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RIFTS

Author: Kevin Siembeieda
Category: game
Company/Publisher: Palladium Books
Cost: $24.95
Page count: 256
ISBN: 0-916211-50-9
Playtest Review by Iron Czar on 12/01/98.
Genre tags: Fantasy Science_fiction Horror Space Espionage Conspiracy Post-apocalypse Old_West Vampire
I've been picking up books in Palladium's _RIFTS_ series since 1991. I don't buy everything that is produced for the game, but, here and there, I occasionally indulge myself. _RIFTS_ is one of my guilty pleasures.

_RIFTS_ suffers from the same flaws as the rest of Palladium's RPG line. The mechanics are state of the art circa 1978, the books themselves are models of poor typesetting and organization, the writing is mostly amateurish, and balance problems exist which can frighten even the bravest of Gamemasters.

RPGs can have something else that makes them worthwhile despite flaws like this--charm. And _RIFTS_ has that in spades.

The _RIFTS_ mechanics are similar to those found in Palladium's other RPGs. Though they take a lot of flak for being derivative of AD&D, I've generally found this to be overstated--these rules are never weaker, and are far stronger in a number of places, than those of AD&D. And the bottom line is, of course, that the rules work when used in actual play. This is the saving grace of the AD&D mechanics, and the same standard is met with the Palladium house system, which also adds things like a real skill system, point-based magic, and a far less draconian treatment of alignment.

The system is both class-based and level-based. Neither of these factors means as much to the character as they do in AD&D. Character creation is more flexible, with any character being able to select just about any skill, subject to certain broad restrictions. There are numerous abilities which are specific to particular classes, so the _RIFTS_ method of character creation isn't nearly as flexible as that of Rolemaster or GURPS. I like to think that the _RIFTS_ handling of classes plays up to the strengths of the mechanism (and yes, there *are* strengths) and reduces, but does not eliminate, its weaknesses.

The level system is fairly coarse, with characters topping out at around 12th-15th level. However, starting characters in _RIFTS_ are more able than those in Rolemaster or AD&D, without taking this too far (as Dangerous Journeys does.)

Character generation is random to about the same degree as in AD&D, with stats and certain other factors being rolled randomly, and with the choice of race and/or profession left up to the player. _RIFTS_ also has an archaic but perfectly functional skill system, and the choices which can be made by characters from any given class are remarkably broad.

Combat... well combat is a little buggy. Still, the system for resolving it is much more logical than that of (again) AD&D, even if resolution isn't as speedy. Pit a decent-sized, well-equipped party against a formidable adversary, and the fight's going to take an hour or two. In comparison, AD&D combat is quicker--combat in Rolemaster, marginally quicker, assuming an experienced and prepared GM and players. _RIFTS_ combat is far speedier than combat in any incarnation of Champions.

The balance problems inherent to _RIFTS_ can be surmounted by a good GM and players. To take an example from the basic rule book, you can pit a newly-made Dragon PC against a similarly untried Grunt. The Dragon is probably going to win, barring some catastrophe of fortune, but the contest isn't going to be nearly as one-sided as you might think. Strip the Grunt of his Mega-Damage armor and rifle, however, and he's a guy in funny clothes. Again, a good GM and players can make this work, but this is one of the things that gives _RIFTS_ its appeal to the power-gamer. And this is only an example from the basic _RIFTS_ rulebook--there are classes (available as PCs) in other books which *far* outstrip the Dragon in raw might.

_RIFTS_ can also support many different levels of play. For the serious roleplayer, there is plenty of background upon which to build and run interesting and dynamic characters, yet the setting is open enough to give players a great deal of flexibility in determining the character's history and personality. For the power-gamer, _RIFTS_ is a dream come true--run in that way, it's the best designed and supported power game that's ever been published in the hobby. (Meaning, in part, that you can play fast and loose with incredibly powerful characters and adversaries, but the entire setting retains an internal logic.)

In fact, it is in the background and in the fundamental ideas around which the setting has been built that is Rifts' best feature.

Several hundred years after a devastating nuclear exchange, remnants of humanity struggle to rebuild. But there's a catch. The cataclysm itself triggered a spasm in earth's long-dormant magical energy fields. Suddenly, the planet became a dimensional nexus, with _RIFTS_ opening up everywhere. Strange critters of all philosophies and motivations began to wander in. Many remained. Earth is now a battleground between numerous powerful factions, some human, most alien. There are humans and D-Bees (the alien critters) on both sides, good and evil. This allows for a background of stunning contrast and diversity.

It's this which gives _RIFTS_ its charm. Some players who have long abandoned AD&D may shudder at the thought of going back to a class-based system. Too limiting, they'll say. But in all of its various supplements, _RIFTS_ gives you over two hundred classes to choose from. (I'm not sure of the exact count--I'm not about to compile a list--just take my word for it that the selection is absolutely huge and leave it at that.) And there's a surprisingly small amount of overlap--a dozen or so redundant classes in a pool of 200+ isn't bad. The great majority have their own unique flavor (and _RIFTS_ has some *very* unique stuff,) and suggest numerous story possibilities to players and GMs.

The book is physically well assembled. It shouldn't fall apart even after a good deal of heavy play, though the covers tend to curl thanks to the varnish Palladium uses. The art is generally good to excellent, with a number of really striking pieces. And 256 pages for $24.95 is unheard of in this industry today.

_RIFTS_ is really the jewel in Palladium's crown. Same game system, but a hell of a lot of good ideas. There a plenty of flaws and problems, but there's also a great deal that's worth looking at, and loads of potential for fun roleplaying, whatever your play style. For that reason, I give _RIFTS_ my recommendation.

Style: 2 (Needs Work)
Substance: 5 (Excellent!)

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