Post by Mutant Lord: William McAusland on Apr 19, 2013 11:17:40 GMT -8
The Mutant Epoch; What Rifts RPG should have been...
by Brutorz Bill » Sat Nov 12, 2011 5:48 pm
Every time I read through my TME book I am reminded of the Rifts RPG, in a good way. I played the heck out of Rifts back in the 90's, but don't play it anymore. The original core rulebook had a very world gone mad P.A. feel to it, which sadly IMHO was lost in later Rifts books and editions. For me TME fills that niche of what Rifts could have/should have been. When I read there will be Outland System rules for magic, elves, dinosaurs and more, I'm thinking Oh yeah, I need to dust off my old Rifts Campaign notes and dig into my TME book and see what my twisted mind turns out.
Just rambling. : )
Bill
Re: The Mutant Epoch; What Rifts RPG should have been...
by WillMcAusland » Tue Nov 15, 2011 3:33 am
Huh, I gotta get a few of those older Rifts books. I always loved the art but never got into the game. Curious what you can harvest and port over to TME.
Re: The Mutant Epoch; What Rifts RPG should have been...
by Brutorz Bill » Sun Nov 27, 2011 7:08 pm
WillMcAusland wrote: Huh, I gotta get a few of those older Rifts books. I always loved the art but never got into the game. Curious what you can harvest and port over to TME.
The original core book had more of a PA feel to it than later books, IMHO.
Coalition States, Hi tech enclaves of pure strain humans using genetically engineered Dog men (Dog Boys) and robots to hold back the darkness!
: )
Re: The Mutant Epoch; What Rifts RPG should have been...
by Argamae » Mon Apr 15, 2013 12:00 am
Yeah, I agree that RIFTS had some strong things going for it. But to me the RIFTS setting just felt too much of a jumbled hodge-podge of ideas that really didn't fit together that well. It needed a lot of work on the part of the GM to make the setting work, at least for me. I GM'ed it for a while but at the end of the day the clunky game system was just too broken for me to keep me hooked. Took to much effort to make it playable.
But more on the topic: one of the best sourcebooks of the RIFTS era was "Wormwood" (labeled as "Rifts Dimension Book 1"). Try to get your hands on that, it will be well worth your time and effort. I believe you can translate a lot of its incredible ideas over to TME, especially the parts about a self-aware living land, symbiotic relationships and a sort of pseudo-religion growing out of it.
In Memoriam Gary Gygax (1938-2008)
|Put him on the game grid. I want him in the games until he dies playing!| - MCP in TRON
by Brutorz Bill » Sat Nov 12, 2011 5:48 pm
Every time I read through my TME book I am reminded of the Rifts RPG, in a good way. I played the heck out of Rifts back in the 90's, but don't play it anymore. The original core rulebook had a very world gone mad P.A. feel to it, which sadly IMHO was lost in later Rifts books and editions. For me TME fills that niche of what Rifts could have/should have been. When I read there will be Outland System rules for magic, elves, dinosaurs and more, I'm thinking Oh yeah, I need to dust off my old Rifts Campaign notes and dig into my TME book and see what my twisted mind turns out.
Just rambling. : )
Bill
Re: The Mutant Epoch; What Rifts RPG should have been...
by WillMcAusland » Tue Nov 15, 2011 3:33 am
Huh, I gotta get a few of those older Rifts books. I always loved the art but never got into the game. Curious what you can harvest and port over to TME.
Re: The Mutant Epoch; What Rifts RPG should have been...
by Brutorz Bill » Sun Nov 27, 2011 7:08 pm
WillMcAusland wrote: Huh, I gotta get a few of those older Rifts books. I always loved the art but never got into the game. Curious what you can harvest and port over to TME.
The original core book had more of a PA feel to it than later books, IMHO.
Coalition States, Hi tech enclaves of pure strain humans using genetically engineered Dog men (Dog Boys) and robots to hold back the darkness!
: )
Re: The Mutant Epoch; What Rifts RPG should have been...
by Argamae » Mon Apr 15, 2013 12:00 am
Yeah, I agree that RIFTS had some strong things going for it. But to me the RIFTS setting just felt too much of a jumbled hodge-podge of ideas that really didn't fit together that well. It needed a lot of work on the part of the GM to make the setting work, at least for me. I GM'ed it for a while but at the end of the day the clunky game system was just too broken for me to keep me hooked. Took to much effort to make it playable.
But more on the topic: one of the best sourcebooks of the RIFTS era was "Wormwood" (labeled as "Rifts Dimension Book 1"). Try to get your hands on that, it will be well worth your time and effort. I believe you can translate a lot of its incredible ideas over to TME, especially the parts about a self-aware living land, symbiotic relationships and a sort of pseudo-religion growing out of it.
In Memoriam Gary Gygax (1938-2008)
|Put him on the game grid. I want him in the games until he dies playing!| - MCP in TRON