One thing I've noticed in the course of following along as other people develop a published setting into their own personal vision (as with Scott Driver's gone-but-not-forgotten Wilderlands OD&D project), is that, after a certain point, the developing setting comes loose from its original moorings and increasingly the personal vision shares less and less in common with the original example. I feel like I may just be getting to that point now.
For example, my initial plan was relatively modest in its re-imaginings, only implementing minor changes to bring the world of Rifts a bit more in line with a "realistic" sensibility that I favored. More and more, though, I've changed and modified things to the point where I'm thinking about making some pretty broad-brush alterations.
For example, I'm seriously considering dialing down all my creative focus into the North American region and not concerning myself much, if at all, with the rest of the world. Frankly, back in the day, I was surprised that the official line of supplements skipped over the Atlantic so early on and started detailing England, Africa, and Europe so quickly - there's so much going on in North America, even in the original core book, that the line could've stayed there for a good dozen supplements or more.
Insofar as I am thinking about Europe, I'm thinking about ditching the whole "New German Republic" thing altogether and probably just cludging in Palladium's other great post-apocalyptic European setting, Mutants in Avalon. This would make the British Archipelago the focus of any sort of remnant civilization in Europe, and relegate most of the continent to monster-haunted wilderness for the mutant knights to go questing in. I'd retain the Rifts vision of Russia as another, far-distant center of civilization (sort of like, in the original Arthurian mythos, the distant "Roman Empire"), but at this point I'm thinking the only other locus of human dominance aside from the American Midwest and Mother Russia would be Japan (where all the cool mecha get to go). My vision of "purestrain" human centers of survival is getting increasingly grimmer, evidently.
But back to North America. My ideas for some of the basic foundations of the setting have been undergoing some changes there, as well. Like, across the board, I'm thinking of toning down the tech just a bit. For example, making any anthropomorphic mech taller than a suit of power armor into a major rarity; the Ulti-max (supplied by intergalactic arms dealers, as per my re-imagining of Triax) and the Glitter Boy (bestowed to selected champions by enigmatic Powers) being the only major examples known.
|Because, honestly, how could I not include this?|
|Because, again, how could I not include this?|
I've had some other thoughts on the Coalition, as well. Like, what if I combined Emperor Prozek and A.R.C.H.I.E. and made the Emperor of the Coalition a giant A.I. brain? Those A.R.C.H.I.E.-bots always reminded me of Coalition Dead Boys anyway. This would allow me to play up the whole Rush in-joke, too, as I could make the Coalition's highest-rankers into a caste of tech-priests administering to the God-Emperor, S.Y.R.I.N.X. (Synthetic-Yield Research Intelligence [Neuronet-X] - thanks for acronym, +Zak Smith!).
Oh, and speaking of Dead Boys - a comment from way back in 2010 on my initial Coalition post got me thinking about re-imagining the look of the Coalition's military elite. The skull-face armor has always been a bit of a giveaway as to who the baddies are; but the Helghast from Killzone II retain a suitably "Dead Boy"-ish look without being quite as over-the-top EVIL, and nicely fitting my more "realistic" post-apocalyptic/dystopian sensibilities:
Handily, as I've had the idea to do a "Space Marine/Imperial Guard" split of the Coalition forces for some time now, Killzone II also provides suitable imagery for the Guard half of the equation in the form of their ISA infantry:
So I think a "Coalition II" post is in order, obviously. Another post I want to write is on Lone Star. I'll save the details for that post, but I'm envisioning a slight re-arranging of the geopolitics of the southern end of the Coalition States and an opportunity to talk about how I hope to incorporate yet another book from the After the Bomb series, Road Hogs.
Lastly, I've been giving some thought to doing a post on the Coalition's enemies - I haven't written much, if at all, on Lazlo, the Federation of Magic (such as it is in my setting), or Tolkeen. The former two will probably be encompassed in a single post, as I view them as opposite sides of the same coin - the "good" magic-based society, and the "bad" one.
Tolkeen, though, deserves a post of its own. I understand and accept that, from the beginning, Tolkeen existed to be the country that's there for the Coalition to invade and conquer. Keeping in mind that I never read the Coalition War Campaign books (and don't intend to), Tolkeen always came off a bit bland, like a "Lazlo West" if you will. For a country called Tolkeen, centered (in my re-imagined setting) on a rift in Gary Gygax's basement, we can do better.
As I'm most likely ditching the New German Republic, I see Tolkeen as being a worthy recipient of the D&D-fantasy/alchemy/steampunk mashup vibe I'd originally placed there. In fact, I could do a lot worse than by adding to what I've already got by mercilessly looting the Iron Kingdoms setting, taking the best parts, filing off the serial numbers, and calling it Tolkeen. I'll give it some more thought, but I like the direction that it's headed . . .
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