of advanced manufacturing but don't necessarily have the mines and infrastructure for manufacturing so how do they adapt that?  I pretty much tossed out all of New West and Spirit West for being beyond ridiculous and applied the Sourcebook demographics to modern Oregon/Washington population to work out the Human/DBee demographics.  I kept some stuff like the Simvan Ranges and Robot Horses.

If you can hammer out your own internal consistency for the setting then a lot of the difficulties start to fade away.
Title: Rifts gming advice
Post by: Nexus on August 25, 2017, 01:34:05 PM
Quote from: Ratman_tf;986604Now, having said that, I realize that Rifts is full of robots and guns and missiles and swords and fighting is cool. My base house rules are
1. MDC=10 SDC. This makes Mega Damage important, but not overwhelming.

I assume you ignore then rule that only something that does MDC can affect ann MDC object (if that is still a part of the rules)?

Quote2. Some kind of damage increase or MDC decrease. Usually a bit of both. This speeds up combat so you're not plinking away at something with 650 MDC, with 2d6 MD values. Plink... plink... plink...

Do you have a preference in this regard?

Quote4. I like to ignore most of the "Does not affect targets in MDC body armor" for spells and psionics. This frees up casters and psionics to have a lot more effective abilities, especially at lower levels.

I never quite understood the rationale behind that limitation. Unless it was a way to justify some of the setting.
Title: Rifts gming advice
Post by: Ratman_tf on August 25, 2017, 03:18:35 PM
Quote from: Nexus;986615I assume you ignore then rule that only something that does MDC can affect ann MDC object (if that is still a part of the rules)?

I'm pretty sure in the official rules, doing 100 SDC in a single attack will convert to 1 MD. (A burst won't do MD, but an SDC rocket may) So I say for every 10 full SDC, 1 MD point is inflicted.

QuoteDo you have a preference in this regard?

This gets fiddly, but here's my current damage system.
MD weapons that do less than 1d4x10 MD, get a one dice bump. So a vibro-saber that does 2d4 MD gets increased to 3d4 MD. This goes for spells and psionic attacks as well.
MDC over 100 has that MDC reduced by half. So body armor with 85 MDC is fine. A power armor with 200 MDC is reduced to 150. (100+(100/2))
Modified criticals are a to hit roll that's 20 or greater, counting bonuses. A modified crit does x2 damage.
Natural crits are a natural 20. (Naturally! :D) A natural crit does x3 damage.
Crit modifiers stack, say a full melee burst does x5 damage, a natural crit on a full melee burst does x7 damage.

This stuff is more a case-by-case basis:
Things with lots of MDC, Dragons or Gods or Intelligences, I may straight halve their MDC, or even divide it by 10.
I also like to give adult dragons x10 damage on all their attacks.

QuoteI never quite understood the rationale behind that limitation. Unless it was a way to justify some of the setting.

I'm not sure if it's ever brought up outside the specific ability descriptions. The compromise I settled on is to give bonuses to the magic/psionic save for these kinds of effects.
non-Environmental armor: No bonus.
Environmental MDC armor: +1 to magic and psionic saves.
Power armor/light vehicles: +2 to magic and psionic saves.
Robot vehicles, tanks, etc: +4 to magic and psionic saves.
Title: Rifts gming advice
Post by: Panzerkraken on August 25, 2017, 11:46:56 PM
A while back I started a thread about some house rules we used for Rifts/Robotech.

It's here (http://www.therpgsite.com/showthread.php?26625-Houseruling-Palladium-Rifts)
Title: Rifts gming advice
Post by: Shawn Merrow on August 26, 2017, 02:59:33 PM
Quote from: Nexus;986464Does anyone have any advice for GMing Palladium's Rifts or can point me in the direction of a site with it?

This may come in handy.

Rifts® Primer - How to Play Rifts® and Create Adventures (http://www.drivethrurpg.com/product/204381/RiftsR-Primer--How-to-Play-RiftsR-and-Create-Adventures?cPath=4816_5190)
Title: Rifts gming advice
Post by: Voros on August 26, 2017, 03:05:21 PM
If the ruleset requires that much house-ruling to make it playable why not just toss it entirely and just use the setting material with a better ruleset?
Title: Rifts gming advice
Post by: Ulairi on August 26, 2017, 07:23:19 PM
Quote from: Voros;986860If the ruleset requires that much house-ruling to make it playable why not just toss it entirely and just use the setting material with a better ruleset?

Because it really doesn't require that much house-ruling to make it playable.  The biggest problem with Rifts is that the system is 27 years old and is in desperate need of a revision (not a rewrite). Also, it's a toolbox system, which some of us actually prefer. Someone up thread that players should treat it like GURPS and that's the exact right way to approach it.

I always recommend new folks get started with RUE and start with one world book that fits the game they want to run. Limit it to classes in the core book and the world book. I usually recommend Vampire Kingdoms to start.

I prefer the Megaversal system to Savage Worlds. I really hope we get a revision to the book and a simplified skill system. The core system itself is front loaded and once we get to the table runs very similar to AD&D.
Title: Rifts gming advice
Post by: Ratman_tf on August 27, 2017, 07:03:27 PM
Quote from: Voros;986860If the ruleset requires that much house-ruling to make it playable why not just toss it entirely and just use the setting material with a better ruleset?

Some do. There's so much stuff for Rifts, that conversion to another system can be a hurculean task. It's possible to chuck the specifics and use general rules (say, if one were to use D&D, chuck all the Palladium spells and use D&D spells) but then you lose Armor of Ithan and biomancy and sub-particle acceleration, and bio-manipulation, etc, etc...
And then there's no rules for power armor and giant robots in D&D, so you'd have to either houserule it, and then you're back to massive houserules, or find a system that decently covers all the kitchen sink stuff available in Rifts.
Or, pare Rifts down to a few things, and then you're losing all the setting material that makes Rifts attractive.

It's a chore no matter how you slice it.
Title: Rifts gming advice
Post by: Schwartzwald on August 27, 2017, 08:13:36 PM
I played the robotech system for a while. Had an idea to fix the critical hit system on mecha and make it better.

Take the  total MDC of a Meghan location and divide by 100. The result is the cumulative % chance a MDC hit does a critical.

So a MAC II with a 400 MDC body takes 4 MDC damage hit . it has a 1% chance of scoring a critical. A battlepod with a wimpy 50 MDC body takes a 4 point hit and has an 8% chance of taking a critical. Much better system IMO.
Title: Rifts gming advice
Post by: Ratman_tf on August 27, 2017, 08:56:28 PM
Quote from: Schwartzwald;987209I played the robotech system for a while. Had an idea to fix the critical hit system on mecha and make it better.

Take the  total MDC of a Meghan location and divide by 100. The result is the cumulative % chance a MDC hit does a critical.

So a MAC II with a 400 MDC body takes 4 MDC damage hit . it has a 1% chance of scoring a critical. A battlepod with a wimpy 50 MDC body takes a 4 point hit and has an 8% chance of taking a critical. Much better system IMO.

I considered something like this. For crits would you use tables of specific effects, or damage multipliers, or a bit of both?
Title: Rifts gming advice
Post by: RPGPundit on August 31, 2017, 03:21:09 AM
Quote from: Nexus;986491Just any general tips, war stories, warning, etc. I ran a brief game many years ago and it was kind of fun but dried very quickly. But I was feeling nostalgic lately and thinking of getting another one started.

Don't try to use every single book.  Start with the main book and one or two books ideally focusing on the same or adjacent areas. Your PCs can always go exploring later, but it's probably a good idea if they start out with a 'home base'. Make use of the NPCs and power-groups.
Title: Rifts gming advice
Post by: everloss on September 01, 2017, 02:51:16 PM
Make a combat cheat sheet; include all the modifiers for attacking and avoidance and cover. It will save you a ton of headaches. Should be about a single page double-spaced in length. Give a copy to each of the players.

As many others said, stick to only the rule book and whatever sourcebook for whatever part of the world you want to start in.

The more houserules you add, the more likely the game is going to suck. Everything rule-wise is pretty straight forward; d20 roll high for combat, percentile dice for skills. A simple but effective houserule that I believe RPGPundit came up with was to ignore the arbitrary skill tables and instead make all skills 35% + 5% per level of experience. Makes for a lot less flipping of the book.

Unlike almost every other game ever made, Intelligence is the most useful and important attribute any character of any class can have. Mental Affinity and Speed will rarely, if ever, come into play, so don't let your players stress about those.

As GM, make a list of races and Occupational Character Classes your players can choose from.

Make sure you understand Attacks per Melee!!!! Can't stress that enough. Each character has 2 attacks, plus any extras from Hand to Hand combat skills and Boxing. Generally, 4 attacks/actions at first level for most characters. If a character (like a Juicer) has more actions than every one else, have them make 2 actions for every 1 of the other characters. This is where initiative becomes really important. Probably moreso than any other game I've ever played.

Lastly, be consistent in your rulings. Rifts is a great game to cut your teeth on as a GM, because it makes you (the GM) have to think, instead of just reciting shit from a rule book. There will be many times where you will have to make a ruling on the fly, because the rule book either doesn't address it, or it will take forever to find the rule. Keep the game moving.
Title: Rifts gming advice
Post by: RPGPundit on September 04, 2017, 03:33:07 AM
Yes, I did houserule the skills. Simplifying the skill system is the only houseruling I would suggest.  Anyways, there's a thread with those houserules somewhere in the Pundit's forum.
Title: Rifts gming advice
Post by: Nexus on September 18, 2017, 11:53:42 AM
Wanted to thank the thread for their suggestions. It clicks with my original experiences in a few ways plus I was trying to gm in a way that doesn't work me (in fairness, it was some time ago).

The mechanical tips will take a little longer to examine but they seem solid. Combat can be a chore. I really like the suggestion of changing the MDC/SDC scaling. So simple and solves so many issues.
Title: Rifts gming advice
Post by: Nexus on September 18, 2017, 12:01:44 PM
Quote from: J.L. Duncan;986547Avoid Rifts Ultimate Edition, but if you must...

Out of curiosity, why specifically?
Title: Rifts gming advice
Post by: Nexus on September 18, 2017, 12:17:24 PM
Quote from: Ratman_tf;986628I'm pretty sure in the official rules, doing 100 SDC in a single attack will convert to 1 MD. (A burst won't do MD, but an SDC rocket may) So I say for every 10 full SDC, 1 MD point is inflicted.

Its been a long time but as I recall MDC structures were invulnerable to SDC attacks even if they totaled 100+ points of damage but I maybe remembering it wrong or thinking of Robotech. It might have been changed in a later printing. I only had the first one.
Title: Rifts gming advice
Post by: RPGPundit on September 20, 2017, 04:01:37 AM
I think the whole "MDC is too big" thing is overblown.
Title: Rifts gming advice
Post by: Ulairi on September 20, 2017, 09:45:37 AM
Quote from: Nexus;993481Its been a long time but as I recall MDC structures were invulnerable to SDC attacks even if they totaled 100+ points of damage but I maybe remembering it wrong or thinking of Robotech. It might have been changed in a later printing. I only had the first one.

No. You're right. Kevin talks about that in RUE and prior to RUE in I think Sourcebook One. He did an example of throwing rocks at a tank (I think that was it) if a rock does 1 SDC and you throw 100 rocks at a tank the tank is still going to be fine.

Also just get RUE. It's fine. It's the same game and folks can easily find it.
Title: Rifts gming advice
Post by: The Exploited. on September 20, 2017, 10:30:51 AM
The core book is where Rifts stood out to me. I just think it becase an overblown melting pot as more books were released. The world startrd to feel very small.

But at the actual core of the game it's a decnt setting.

I always quite liked the MDC thing. Worked for guys in power armour or bots (and certain creatures). I felt Kev S. did'nt get the balance right a GM really needs to keep that in check imo.
Title: Rifts gming advice
Post by: Ratman_tf on September 20, 2017, 11:23:57 AM
Quote from: Ulairi;994232No. You're right. Kevin talks about that in RUE and prior to RUE in I think Sourcebook One. He did an example of throwing rocks at a tank (I think that was it) if a rock does 1 SDC and you throw 100 rocks at a tank the tank is still going to be fine.

Also just get RUE. It's fine. It's the same game and folks can easily find it.

The rule I'm thinking of is 100 SDC in a single attack. So throwing 100, 1 SD rocks at an MDC tank won't do 1 MD, but a rocket that does 1d4x100 SD, will do the equivalent of 1d4 MD.
I'll have to check my rulebook when I get home to see if the rule even exists, though.
Title: Rifts gming advice
Post by: Ulairi on September 20, 2017, 03:21:16 PM
Quote from: Ratman_tf;994251The rule I'm thinking of is 100 SDC in a single attack. So throwing 100, 1 SD rocks at an MDC tank won't do 1 MD, but a rocket that does 1d4x100 SD, will do the equivalent of 1d4 MD.
I'll have to check my rulebook when I get home to see if the rule even exists, though.

I'll check too. We've always run the combat system that way and maybe it was in the books and I've just forgotten in over 20 years of playing it.
Title: Rifts gming advice
Post by: J.L. Duncan on September 21, 2017, 05:49:28 AM
Quote from: Nexus;993473Out of curiosity, why specifically?

Because it doesn't do anything to improve the system from the original... It's like putting a new coat of paint on house with termites... (useless in my opinion) But, termites and all, I've enjoyed Rifts more than almost any other game because it taught me what being a GM really means... And it taught me that I could tweak any game how I liked, (and sometimes, it might be required). This is all because they're many nuggets (or termites) in Rifts which it's really unclear how to (by the rules, mind you) proceed.

I've never had any problem with the many games and systems I've run since... And I would argue it's because of Rifts.

My opinion: A bad system makes you a better GM, by engaging your GM-ness to improve that game.