Continuing in the vein of both my King for a Day concept
(wherein I blog about what I would do if I were somehow in charge of stuff) and
in the recent posts about Palladium books, today’s post is all about both of
those things deliciously smashed together like peanut butter and chocolate.
Suddenly I want to watch this movie.
Two Scoops of Changes in Every Box
If I were King for a Day at Palladium, I would have two
major things on my mind—two big changes that, IMHO, that would be absolutely
necessary.
A New Way of Doin’ Bizness
The first big change would be to modernize and revolutionize
the way the company does business. This is a deceptively simple idea, but to
break it down, here’s what I’m thinking:
- New approach to production. InDesign is the new in-house
tool for layout. Everything is done on computers.
- New approach to development. All projects would have a
developer (probably each LINE would have an individual developer). All books
would have a modern approach to development that leverages vision documents,
book plans, discussion groups, and—above all—a highly professional approach to
working with freelancers, all-inclusive: editors, writers, artists,
proofreaders & playtesters. Contracts would be clear and required at the
beginning of each project. Expectations would be made very clear, and I’d
implement a system where there’s at least one review step between assignment
and turn-in to avoid any “Dark Reign”-style mishaps. Freelancers would be
encouraged to take ownership of their assignments. Line Developers would be
encouraged to take ownership of their lines. This means owning both the good
and the bad, both the triumphs and the mistakes—but personal investment cannot
be overvalued.
- New approach to content. Each line would have its own
webpage. Each product would have a free preview and web enhancement built into
its production budget. I’d especially want to reach out to some of the more
celebrated and talented freelancers from Palladium Books’ past to work on the
new generation: CJ Carella, Bill Coffin, Jason Marker, Josh Hilden—those names
would be at the top of my list.
It's amazing how often I need to actually say this out loud.
No doubt I’d want to bring on board plenty of great writers
I’ve worked with before personally to add some kick (and since there’d be no
guarantees that any of the “old crowd” would actually be willing to come back,
even under new management).
A Brand New System for a Brave New World
The second big change would be a complete and thorough
overhaul of Palladium’s house system. Ideally, I’d like to keep much of what is
iconic and cool from Palladium’s system (as much as possible), but the
overriding goal would be a modern, smooth, clear and consistent ruleset.
No doubt there are at least dozen different ways to
implement a system upgrade, but I think I would lean towards creating something
original rather than using an outside system like Savage Worlds. Systems are
part of an IP’s identity and I think there’s room to keep some of that identity
while still getting a much better system in place.
Other Changes
I’d have some plans for the main Palladium Books lines as well…
Robotech
Skull squadron. Accept no substitutes.
I’d continue to update the Robotech line with new and
interesting material that expands the universe. Particularly I’d like to get
some good adventure books into the pipeline. I have plans for an in-depth
review of the Robotech RPG at a future point, so I’ll keep this section short
and sweet. I’d like to see more focus on the themes of Robotech, more
background information, and mechanics that help immerse players in the Robotech
universe… with a lot less “gun and mecha porn.” Not that having new guns and
mecha isn’t cool, but the current set has a bit too much of this and not enough
of the other stuff.
If possible (and I have no idea how possible this would be,
given the situation with the IP and the rights with the license), I’d love to
re-release the older books. At the very least, I’d love to offer them for POD
or electronically as PDFs, and I’d wager you could make a profit on those
sales. (I know I’d buy some of the books I’m missing from the line!)
Teenage Mutant Ninja Turtles
Seriously, if you ever liked TMNT at all, you should watch this.
Again, I’m ignorant of the license issues with this game,
but it would definitely be awesome to build another edition of this game.
Updated with information about the different incarnations of the Turtles (has
anyone seen the excellent movie Turtles Forever, as an example?) and naturally
featuring the new smooth house system, this one would definitely be aimed at
the nostalgia factor. Probably not worth continuing as a full line, but as a
one-off, I think it has potential.
And now for the big one…
Rifts
Kevin Long is the man.
In my opinion, Rifts is an IP goldmine. It has a compelling
and unique setting with tons of interesting characters, locations,
organizations and technology. The first thing I’d want to do with Rifts is
feature a huge release for the second edition. Using the new, smoother house
system, Rifts 2.0 would be the biggest launch I could afford—I’d put a big
marketing budget on this one. I’d have an open playtest of the rules, I’d have
plenty of previews, I’d talk about the game on podcasts, I’d have a quick-play
preview at Free RPG Day, and anything else I could think of.
(A huge opening at Gen Con with guys in Coalition and Ley Line Walker costumes comes to mind...)
I’d definitely make sure to try and hire back artists like Kevin
Long, Clyde Caldwell, Wayne Breaux, and Ramon Perez (and many more) to bring
the art of Rifts 2.0 to life.
After the big release of Rifts 2.0, I’d look at some other
ways to leverage the IP. A slick boardgame would be a good investment—I’d hire
someone like Eric Lang or Kevin Wilson to look at the IP and create something
truly awesome. I’d also look into acquiring the rights for the long-lost N-gage
game, Promise of Power, and see what it would take to release that on the apple
store as a game for tablets and iphones. I’d look into developing a small
isometric turn-based strategy game for the Coalition War Campaign, again for
tablets and iphones.
For the RPG, I’d task my line developer with working up some
additional new dimensions to round out the “Dimension Books” side.
I’d also like to revisit (and revise) some of the more
problematic areas of Rifts Earth that could really use some polish—Australia,
Canada, England, I’m looking at you! The role of the Coalition would need to be
looked at more in-depth (are they the saviors of humanity or the worst thing
ever? It would probably be a good idea to figure that out!) and the system
would need to take into account the unique archetypes of the setting, such as
Glitter Boys and Techno-Wizards.
I’d want to look at areas of Rifts Earth that could use more
information—Rifts Hong Kong, anyone?
Personally, I’d love to see some expansions to my favorite
parts of Rifts Earth, such as Atlantis, the Mercenary books (how about a
revised and expanded Mercenaries?), South America, the New Navy, the New West,
Kingsdale, Merctown, Triax, Wormwood, Phase World, and many more.
And the Rest
To be perfectly honest, I don’t really have any concrete
thoughts in mind as to what I would do with the other Palladium Books’ lines,
aside from update all of them to the new ruleset and make sure they’re all
available as PDF for people who want them.
Ross Watson’s “Big Book of Borgs.”
One of the poster boys of Rifts, along with the Ley Line Walker, Juicer, Coalition Soldier, and Glitter Boy.
I’m tacking this on to the end of this King for a Day piece,
as is it is still a bit of a dream rather than reality but less about me being
in charge of the entire company. :)
Keep in mind that the ideas below are just the basics of an
outline for a proposal—I had plans to add a lot more detail and flesh out a lot
of the concepts here if the company liked the initial pitch.
Once upon a time I had a fierce desire to write a book for
Rifts. I wanted to create a sourcebook for cyborgs, especially partial- and
full-conversion cyborgs (some of the more iconic images of Rifts Earth!). Now,
Rifts already had a bionics sourcebook (a collection of various bionic parts
and bits from the rest of the line) and the main entry in the Rifts RPG.
My
“Big Book of Borgs,” however, was going to be less about the toys (although it
would definitely include some new bionics, some new ‘borg bodies and limbs, and
so forth) and more about the experience of being a borg in Rifts Earth.
I wanted to discuss the various famous cyberneticists, from
the back-alley street docs of Kingsdale to the Coalition cyberneticists in
Chi-town. I wanted to showcase some specific Borg NPC’s and have a substantial
portion of the book set aside for roleplaying as a Borg. How would it change
your worldview if you were nothing more than a brain inside a massively armored
bionic body? For one thing, I’d make sure that I could do some basic repairs on
myself and carry around a spare toolkit just in case! For another, I’d have less
trouble jumping in front to protect my friends, knowing that if an arm gets
blown off I can just find a mechanic and repair it!
There are game mechanics issues to consider as well—what
built-in weapon do you choose? Melee or ranged? What skills can find new and
interesting applications when you’re a Borg?
Lastly I’d have the book present a chapter on the role of a
Borg in a typical adventuring party in Rifts. What does the Borg do that the
Ley Line Walker and Glitter Boy can’t? Where does the Borg best fit in and
stand out with his unique abilities? How can you build a Borg character to be
more than just “the big guy with the big gun?”
These are the basics of the book I wanted to write for
Rifts. However, the business practices of Palladium Books changed my mind—it’s
a shame, since I’d still love to write this book someday (see
Part 2 of my Publisher Profile on Palladium Books for more).