Here’s the thing: I love the Rifts RPG. This is not to say
that it doesn’t have flaws—it has many—and it is not to say that I love every
product in the line (I don’t). But overall, Rifts as an RPG setting is, IMHO,
both very original and awesomely inspiring. There are tons of cool ideas in
the Rifts universe, tons of interesting characters to meet and places to
explore and bad guys to defeat. In many ways, it is a GM’s wonderland.
Literally anything from anywhere can show up in Rifts, and that’s just fine.
I know for a fact that hundreds of Rifts players have brought in the Robotech
universe characters and mecha into Rifts Earth. Ditto for superheroes from
Heroes Unlimited.
Does this ever happen to you?
There’s even books out there just to convert your favorite
character from other Palladium games into a Rifts character.
There’s so much awesome in Rifts that sometimes it
overshadows the deep and abiding flaws that exist within the line.
The system is a kludgy mess that is 25 years old—a creaky,
D&D-inspired class and level-based system that causes most gamers I know to
roll their eyes and sigh. It’s what we, as gamers, put up with in order to
play Rifts… not something we really enjoy.
Just to be clear, this is not to say that the system is
terrible—there are certainly games out there that are worse, and in many ways,
Rifts is still a /functional/ game system. You can play the game with it.
However, I believe this game is simply begging for an update.
Some of the writing is… not-so-inspiring. For one example,
Rifts Australia is basically all-Mad Max, all the time. I could call out some
other books here, but I’m trying to abide by my ground rules of “No hate,” so
I’m just basically touching on the issue without getting too far into the
details.
Rifts fans have had a long ride with this setting—it’s been in print for over 25 years and while there have been some missteps along the way, the line as a whole is quite an achievement for any gaming company to be proud of. Thanks to Palladium’s early entry into the RPG market, they have a lot of fans out there, and it’s likely that you can walk into nearly any RPG store or club and find someone that either currently plays Rifts or has played it in the past.
Once More Into the Breach--Another Top 10 List
The purpose of today’s post is to talk about the books that really made me love the Rifts setting. The cream of the crop from a line of over 80 books (and still growing).
To be consistent with previous posts of this nature, I want
to stress that this list is my personal favorites—the books that speak most to
me. I’m not saying these are the books that everyone will or should enjoy, but
I do hope that the list gives these products a bit more exposure to folks who
may not have looked at them before. Also, given the long history of the Rifts
line, it’s fair to say that I look at many of these books through “nostalgia
goggles.”
(You can find the top ten list after the jump!)
Ross Watson’s Top 10 Rifts RPG Books
#10: Triax and the NGR
The Dyna-max robot. When you absolutely, positively have to kill every Gargoyle in a 1-mile radius. Accept no substitutes!
I must admit that I am a fanboy of giant robots fighting
stuff. Here are just a few examples: I
love Robotech and Battletech. I enjoy many flavors of Gundam. Front Mission 4
is one of my favorite console games.
Thus it should be no surprise that Triax and the NGR is on
my list of favorite Rifts books. Triax includes quite a few nuggets of
greatness for people like myself. Tons of power armor, guns, robots, tanks,
more giant robots, epic-giant robots, giant tanks, and much more.
The Kevin Long artwork really sells this book for me, and
there’s a great little comic in the center of the book to help detail just
what’s going on in the NGR. The bad guys of the setting are also pretty
interesting—giant gargoyles who use magic and their innate cunning to dominate
much of western Europe.
Additionally, we get introduced to other iconic Rifts bad
guys like the Gene-Splicers and the Brodkil Empire.
Some interesting notes; Triax and the NGR was my amongst my
first exposure to some sci-fi concepts like “telepresence” robots operated by
remote, infiltrator robots and cyborgs like the Terminator, and much more.
It’s important to note that additional material for Triax
can be found in the Mindwerks sourcebook, Underseas (presented on this list),
and in a sequel product, Triax 2. Apparently I’m not the only one who loves the
idea of giant robots fighting for humanity’s survival in the dark forests of
Germany!
Best things about this book: I want to pilot a Jaeger robot
against the Gargoyles and reclaim Germany for the NGR. I want to explore the
Black Forest (or fly above it in my Dragonfly robot).
#9: Coalition War Campaign
The Coalition. Are we the baddies?
The Coalition is a humanocentric government that dominates
much of North America in Rifts Earth. They are a significant force in the IP
and the Coalition’s ongoing campaign of military conquest is a major story
factor in the overall plotline of Rifts. The Coalition War Machine sourcebook
was the first in-depth look at the Coalition, and it helped cement their place
as one of the most iconic and central ideas of the Rifts IP.
Much like the Imperial Sourcebook for the Star Wars (West
End Games D6 version) RPG helped flesh out who and what the Galactic Empire was
all about, Coalition War Campaign goes into great detail discussing the
Coalition, its leaders, and especially its military forces.
The Coalition’s place in Rifts is somewhat controversial. On
the one hand, they’re a brutal dictatorship led by some truly evil individuals.
On the other hand, they are the de facto saviors of much of humanity (and much
of human culture, including many common values) and are, in many ways, the best
hope for humanity to thrive and prosper upon Rifts Earth. This ambiguity is
sometimes good (in that any GM can basically choose how he wishes to portray
the Coalition in his game) and sometimes bad (such as the metaplot for the
conquest of Tolkeen, where the Coalition was painted in a very unambiguously
cruel light).
Coalition War Campaign provides a ton of player options (as
is usual for a good Rifts product), including new classes, guns, power armor,
mecha and vehicles. There’s also some interesting playable alien races—which is
truly a bizarre place to find them—provided in a later chapter.
This book is good because it brings out a lot more information about the Coalition and their place in the Rifts universe—and I should point out that the following books are also important to understanding to Coalition: Free Quebec, Lone Star, and the Siege on Tolkeen series.
Best things about this book: I want to play a bunch of
classes from this book, and I’d love to play in a game where the internal
strife of the Coalition’s values vs. the personal agenda of its leaders was a
core and central theme.
#8: The Federation of Magic
Cover by Keith Parkinson. Yet another very talented artist who doesn't do work for Palladium anymore.
One of the first things I need to say about this book is
that Ramon Perez’s artwork transforms this product from good to great. Perez’s
talent is apparent and it’s fair to say that along with Kevin Long he has
shaped a significant portion of what the Rifts IP looks like. In my opinion,
nowhere is this more evident than in Federation of Magic.
The writing here is also good; Peter Murphy (in his only
Rifts work that I can find to date—someone let me know if he did anything else)
and Kevin Siembeida created some fantastic setting material. The concept of
“fadetowns” that drift in and out of
contact with Rifts Earth is especially cool, and the city of Dweomer and its
mysterious Lords of Magic is detailed very well. The true Federation and the
City of Brass have some excellent Rifts bad guys, and we also get some smaller
setting areas like Magestar and the techno-wizard playground of Stormspire.
The fairly bland magic automatons of Dweomer are probably
the least interesting part of the book, but this is made up for in spades by
the great character options, gear, and spells presented. Federation of Magic
has a good mix of crunch to its setting material, a ratio that tends to vary
wildly amongst other Rifts books.
Best things about this book: I want to play a Battle Magus.
I want to meet the Lords of Magic and change Dweomer for the better. I want to
fight Alister Dunscon in his throne room. I want to visit Magestar and
Stormspire and some fadetowns!
#7: Wormwood
Totally 80's. Totally awesome.
Wormwood is the first of two “Dimension books” on this list,
and I think they add a lot to Rifts as a line even if they are basically
presenting a way to play the game that completely ignores the core setting. If
Rifts Earth is Greyhawk, Wormwood is Dark Sun.
Wormwood has a unique, unabashedly 80’s metal aesthetic that
is truly distinct. It’s a setting where light and dark are engaged in a holy
war across a living world. Hospitaller knights on motorcycles, symbiotes, and
magic that calls upon the world itself to harm enemies or heal the sick are all
part of what makes Wormwood special.
The only drawback I can really see is that Wormwood is so
specialized and so alien that it doesn’t really plug into the other parts of
Rifts nearly as well as many of the other books in the line. Wormwood is
definitely worth a read, and the writing and artwork of Timothy Truman brings
this awe-inspiring and unusual world to life.
Best things about this book: I want to play an Apok. I want
to storm a crawling tower and fight my way to the demon lord at its apex. I
want to join the Knights Hospitaller and defend the faithful on a pilgrimage
across the worm wastes.
#6: Phase World
Om Nom Nom.
The brainchild of CJ Carella, Phase World is a sci-fi
setting that is fairly distinct from Rifts Earth. In short, it is full of win
and awesome.
Now, to be clear, I always pair this book in my head with
the Phase World Sourcebook that was released later, as the two together like
peanut butter and chocolate into a delicious fusion of sci-fi goodness.
This is the second “Dimension book” on the list. If Rifts
Earth is Greyhawk, Phase World is essentially the Forgotten Realms.
Phase world is a kitchen-sink setting (even /more/ kitchen-sink
than Rifts, which is impressive) that combines high technology, aliens,
galactic empires, psychic powers and spaceships with magic, gods, demons, and
dimensional travel. For starters.
Phase World is home to Center, the biggest mega-city ever. And
the Kreeghor Empire, which is basically a template for intergalactic mayhem.
This book gave us more details on the mysterious Naruni, the United Worlds of
Warlock, the Dominators, the Oni, the Gun Brothers, the Cosmo-knights…
I could go on and on. It’s just damn good.
Best things about these books: I want to play an Invincible
Guardsman, a Cosmo-knight, a Repo-Bot, a Quatoria. I want to confront the
powers that be on Center, discover the mystery of phase shifting, and travel to
the Cosmic Forge.
#5: Rifts Underseas
I'm on a boat.
No doubt one thing that you may notice from reading this
list is that I’m a big fan of CJ Carella’s work on Rifts. Underseas is one of
his earlier efforts, and it is a rich book that is full of cool ideas and
concepts.
Right of the top, what does Rifts Underseas give you?
We get some cool information on the Bermuda triangle, time
flux, and ley line storms at sea. We get introduced to the Lord of the Deep, a
lovecraftian monster at the bottom of the ocean (well, actually, /all/
oceans!). We find out about the floating city of Tritonia, and we get tons of
information on the New Navy—the remnants of the old US Navy who survived the
coming of the rifts. Plus, demon pirates, more support for Atlantis (which is
also on this list) with cool underwater mecha and power armor, and more support
for Triax and the NGR (which is also on this list) with information about the
NGR Navy.
The artwork by Vince Martin and Kevin Long do a lot to
really sell this book’s style and ambience, firmly establishing this product as
part of the Rifts line. Vince Martin’s pieces in particular are well-suited to
the subject matter.
While much of this book is really cool and engaging—heck,
I’d go so far as to say /most/ of the book is this way—there’s a part which
talks about intelligent cetaceans and includes rules for playing as a dolphin
or killer whale. Including power armor for such characters.
Maybe I’m just traumatized by the Johnny Mnemonic film, but
the idea of smart cetaceans getting really involved in my Awesome Rifts Adventures
™ just doesn’t really grab me at all, and I do believe it is the least
interesting portion of the book.
By contrast the stuff about the New Navy is just amazing,
from their proud history to the unusual ways in which they have managed not
only to survive but to keep the traditions of their service alive and well.
Best things about this book: I want to play a Sea Titan. I
want to help the New Navy find a home. I want to visit Tritonia and fight
Atlantean Kittani raiders underwater and Horune pirates on the seven seas. I
want to explore the Rifts Earth Bermuda Triangle and come out alive.
#4: Juicer Uprising
AKA Drug-crazed maniacs rebel! What? You were surprised at this?
Few books have as many cool ideas packed into one place as
Juicer Uprising. Yet another great Rifts book by CJ Carella (I did tell you
that I’d be mentioning his name several times on this list), Juicer Uprising
focuses on a particular character class from the core Rifts book known as the
Juicer. These warriors are surgically enhanced with a set of combat drugs and
an injector that circulates these powerful substances through the body.
Consequently, Juicers are incredibly fast, strong, and tough, ranking amongst
the most dangerous men-at-arms in Rifts Earth. However, this enhancement has a
cost—Juicers live only a handful of years after undergoing the process, leading
to a “burn bright and burn out” lifestyle.
Juicer Uprising takes a much closer look at this concept and
provides a great storyline to go along with it—first, the city of Kingsdale is
introduced. Basically, Kingsdale is a place you can get nearly anything.
Someone is claiming to have found a way to keep Juicers from dying. In fact,
however, the Juicers are being brought back as undead known as Murder-wraiths!
On top of all this, the book contains a Juicer sport known
as Murderthon, a variety of different kinds of Juicers you can use for your
character (including the awesome Dragon-juicer, who uses the blood of dragons
rather than drugs to fuel his system). Naturally, this book contains quite a
bit of new gear and toys (like rocket-boots!), and goes over Kingsdale and the
environs nearby in detail.
I like to hold up Juicer Uprising as possibly the best
example of a Rifts sourcebook. It’s nearly over-the-top, gonzo, and full of
great ideas to get things moving for your Rifts campaign.
Best things about this book: I want to play a Dragon Juicer
and fight in the murderthon at Kingsdale. I want to tangle with a group of
Murder-wraiths and learn the limits of my own mortality when my Juicer upgrade
starts to wear off. I want to burn bright rather than fade away!
#3: Atlantis
Slaves welcome. Another Keith Parkinson cover, by the way.
Definitely, I believe that Atlantis was one of the
sourcebooks that cemented Rifts’ place in the RPG market. Atlantis was simply
unlike anything else at the time, and still contains a number of unique
features that sets it apart.
Rifts Atlantis details the Atlantean race and the history of
their continent--thought lost forever—that has recently returned through the
rifts. It turns out that this once-great civilization has been conquered by the
vile alien Splugorth and their slave races, forming a concentrated pocket of
alien aggression right off the coast of North America. Atlantis is a really
interesting setting, combining some features of decadent Rome with influences
of Lovecraft and Conan.
The Splugorth have their Kydian powermasters, their blind
Altaran warrior-women, bio-borgs, and magically tattoo’d slave gladiators—just
to name a few of the strange and unusual creatures you’ll find within. The
artwork by Newton Ewell helps lend a very alien feel to the book, and although
it includes a lot of familiar tropes (such as unbreakable swords, evil slaving
overlords, and intelligent apes) it feels very fresh and new even decades
later. Atlantis is a place where normal humans are definitely not welcome, and
it serves as the stronghold for one of the setting’s greatest villains. The
types of characters you can make who are from Atlantis are like nothing I’ve
ever seen before, and they are all bizarre and powerful entities on Rifts
Earth. The machinations of Atlantis resonate through many of the other books in
the Rifts line, including two books on this list: Mercenaries and Underseas.
Atlantis is one of those books that never fails to inspire
some kind of neat idea when paging through it, and I think its uniqueness alone
serves as a worthy mark of distinction.
Best things about this book: I’d love to play a Kydian
powerlord, an Altaran warrior-woman, a Hawk-ohrl gladiator, a bio-borg or
Maxi-man. I’d like to wield a greater Atlantean runesword, battle Sunaj
assassins and Kittani warmasters, and lead a revolt against Splynncryth, the
ruler of Atlantis.
#2: Mercenaries
Rifts Mercenaries is one of my favorite RPG books, period.
It’s a nifty book that includes an interesting organizational generator, a
“character sheet” if you will for your own mercenary organization—an innovation
that was definitely ahead of its time. Naturally, the book includes a lot of
cool new classes, player options, guns, gear, power armor and vehicles—but all
of this is still welcome, particularly as much of these options are versatile
and common in many adventuring groups. The book also showcases half a dozen
existing mercenary organizations, all of which are interesting. One of the best
parts, for me, is how the various merc groups show off how you can put together
a truly varied player character party—for example, a pixie, a cyber-knight, a
dragon hatchling and a full conversion cyborg teaming up with a master psychic
and a witch.
For the full experience, I highly recommend picking up the
Merctown supplement as well, which is an in-depth look at a really neat setting
for Rifts; the city of Merctown. A bunch of cool adventures and adventure hooks
are included in the book. There’s also another tie-in product named MercOps
that provides even more adventure support. Basically, you can’t go wrong
playing Rifts if you decide to make your group a bunch of wandering
Mercenaries. I actually wonder if this wasn’t one of the primary themes that
Kevin had in mind when developing the setting from the start!
Best things about this book: More information on the Naruni.
Chipwell armaments! I want to play a Merc Headhunter and form my own mercenary
team to take down a Pecos bandit lord and carve out my own little piece of
Rifts Earth!
#1: South America 1 and 2
Two books full of pure awesome.
I’m cheating a little bit by putting two books together in
the top slot, but I don’t feel like you can have a meaningful discussion of one
without the other.
Hands down, I believe that these two books are the two best
Rifts supplements out there. I never fail to find something inspiring or
another cool idea tucked away within these tomes. These books have
multidimensional mercenaries, stealth cyborgs, alien invaders, techno-wizardry,
bizarre animal mutants, cities of gold, Incan gods… and that’s just for
starters.
CJ Carella really outdid himself on these two books. He’s
gotten some flack from Kevin Seimbeida about the rules from these books, but in
my opinion, that’s an unfounded criticism—what is true is that CJ put in every
cool idea he could think of and then went out and found some more.
Comparing these two books to the other World Books is just
unfair. It’s a crime how forgettable China and Africa are, for example, in
comparison to South America 1 and 2. I challenge any Rifts fan to read these
books and not find something interesting for their character or their game.
Best part of these books: Tons of character ideas.
Ultra-Crazies. Amazons, Anti-Monsters, dinosaurs, a dragon and lizardman
nation, vampires! I could run entire campaigns set in South America… and it
would be awesome.
Yay Rifts love! I also love the setting but hate the mechanics, but I've found some relief in porting some of the stuff to a mutants and masterminds game. The other games in the palladium megaverse range from awful to amazing, but rifts is an unending treasure trove of joy.
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goldenslot
Reading this after Savage Rifts has come out is an awesome little time capsule!
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