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Things Palladium Got Right

Started by David Johansen, July 06, 2014, 01:28:21 PM

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amacris

Things Palladium got right:

1. Alignments that players immediately understand and can use in play
2. Differentiating between "Hit Points" and "SDC" (early precursor to Star Wars Saga Hit Points/Vitality Points)
3. Dynamic combat
4. Securing some amazing licenses - Robotech, TMNT - and treating them with true fanboy love and respect
5. Treating everything with fanboy love and respect. Ninja & Superspies martial arts still make me gleeful to learn kung-fu.
6. Amazing settings

Omega

Yes. They definitly treated their IP games with respect. Unlike some other companies.

They also secured some interesting IP specifically for Rifts like Wormwood and Scraypers.

everloss

Quote from: Omega;765715Yes. They definitly treated their IP games with respect. Unlike some other companies.

They also secured some interesting IP specifically for Rifts like Wormwood and Scraypers.

and Manhunter
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rpgpunk

Omega


everloss

The internet is a wonderful, magical place where long out of print books can be found to download!

I saw it once at a game store and didn't pick it up because even though it said, Rifts, on the cover, it wasn't published by Palladium. I also didn't like the cover art. I think I bought South America 2 instead. Boy am I kicking myself for that one.
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rpgpunk

The Butcher

South America 1 sucked big time, but South America 2 is a black hole of suck.

dragoner

I owned both at one point, I don't remember them being that bad. Why didn't you like them?
The most beautiful peonies I ever saw ... were grown in almost pure cat excrement.
-Vonnegut

David Johansen

#37
Quote from: The Butcher;766171South America 1 sucked big time, but South America 2 is a black hole of suck.

So, you think South America sucking is something they got right? ;)
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dragoner

The most beautiful peonies I ever saw ... were grown in almost pure cat excrement.
-Vonnegut

The Butcher

Quote from: dragoner;766174I owned both at one point, I don't remember them being that bad. Why didn't you like them?

The same that's been wrong with every world book since Triax & the NGR.

Lots of power creep, and thinly spread world info.

Quote from: David Johansen;766178So, you think South America sucking is something they got right?

It's Rifts: South America, not Rifts: Your Mom.

dragoner

Quote from: The Butcher;766198The same that's been wrong with every world book since Triax & the NGR.

Lots of power creep, and thinly spread world info.

Power creep in Rifts? Nooo ...

/hides Juicer Uprising and Phase World
The most beautiful peonies I ever saw ... were grown in almost pure cat excrement.
-Vonnegut

David Johansen

Quote from: dragoner;766186Uh ... no? :confused:

Sorry, I meant the Butcher not you.  And I probably should put a quote and a smiley on there.  Laziness on my part.

Anyhow, I'm still not sure how Rifts South America sucking is in any way something Palladium got right.  I have a long list of complaints myself but I always think they got a great deal right at the outset.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Omega

Probably very a YMMV sort of thing.

Personally I felt the Africa and England books felt oddly... lacking in information on the area.

South America seemed ok. More middleground in background to me. Points of interest rather than a big zone or three.

Which isnt bad really. Gives lots of open area potential when you dont want to be grinding through some empire or whatever.

Larsdangly

I've always wished the basic approach to attack/parry/dodge/attacks per round from 1E Palladium had gotten poached by D&D.

Plus I love that their classes are real things (like knights) instead of made up video game shite.

Marleycat

I loved the SA books, they helped me break the game "in game" and move on to White Wolf.:D
Don\'t mess with cats we kill wizards in one blow.;)