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raug_the_dwarf

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Location: United StatesMember since: Jan 11, 2008

All feedback (57)

tarumil (41354)- Feedback left by buyer.
More than a year ago
Verified purchase
Great communication. A pleasure to do business with.
a4c (836491)- Feedback left by buyer.
More than a year ago
Verified purchase
Hope to deal with you again. Thank you.
tannerstreasures82 (2667)- Feedback left by buyer.
More than a year ago
Verified purchase
Thanks for the purchase great buyer!
Reviews (1)
May 02, 2008
A Whole New Roleplaying Experience
I love RIFTS. I seriously fell in love with the setting the first time I read the book and decided I had to have one. RIFTS is a pencil and paper roleplaying game along the lines of D&D, GURPS and the White Wolf line. It would make an awesome addition to any RPGer's library. Sometime in the far future, a series of events has led to a catastrophic change on Earth. A nuclear war in South America at just the right time of a planetary alignment sent the world into a tailspin. Millions of people died energizing the planet further, causing more and more natural disasters. Eventually, billions of people died off and thier spirit energy opened up ley lines, lines of strong magical energy, across the earth. These leylines became magic nexus points, tearing between time and space. The RIFTS. Three hundred years later is when the setting of the game takes place. Most of the people still inhabiting the earth have learned to live in the strange, new world. Some, as in the case of North America, have settled around their governments for protection. The Coalition States rule with an iron fist, but keep the population safe from marauding monsters awakened or transported by the RIFTS and also the new races(D-B's, Dimensional Beings) that developed or also came into the new world. Mexico is ruled by ancient indigenous vampires making thier home in the old pyramids. The New Germany Republic is isolated, fighting off hordes of gargoyles and demons to keep their people safe. Japan is a world of Dragons and Robots, often mixing the two. The literal Four Horsemen of the Apocalypse roam Africa, trying to destroy the world one continent at a time. England has reverted back to druids, nature magic, castles and knights. RIFTS is a setting where anything can happen and often does. A game session could consist of things from your worst nightmares or your best fantasies. It's not too uncommon to see a demon from the Abyss taking out a flight of mech-warriors, or a wizard riding the back of a robotic horse. The blend of magic, psionics and technology is a big theme of the setting. It blends them together well and makes for an exciting time. There are several issues with the book, however. Mostly editing and layout. Palladium games are infamous for their book layout that could be called anything but user friendly. Sometimes, you'll be looking for a specific rule and it won't be anywhere it should be but you may find it a few days later in some totally odd section. There could definitely be some better clarification with the rules and expanded explanations. To be fair, most of the clarifications and adjustments are taken care of in later supplements, but as far as the RIFTS core manual goes, they're just not there. The guys at Palladium games have done a wonderful job fleshing out the game world leading to literally hundreds of books detailing specific areas in the game. It is truly the richest, most fleshed out world of roleplaying in my opinion. As far as gameplay is concerned, all the elements are very familiar. Especially to anyone whose played any d20 system or second edition Dungeons and Dragons. Though not a true d20 system itself, RIFTS is very familiar and shouldn't take more than an afternoon to be able to play seamlessly. All in all, RIFTS by Kevin Siembieda receives a very strong A-. Better layout and explanations would be wonderful, but strong reading skills will go a long way. See you in the Megaverse!!
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