Wednesday, January 26, 2011

[Rifts:2112] The Return

Well, it's been a while, but I've finally returned to the world of Rifts. New readers may be unfamiliar with the series of posts I started a little over two years ago in which I waxed on at length about my specific ideas regarding the world of Rifts, a project that eventually resulted in me creating an alternate setting I dubbed "Rifts:2112". The salient features of my take on Rifts were a grittier feeling focusing much more on post-apocalyptic ambience and dark magic and a conscious decision to return to the world vision laid out in the original Main Book with limited input from (at most) a half-dozen of the better supplement books and ignoring the rest.

My plans while writing my 2112 posts were to use Chaosium's excellent Basic Roleplaying system as my mechanics of choice, but I've since come around to the idea of using Savage Worlds instead. I've found SW's slightly more cinematic yet still gritty system to be a nice fit, and the conversions seem easier somehow.

As always, I have to limit my public posts to fluffy matters and leave the hard conversions in my personal notebook for fear of legal banhammers descending upon me. Nonetheless, I've got a new post or two up my sleeve, so stay tuned.

In the meantime, I've been spending the last couple evenings taking a fresh approach to my map of Rifts North America, the flashpoint for my whole project. It all started back in December '08 when I was planning to run a RAW Rifts game for a friend (oh, the folly...). I whipped up a hex-based "sandbox" map of Rifts North America, which in turn got me thinking about the changes I had already implemented (such as a higher level of coastal flooding) and would like to implement (such as the return to the Main Book's original vision).

My new map is based solely on the descriptions in the old Main Book chapter "A World Overview" (which yielded some surprising results - you'll see no organized nation called the Federation of Magic, for example; originally the Ohio Valley was presented as populated by lots of lone wizards, the Federation, having been broken by the Coalition, being a sort of underground Wizard's Guild) along with a few additions of my own in areas of the map that were left unexplored in that chapter. I'm quite pleased with the results; it's easily the fanciest map I've ever produced (click once to embiggen, then click again to embiggen yet further):

Additions I made include my own take on ley lines, areas of radioactivity (based on an actual target map of North America - I assumed a successful strike rate of about 50%), as well as settlements as odes to favorite movies (Lost Vegas) or television shows (Scranton). Of course, locations had to bow to some modicum of realism. Scranton, being on the edge of the East Coast wasteland, seemed a natural choice for a staging area for intrepid looters; Lost Vegas, of course, has survived and prospered thanks to Hoover Dam's hydro-electricity. Other towns were also placed due to such plausible concerns: Reno, being upwind of the Yellowstone supervolcano and far enough from the crumbling West Coast, seemed like it stood a reasonable chance of survival; I featured Salt Lake City as an entombed city encased in inches of evaporated salt deposits in my brief Rifts sandbox, and so had to stick it on the map as well. Despite the fact that, realistically, 100 years after an apocalypse old roads will be little more than long strips of grass, I also included a net of surviving Interstates; I have a vision of mutant animal biker gangs (in the vein of another Palladium supplement, Road Hogs) traversing the Great Plains.

So that's that. My setting is constantly evolving, and is now being informed by its passage into Savage Worlds to go with its trip through BRP Land and its origin in the Palladium Universe. As I said, a post or two more are forthcoming, and I'm considering the possibility of a Rifts:2112 play-by-post or chat game sometime this year. If I decide to go for it, I'll announce a call for players here on the blog.


Rifts®, The Rifter®, RECON®, Splicers®, Palladium Books®, Phase World®, The Palladium Fantasy Role-Playing Game®, Megaverse®, Nightbane®, The Mechanoids®, The Mechanoid Invasion®, Coalition Wars® and After the Bomb® are Registered Trademarks of Palladium Books Inc. Heroes Unlimited, Beyond the Supernatural, and other published book titles, names, slogans and likenesses are trademarks of Palladium Books Inc. and Kevin Siembieda.

All art is copyright its respective artist.

13 comments:

  1. Oh, fun!

    I've always wanted to play a post-apocalyptic campaign. 20-40 sessions or so long (that's about my average campaign length.) The center of the story would be a warrior tribe that is strongly religious and easy prey to charismatics. Start them out as enemy and then have them eventually turn and become the vassals of the PCs. Then go out and conquer a kingdom. The moral dilemmas are ever so evident in such a story line.

    SW sounds like a great choice for a ruleset.

    Our session tonight was cancelled. I had to travel up to SF today for an all-day series of meetings (same tomorrow and then I speak at Macworld on Friday.) On top of that, only one player could make it. I was actually ready to run him through a sadistic interpretation of Escorting Nineve but we fell to talking and went to the local clinic (I'm legal.) That was kinda the end of gaming tonight.

    ReplyDelete
  2. Oh I really liked your original Rifts posts--be approsed anything you post may be stripmined for our Teenage Mutant Ninja Turtles/Mutant Future mash-up.

    ReplyDelete
  3. Sounds Awesome!
    I especially like this: 'return to the world vision laid out in the original Main Book'(A few games could follow suit, and be improved, I'd say.)
    Many of my friends and co-workers, casual acquaintances, etc... have fond memories of this game.(It seems like most were Glitter Boys[Girls?], though.] Rulebook bloat started in on RIFTS long before (A)D&D, I'd say.

    From BRP to Savage Worlds:
    Huh. A friend did the exact opposite, after running some combat-heavy games in the system. Something to do with the mechanics of recovery/dying. And he didn't think it was 'fast' enough. I never played it, so I wouldn't know. BRP's solid, though.

    Palladium System:
    Doesn't everyone modify this to some extent?

    @Zak S:
    Looking forward to reading about that again!

    ReplyDelete
  4. This looks like a lot of fun. Rifts was the first game I played, and the original core book was excellent. If you're picking and choosing from the later sourcebooks, I'd suggest Juicer Uprising- one of the strongest books of the line- and the Federation of Magic sourcebook, for the illustrations of nothing else. I know alot of stuff about how the Fed of Magic worked and its internal politics got retconned in FoM, but the artwork there had so much detail and culture it could pretty much stand on its own as a book, even without the text. Ramon Perez rocks hard.

    One question: not having played Savage Worlds, can it easily capture the sheer destructiveness of MDC weapons? For me, that was a HUGE part of the setting.... seeing the look of horrified awe on my player's faces as I describe the aftermath of their first MDC firefight.

    ReplyDelete
  5. Eric: Thanks! Your idea reminds me of a campaign framework I had in mind: set things in Dinosaur Swamp, with the PCs as savage tribesmen/shamans/etc. Don't tell the group they're playing in the world of Rifts. Let them think it's a Lost World/Sword & Sorcery-type campaign...until the first hover tank shows up. Definite Mad Max meets The Gods Must Be Crazy potential there...

    Zak: Steal away, good sir! Lord knows you've earned enough credit with all your stealable ideas.

    veleran: I considered going back to doing a modified version of the Palladium system, but after spending a couple days making extensive notes I realized I'd just be rewriting the system, so I might as well go with one that requires less work and that I felt more comfortable with. Ultimately, SW beat BRP because it's a bit easier to convert and run. I can understand why your friend went the other way, though. SW combat is very "swingy."

    Greg: Thanks, I appreciate it! I'm pretty pleased with how it turned out, although it pales in comparison to some of the masterpieces I've seen over on Cartographer's Guild.

    Bill: I aims to please.

    Chris: I'll have to take a look at Juicer Uprising; I've never really considered it due to being turned off by the various Juicer variants and the meta-plot elements. Right now my list is: Sourcebook One, Vampire Kingdoms, Atlantis, Mercenaries.

    Perez has been one of my visual touchstones from the start. I even did a whole post with his art, some of which I'm pretty sure came out of FoM. In the end, I'd say Perez is the only Rifts illustrator who really counts in my book.

    As for MDC, I'm toning that WAY down. Still playing around with power levels, but for the most part I'm tending towards fairly restricted levels for personal weapons and reserving the really heavy stuff for power armor and up. I'll have more to say about this in a forthcoming post, actually.

    ReplyDelete
  6. I really love the map. I will be eagerly following your posts on this. I loved the original Rifts core rules book, but drifted away from the game when all the subsequent "stuff" came out that for me changed the scope/concept of the game.

    ReplyDelete
  7. I'm really enjoying your take on Rifts- nice work. And the map is awesome, what did you use to make it?

    ReplyDelete
  8. Awesome Rifts goodness - I'd love to hear about the tools for the maps too (the old ones and the new one both).

    I've written a bit about my Rifts love/hate and I can see Savage Worlds working for a certain level of game. It handles moderately-powered supers alright so I think you could do a lot with it. Not sure about working in the higher end power armors and super-dragons demons but it's worth a try. I had the thing half-converted to d20 the last time I tried to run it and it worked alright. For my next experiment (whenever that happens) I was leaning towards Hero but you have me thinking about SW now.

    ReplyDelete
  9. The map was made with Photoshop. I followed a tutorial found here. I think there's a translation for users of Gimp somewhere else on the boards, too.

    Blacksteel: SW's power level was one of the selling points for me, since I prefer a lower-powered interpretation of Rifts. The super demons, gods, etc., should be outside the players' league no matter what, as far as I'm concerned.

    ReplyDelete
  10. I don't know how I didn't see this map when it was originally posted - it probably happened right in the middle of my hasty relocation from NY back to FL. At any rate, great work.

    I notice that Manistique has been renamed "Mantisique". Is it ruled by giant praying mantises, or was that just a typo?

    ReplyDelete
  11. Haha, good eyes! That's one hilarious typo...

    ReplyDelete

Related Posts Plugin for WordPress, Blogger...