RIFTS Ultimate Edition – Just my two cents

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Category : Just my two cents, Other Systems, RPG, Reviews & First Looks

When I today opened my mailbox I found an US airmail envelope with the RIFTS Ultimate Edition inside it. I ordered it some time ago after writing about my favorite post-apocalyptic settings. The first thing that surprised me was the hardcover format. I’ve owned a few Palladium Book titles in the past and they all have been softcover books and this is a welcome change. My original RIFTS book is already on the verge of falling and the hardcover book looks much sturdier.

But I was not surprised to see that the look and layout of RIFTS hasn’t changed much. Kevin Siembieda still uses the same font throughout the book he always used and the layout is still the two-column layout we all have seen so many times in all these years. So, even if the cover is brand new, the insides are all the same. Or is there still a glimpse of hope?

There is actually quite some new material and the organisation of the chapters has changed a bit. The book now starts with the information on the setting, followed by the O.C.C.s (Occupational Character Classes) and R.C.C.s (Racial Character Classes). A bit strange is the detail, that Siembieda gives details on Magic etc. before explaining the rules and some background information on Chi-Town is thrown in somewhere between magic and equipment.  But if you have successfully run a RIFTS campaign before you know what I mean.

The book is mainly black and white on normal paper with some color pages on glossy paper thrown in. There is some new art (at least I haven’t seen it), but there is a lot of art that has been used in the original RIFTS book. When you are used to roleplaying rulebooks like the more recent D&D 4E books you will be surely disappointed by this book. My copy is from the Third Printing dated July 2008 and it looks like from 20 years ago.

The rules are old-school as well. RIFTS contains quite a large number of tables and every class has it’s own levelling chart. If you are a friend of modern and streamlined rules systems you should avoid RIFTS (and every other Palladium Books game) like the plague. Especially the combat rules still are broken in my opinion. And it’s totally beyond me, why they forgot to include a character record sheet.

Ok, when you’ve read this post to this point, you obviously think that I hate RIFTS to the bottom of my heart. But that’s not true. I just LOVE the setting. The RIFTS Earth is a great place to do campaigns in and some of my most fond roleplaying memories are connected to RIFTS. I just can’t understand why Palladium Books is still clinging to these broken rules and why their books still look like they were layouted by an amateur during the late 80s. When I look at this book I get the feeling Kevin Siembieda was sitting at his desk with scissors and glue tinkering the book together. 

Another thing that annoys me is the fact that they never forget to put all that legal mumbo-jumpo all over the text. It’s just no fun to read an O.C.C.s description when there are (C), (R), and TMs all over the text. I understand that a company has to defend it’s intellectual property, but Palladium Books is just going to far.

I think that the Ultimate Edition looks better than the original RIFTS book but it’s far from being a perfect product. The over 375 pages long book is still worth it’s money if you can live with the subpar looks and the Palladium rules system. The setting has some very cool elements and opens up an endless playground for a creative GM.

1 person likes this post.

Fantasy Superheroes

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Category : D&D4e, Fluff/Inspiration, Mutants & Masterminds, RPG

We all know the classic superhero comics. Usually they are set into our modern world and the heroes wear either spandex or leather suits in flashy colors. But why not set a superhero tale into a medieval fantasy world? In a way D&D4E has done it, but a fantasy Mutants & Masterminds campaign comes to mind.

If you look at mythological heroes they usually have special powers not unlike the superheroes from your favorite comic book. I remember that I own a thin X-Men comic book where our heroes are in an illusion created by a villain so that they believe they are living in a medieval city. In that story Storm was some kind of queen and Wolverine a lone mercenary with a large sword. I found the idea intriguing. 

One of my favorite comic series is still Joe Madureira’s Battle Chasers. It’s a shame that it was never completed. The protagonists of that series are all exceptional in their own right, much like modern day superheroes. There’s Gully, a small girl, wears the magic gauntlets of her father, giving her enormous strength, Calibretto a wargolem, Garrison, the famous swordsman, Red Monika, a rather voluptuous thief and Knolan a powerful wizard. This group not only reminded me of a D&D party but also of superhero teams.

So, what do we need to mix the fantasy and superheroes genres?

  • Larger-than-life characters
    Your usual Joe Sixpack fighter will not do. You at least need a special sword, or a magic armor to give your character to rise to superhero levels. Insanely powerful magic items or over-the-top abilities help to give you the four-color-heroes feel.
  • Use comic conventions, not fantasy conventions
    In normal fantasy roleplaying games you start with amateur adventurers that slowly advance to heroes acquiring new abilities and “phat lewt” on their way to the top. In a superhero fantasy game we need powerful characters from the start, so there probably is not much advancement in terms of the characters’ power or gear.
  • Flashy clothes and catchy names
    No, I don’t think spandex suits work well in  a medieval fantasy settings but you should not to clothe your characters in brown linen. Also enormous swords and huge shoulder pads work in MMORPGs and Japanese manga and anime, so why shouldn’t it work in your campaign too?
    Names are also important in the superhero genre. For example a swordsman called Garrison is way cooler than his colleague Bob. And follow Greywulf’s advice and give your party a name!
  • Use a superheroes roleplaying game to run your campaign
    Ok, D&D4E probably works for getting that four-color heroes feel, but why not do it right? Run the campaign using Mutants & Masterminds and allow your players to build PL 10 heroes.
What do you think? Could a “superheroes genre meets fantasy” campaign work? I will definitely play around with that idea. I still have to think something up for next week when I want to introduce two friends into roleplaying. Perhaps some superheroic fantasy could be their thing.
P.S.: Thanks to ChattyDM for giving my creativity a jumpstart over Twitter today and to Greywulf for his excellent superhero-related posts!

More prop generators!

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Category : Props, RPG

In my last post I wrote about the Newspaper Clipping Generator, but there are a lot of generators available on the internet that can help you to easily create props for your roleplaying game and/or your blog/website/whatever.

  • Ticket-O-Matic
    Create your own first class airplane ticket. The generator allows you to choose from 33 airline.
  • MagMyPic
    This service allows you to create a fake magazine cover. 
     
  • Old Photo Generator
    This nifty tool let’s you age your photos. That’s especially handy if you take some photos for your next Cthulhu session and age them to make them look like they were from the 19th century.
     
  • Monsterizer!
    Ok, you can’t really use that for your roleplaying session… hmm … perhaps a very creative GM could make use of this tool, but it’s fun!
    The “Monsters Initial Stickers Name Generator” creates something like this (you can enter your own words of course):

     
You find hundreds of interesting and fun generators at the Generator Blog! Have fun!

1 person likes this post.

Newspaper Clippings

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Category : Props, RPG

I always love to use props and one of my favorite prop are newspaper clippings. Usually I used a word processor like Word or Open Office to create a mock-newspaper. But there’s an even easier way: The Newspaper Clipping Generator! Here’s a sample of what you can create in just a few seconds:

By the way I think my fellow-blogger Uncle Bear has used this generator before to create newspaper clippings for his blog. So you obviously can even use this web tool to pimp your blog! Check it out!

One GM screen to rule them all

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Category : Other Systems, RPG, Reviews & First Looks, Savage Worlds

I have seen a lot GM screens in my roleplaying times and most of them were either not too sturdy or the information printed on the GM’s side was only partially useful. One excellent GM screen was the one released by WotC for the new D&D 4th Edition but there’s another GM screen that put’s them all to shame!

I am talking about the “Savage Worlds Customizable GM Screen” by Pinnacle Entertainment Group. For around 26 bucks you get a sturdy trifold vinyl screen that has 6 pockets that you can use to customize your screen. I currently use it with the Pirates of the Spanish Main insets that you get for free at the official site, but you can easily create your own insets. If you don’t mind to create your own insets, you can use this GM screen with any roleplaying game. And since it’s coated with vinyl it’s pretty resistance to the common dangers on the playing table like sticky softdrinks, candle wax and/or spilled snack food.
You can even use it to hit your players if they don’t behave. It’s the perfect tool for the GM. :)

Dungeoncraft: Religion on Asecia

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Category : Dungeoncraft, Fluff/Inspiration, Game Design, RPG

In most medieval-fantasy campaigns the gods are very real, they grant spells to their most devout followers and they sometimes even walk the earth. In a world like Asecia, I want religion (especially organized religion) on of the major forces of the world but I don’t want gods meddle with the affairs of humans. Although there are several religions on Asecia the gods themselves never interact with the living (although the pious believers will probably tell you otherwise).

As I wrote about in the first episode, there is no special divine magic. But most people believe that the mark of sorcery is a gift from god (or the gods) and organized religion and the magocracies worked hand-in-hand for millenia. But in the times of urbanization and industrialisation the power of religion starts to wane.
But let’s first talk about the major religions.

The Holy Cerynian Church of the Great Architect
Shortly after the Cerynian empire became the first democracy the Cerynians adopted the religion of the Great Architect. In earlier times they revered the Three Sisters, three vengeful and unforgiving goddesses. But then a young prophet from a small province at the border of the empire started to tell the people about the Great Architect, a loving and creating god that created the world for humans to make their own. The new religion was very successful with artists and craftsmen, that preferred the positive creativity of the Great Architect over fearful obedience to the Sisters. Especially the mages opposed that new religion because they feared that they would lose their power, because it was believed that magic was a gift from the Sisters. But in the end the new religion prevailed.

The Holy Cerynian Church of the Great Architect is now one of the major religions in Cerynia and the other nations of Asecia. Following a long tradition most priests were craftsmen or artist before they were ordained. Followers of the Great Architect believe that the best way to please their god is to create something that outlasts their death, like a piece of art or a building. Members of the Church of the Great Architect don’t beliefe in an afterlife and they strive to live a fulfilling and pious life.
The Symbol of the Church of the Great Architect is a hammer and compasses. The priest usually don’t take a vow of chastity but some monks do so in order to focus on their religious or scientific studies but those vows are normally not for life. The tradional garb of the priests is a simple grey hooded robe.

The Brotherhood of the Three Sisters
Although the Brotherhood has lost most of its members hundreds of years ago, the religion is still alive. The Brotherhood believes in the Three Sisters, three vengful (sometimes almost evil) goddesses that expect complete obedience from their followes. In Brotherhood dogma all sorcerors are the Sisters’ children and shall be revered as well. In the Brotherhood only men are allowed to pray and take part in church service. There are a lot of rules which regulate the lives of the believers and not following those rules leads to fast and draconic punishment. The Brotherhood’s symbol are three black female figures in front of a red disc. The priests usually wear read, unadorned robes and featureless black masks that cover the whole face.

The Church of St. Michael
Michael d’Arellien was a minor noble with almost no magical talent born on one of the island that are now called the Principality of St. Michael. He was a devout follower of the Great Architect but pretty insignificant until a fateful day when suddenly his magical talent increased hundredfold. It is said that his magical aura and his eyes were shining bright as the sun even when he was not actively using magic. That influx of power has given him immense insight and hidden knowledge of the world. He used his new-found talent to help people, heal the sick and he preached about a better world for all humans. Many people believed that he was the reincarnation of the Great Prophet or an avatar of the Great Architect himself.

He convinced the Cerynian Empire to grant the Western Isles independence and became their first prince. But he tought of himself not as the ruler but the servant of his people. In the following years tales of miracles spread throughout the Isles.
All of the Principality sects started to rise that believed the prince was more than a man. They believed he was the Architect himself walking amonst men. And when Michael d’Arellien suddenly vanished without the trace it was believed that he transcended.

Today the major religion of the Isles is Michaelism. The Church of St. Michael still resembles the Chruch of the Great Architect but its followers believe that a man, St. Michael of Arellien, was an incarnation of the Architect himself and that he came to lead the Isles into freedom. The priest of that religion wear white silken robes adorned with the symbol of a white-blue star.

Minor Religions
 The citizens of Tovenar are followers of the Great Architect but there was a schism several hundred years ago that lead to the creation of the Holy Tovenari Church. The Holy Tovenari Church uses a slighty modified liturgy and this church is mostly based on monastries. Tovenari priests wear black robes.
There are rumors that the people of the lost kingdom of Rivenar worship some kind of evil entity, but that’s unconfirmed and doubted by most scholars. 
There are also a lot of atheists and agnostics in most countries especially in Cerynia and the Principality. 

So, that concludes this episode of Dungeoncraft.

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