Two days ago, Palladium Books revealed in its Weekly Update that there will be a new roleplaying game set in Rifts Earth (including a line of adventures) created by another company. For everyone who loves the setting of Rifts but doesn’t care for the rules this is great news. Alas Kevin Siembieda didn’t spill the beans what company is currently adapting Rifts to its own system.
I am really surprised that Mr. Siembieda finally allows another company to create a new Rifts game. Fans of the game have critizised the Palladium system for many years now. Any attempts of fans to create alternate rules have been answered by lawsuit threats. After a while people didn’t even dare to talk about the issue anymore.
And now – totally out of the blue – Palladium Books announces that they’ve made a deal with another company to release a whole series of Rifts products powered by a different game system. Of course people immediately started to speculate. Since Jason Richards’ Breachworld RPG shares a couple of elements with Rifts many people hoped he’d be working on the new Rifts game, but it seems that is not the case.
I really hope that the new Rifts game will not use Savage Worlds rules, which is another rumor I picked up on the web. Savage Worlds is not a bad system but I highly doubt it can handle the scale of the setting. To have both Rogue Scientists and Glitter Boys in the same game, the underlying system needs a granularity Savage World just doesn’t have.
There were also speculations that Green Ronin may be that secret company, since they announced “perhaps the biggest RPG story of the year” for GenCon in their January update, but from what we know now it’s more likely that they referred to their cooperation with Wil Wheaton and his Titansgrave setting. I also believe that the AGE System wouldn’t be a good fit either. But their Mutants & Masterminds system might actually work quite well, since it can handle powerlevels very well.
What are your thoughts on that announcement? As always, every comment is highly appreciated! Feel free to share your thoughts below.
On Saturday I had the chance to play the Dragon Age RPG by Green Ronin at a local convention. Initially I planned to run two sessions of Into The Odd, but we didn’t find enough players for the second game, so I decided to play some Dragon Age instead.
I’ve owned the rules pretty much since it has been released, but alas I never had the chance to give it a try. So I was pretty excited when I was given the chance to actually play it. The GM had prepared six characters: two rogues, two mages, and two warriors. I picked one of the mages, who turned out to be a human circle mage with a focus on primal magic.
Playing a mage is a lot of fun in Dragon Age, especially because there’s a chance that things can get terribly wrong. My most powerful spell had a slight chance of miscasting. During the game this spell misfired once, but luckily it just damaged my Marbari warhound instead of turning my character into an abomination.
The rules are extremely easy to understand. You roll 3d6, one of those is the dragon die, and if your roll result is equal or higher than the target number you succeed. The dragon die comes into play each time you roll doubles when making an attack roll. In that case the dragon die shows the number of stunt points you can use for that action. Stunt points allow you to move yourself or your enemy, add additional damage, ignore armor, reduce the spell cost of the spell casted, and more. Because of this, the combat rules can be kept simple, but you get additional option from time to time, which make things more dramatic and exciting.
Recently Green Ronin has released the Dragon Age RPG rulebook, which combines the rules found in all the three boxes and adds a new adventure. The PDF is available right now, the hardcover book is still in its preorder phase. I’ve put the PDF on my wishlist, and I am determined to get a copy of the hardcover book as soon as it reaches Germany. Now I just need to find a couple of people who want to play the game with me.
Yesterday evening I had the chance to create my first character for Beyond The Wall by Flatland Games. I have a digital copy of this fine game on my harddrive but alas I haven’t had the time to give it a closer look. So I was glad about being given the opportunity to actually play it.
Beyond The Wall is a very interesting D&D retro-clone which combines elements of old-school gaming with a couple of more recent ideas. The rules mechanics are clearly based on D&D, while character and setting creation reminded me of what I’ve seen in games like Apocalypse World or various Fate games.
You start creating characters by picking one of the available playbooks. I chose the Self-Taught Mage, which turned out to be a pretty cool choice. But the other playbooks are definitely as interesting. After that you can note down your starting stats. In my case, my character had an intelligence of 12 and all other attributes started at 8.
The next step is rolling on a table from the playbook which tells you something about your childhood. In my case I found out that my father was a stern but fair watchman. This also raised a couple of my character’s attributes. This step was done by every player at the table. The important part is that everyone in the group knows the story of the other players since the members of the group are meant to be childhood friends.
During character creation we slowly revealed more information about our characters’ backgrounds. Each step provided each character with more story details, improved their stats and provided them with skills, items, and spells. During several steps the players were allowed to add a place to the town map or write down an important person. All these information is later used by the GM to generate an adventure.
Continue reading First Impressions: Beyond The Wall