Friday, June 27, 2014

City-States of the North Cascades Combine, Part 2: The Barony of New Bizantium

CITY-STATES OF THE NORTH CASCADES COMBINE
Being a Series Outlining the Members of the Post-Apocalyptic Pacific Northwest's Preeminent Political Power, Part the Second:

The Barony of New Bizantium. (Population: 80,000.) A large walled city built from the ruins of both the pre-Rifts city of Bend and another settlement called Fulcrum (a border town originally located on the edge of the Palladium Fantasy RPG world's Old Kingdom and the Western Empire), which was dimensionally shifted on top of / into Bend during the apocalypse. A sporadically active rift is located roughly 20 miles east of the city, which when open seems "fixed" to the Palladium world. As a result, over half of the Barony's populace is descended from extradimensional refugees from the Palladium world, many of whom are non-humans. A large percentage of those citizens that do not trace their origins back to Palladium are human mutoids, psychics, practitioners of magic, or other D-Bees. 

Though a far cry from the oppressive, segregated arcologies and "Burbs" of the Coalition States, old prejudices die hard, and some social stratification exists. The Barony's large so-called "subhuman" community, comprised primarily of goblins and orcs, inhabits the Undercity, a cramped, dangerous, yet lively collection of subterranean hovels constructed in the labyrinthine lava tube network that runs beneath what once was Bend. The upper rungs of the Barony's societal ladder, on the other hand, are largely occupied by human families of extradimensional (specifically, Western Empire) descent, who live in the city's pristine Imperial Quarter, better known as Hightown. The most prominent of Hightown's families, the Serris clan, claim a kinship to the Imperial throne and invariably possess psionic abilities; perhaps because of their prestige, psychics have traditionally been held in higher regard than other citizens. 

The early history of the Barony, like much of what happened in the dark ages immediately following the apocalypse, is vague. It was apparently founded by a human of noble origins -- a Palladin or Cyber-Knight, according to some stories -- who hailed from the isles of Bizantium on Palladium; hence the Barony's name. This human's identity is lost to the ages, erased by the legacy of the Baron Chulgrem Shran, a ruthless and paranoid kobold who deposed the city's founder, instituted the worship of a Palladium death goddess named Tolmet as the state religion, and, with the aid of a police force that included evil Priests and pact-bound Witches in its ranks, ruled with an iron fist for more than a century. 

Shran died slightly over one year ago with no heir. His former right-hand man and bodyguard, a Mind Melter named Park Dae-sung, has ascended to the position of Baron. (Unbeknownst to the general citizenry of the Barony, Shran was in fact assassinated by Park.) Park, formerly one of the Coalition State of Iron Heart's most wanted criminals, escaped his native land, made his way to the Barony, and married a Serris clan woman roughly twenty-five years ago. Since assuming his title, the new Baron has joined his city-state to the North Cascades Combine, outlawed the Church Tolmeti, and created a specially equipped task force called ADWAT (Anti-Demon Weapons And Tactics), ostensibly to round up and combat remaining Tolmetian elements. (In reality, the ADWAT operatives seek out and destroy anyone and anything the new Baron sees as a potential threat -- especially practitioners of magic, who are usually "exposed" as Tolmet-worshippers before being executed.)

Baron Parkinson is seen as a harsh but comparatively reasonable and fair ruler by his counterparts in the NCC, though many Bizantines, the Imperial Quarter's families among them, resent his purge of the Church Tolmeti. The Serris clan, in particular, have little love for the new Baron, finding the sudden "disappearance" of Parkinson's wife, Artha Serris, shortly before his ascent to power deeply troubling.

The Barony of New Bizantium's small but relatively powerful military force doubles as law enforcement, and includes well-trained infantry and pilots. The Barony maintains an assortment of weapons, vehicles and power armor acquired from various North American manufacturers -- Northern Gun and Bandito Arms foremost among them, with shipments of Mount Hood armaments beginning to arrive. Citizens with psionic powers are encouraged to join the military police. Baron Park regards most spellcasters with mistrust, seeing little distinction between them and the Priests and Witches his operatives hunt down, but is willing to allow the use of magic weapons as long as their wielders are loyal to him. Leaders of elite units, especially ADWAT operatives, are therefore often equipped with magical items crafted by alchemists in the Palladium tradition (rather than products of Techno-Wizardry). 

Friday, June 20, 2014

City-States of the North Cascades Combine, Part 1: The Kingdom of Weirminster

CITY-STATES OF THE NORTH CASCADES COMBINE
Being a Series Outlining the Members of the Post-Apocalyptic Pacific Northwest's Preeminent Political Power, Part the First:

The Kingdom of Weirminster. (Population: 65,000.) A vast wooden dam-city built on the north Willamette River, with associated settlements covering the ruins of Portland, Lake Oswego, and (appropriately enough) Beaverton. A significant percentage of Weirminster's populace -- including the Gomperses, its ruling family -- consists of mutant beavers of uncertain origin and with varying levels of humanoid characteristics. (There is also a sizable, somewhat disadvantaged community of mutant otters of similarly unclear pedigree.) The beavers seem to have a knack for Techno-Wizardry, particularly when working with the timber of the wychwood, a type of giant magical tree that grows in the Willamette Valley.

The dam-city of Weirminster proper is a truly immense work of dizzying ingenuity, made almost entirely of wychwood lumber. Weirminster's small military fields similarly innovative war machines, including a variety of mecha, tanks, fan-powered patrol boats, and propellor-driven flying craft, many of which are handcrafted from (or fueled by) this magically-strengthened and enhanced timber. The inner workings of Weirminster-designed vehicles are incredibly complex, and historically most of them required multiple pilots, at least one of which had to be a Techno-Wizard. Recently, Weirminster has begun receiving a small amount of more conventional, nuclear-powered battle vehicles from Mount Hood in the hopes of increasing the city-state's military potential.

Weirminster, perhaps predictably, has an overall reputation as an industrious and harmonious community, though its ruler, King Oswald of Gompers, is a notoriously prickly and cantankerous individual. Weirminster was nevertheless the first city-state to join the North Cascades Combine (NCC) after its formation, as King Oswald's air force has shot down more than one Coalition long-range reconnaissance aircraft in the past several years. Like his neighbors to the Southeast, the Barony of New Bizantium, Oswald fears an eventual full-scale conflict with Chi-Town. Even though Oswald harbors distrust for many of his neighbors -- both Mount Hood and the Barony included -- he is willing to set those concerns aside for the moment.

The King's only child, Princess June, is young, pretty (if one is willing to overlook some castoroid features) and available. She is widely considered one of the region's most eligible bachelorettes, though she has declined the suitors her father has championed. Rumor has it that the Princess is a romantic, and is holding out for a hero.

Friday, June 6, 2014

Blowuppability II: The Explodening

I'm back! Let's return to the subject of blowing up giant robots and speeding up combat in Rifts (and other Palladium games), shall we?

Earlier, I complained that in Rifts, power armor, robots, and other big armored things take too long to kill. I was thinking the other day that Dungeons & Dragons 4E had a similar problem, in that combat simply took forever, especially when fighting a big "boss" monster with tons of hit points. I didn't come here today to trash D&D 4E -- in fact, if you look back at some of the earliest posts on this very blog, you'll find some 4E content. But I will say that once we wrapped up our 4E campaign, it was the prospect of more lengthy combats that put the game on permanent hiatus for my group.

The "D&D in all but name" roleplaying game 13th Age isn't always my cup of tea, but it does some interesting things with its 4E-esque system. One of the best (and most easily stolen) ideas is the Escalation Die. The idea is basically that you put a big D6 on the table after the first combat round, with the "1" facing up, and turn it to the next highest number each round after that. The number that is facing up is added to attack rolls (and maybe damage, I can't remember). Oh, and there are some special abilities that are only triggered when the Escalation Die reaches a certain number, too.

I like this idea. It's simple and fun. Just taking it and plopping it into the Palladium system would be easy enough, but I feel like that wouldn't make a big enough difference. For one thing, most characters already have a pretty easy time hitting their opponents -- it's just that the opponents have a good chance of blocking or avoiding the attack with a parry or dodge. The problem isn't hitting stuff as much as making it fall down.

So, I propose making the Palladium Escalation Die a D10, and having it add strictly to damage. Also, the value on the die should be multiplied by 10, so you do +10 damage on the second round, +20 on the third, etc. (This means that those "tens place" percentile dice would work well.) I'm not sure what to do if your fight takes more than 10 combat rounds (where you're shelling out 100 extra damage on a successful attack). I'd advocate either keeping it at +100 until the fight ends or continuing to escalate (time to break out the D30?) because let's face it, by that point, with the number of attacks Rifts characters have, you will probably want that fight to be over ASAP.

Still pretty simple, right? I feel like this might speed combat up in a straightforward, easy-to-handle way, and might even bring out more of the sense of mayhem and "death, destruction, or worse" that I want from Rifts. I hope I will get a chance to try it out sometime.

Friday, April 25, 2014

Brain Scraper Death Dive

So, real life has been intruding on my (and my friends') ability to play Rifts lately. This is a familiar story, I suspect, to most people that are into RPGs these days, so I won't dwell on it. Suffice it to say that with any luck, we'll get to play a second session soon.

However, I did hang out with a good friend who happens to be the GM of that Rifts campaign last weekend. Among the topics discussed:

Organic Circuitry. One of the things that has recently bugged me about Rifts is the juxtaposition of ultra-high-tech with a "points of light" infrastructure (or lack thereof). If you assume that there's something like advanced 3-D printing in use, those fiefdoms' ability to manufacture precision technology is a little bit easier to swallow. Still, you'd need access to rare earth minerals for some technology, which I previously said was difficult to imagine in a world without intercontinental shipping. But my buddy suggested something that is probably completely pseudoscientific, but still sounds reasonable enough for me to suspend my disbelief: organic circuitry. Even before the apocalypse happened, scientists had apparently mastered cybernetics, bionics, genetic manipulation, and cloning. They had even learned to artificially induce psionic abilities with the use of implanted technology. So maybe rather than using the rare earth-dependent processors (shut up, I don't know what this stuff is really called) we use today, Rifts Earth's engineers rely on ones made of organic materials. I'm not suggesting that all of the high-tech stuff in Rifts is "bio-tech" in the sense that the term is often used in popular science fiction -- it's not really "alive" -- just that it's organic in nature. (Though if you wanted to posit that this bio-circuitry creates a subtle man-machine interface effect like the alien plant-derived "protoculture" fuel source in Robotech, explaining why your character can use her physical skills and hand-to-hand training when piloting mecha, I wouldn't object.)

Ethnicity and Race. To his credit, Siembieda rarely mentions these things in Rifts publications. There's an offhand reference to some parts of the Chi-Town 'Burbs being less ethnically diverse than others, but that's about it, to my knowledge. But would the concepts of race and ethnicity even really hold much meaning to people in this setting? It's roughly 400 years in the future, and there's been an apocalypse that has destroyed virtually every nation-state in existence. North America has been (more or less) cut off from the rest of the planet for centuries. I like to think that survival probably trumped prejudice in the wake of the Coming of the Rifts (at least, until anti-psychic, anti-magic, and anti-mutoid prejudice emerged). Even the fascist Coalition would probably encourage all humans to recognize each other as kin when faced with literal inhuman monsters from other worlds running around. In North America, at least, racial distinctions would probably have largely broken down by the time in which the original core rulebook is set. There might even be a distinctive North American appearance that is effectively -- though I strongly dislike this term -- a "mixed-race" look. To me it seems likely that the "American" language described in the rules isn't strictly the American English we speak today, but a version that incorporates other tongues.

Old Time Religion. This actually isn't a topic we covered during our weekend rambling, but it's been on my mind lately nonetheless. Real-world religions, as far as I know, are practically never mentioned in Rifts products (likely an extension of the company's aversion to any potential controversy). Still, I've always wondered what religions might be practiced in the future post-apocalyptic world of Rifts Earth. Christianity, presumably, would still be around, but would likely have taken on a somewhat medieval character, considering the quasi-feudal state of affairs in much of North America and the fact that most people are illiterate. Would Islam have spread or shrank? (The Hajj would be a literal impossibility for the faithful.) Judaism, I'm sure, would survive and recover, as always. Religions that had their origins in Asia, like Buddhism, Hinduism, and Sikhism would possibly be more widespread. Certainly new religions, including fantastical ones based on the worship of demons, dragons, and the like, would have sprung up, and old, near-forgotten ones would begin to be reinstated with the return of ancient gods. Would new faiths that emerged in the time between our present and the Coming of the Rifts have managed to survive the apocalypse? And what of the Coalition States, who actively enforce illiteracy and obedience to the Imperial family? Would there be a North Korea-esque state of affairs, with an official "state philosophy" based around a pro-Prosek hagiography? I could easily see them encouraging a quasi-deified personality cult of "Prosekism", and closely monitoring other faiths, even censuring them for skirting too closely to "encouraging the spread of occultism".

Heavy stuff? Pointless blather? Offensive drivel? You decide.

Friday, April 18, 2014

Beyond "Mercs & Mages": Part 2

Last week, I discussed a style of campaign that was suggested in the original Rifts rulebook, but has been largely ignored since: one based around seeking knowledge forbidden by the Coalition. There are plenty of other opportunities that don't involve giant robots duking it out with dragons, though. Here are a few more that are implied by the material presented in that book:

Exploration and Survival. Most of North America -- heck, the entirety of Rifts Earth -- is supposed to be trackless wilderness, filled with dangerous entities from other worlds. O.C.C.s like the Wilderness Scout, Vagabond, and even Warlock are tailor-made for a campaign in which the players are trying to help civilization regain a foothold... or stop it from re-despoiling nature.

Coalition Military. I've never really seen the appeal of roleplaying a futuristic Illinois Nazi, but there's certainly plenty of Coalition material (and O.C.C.s) to work with, especially if you've got players that are willing to question orders. You could do much worse than to read Stabilizing Rifts' thoughts on how one might run a cerebral Coalition-based campaign.

Fighting Crime In a Future Time. Alternately, a campaign focused on the law enforcement wing of the Coalition military could be interesting. Again, Coalition O.C.C.s (including sanctioned Psi-Stalkers and Dog Boys) would be the ones to go with. A police procedural set in Chi-Town -- or, even more tantalizingly, the 'Burbs, where things are bit wilder -- sounds like it has potential to me.

Smash the System. The Coalition are easy to hate. Playing anti-Coalition ideologues and agitators could be either be straightforward violent fun (blow up the Nazis!), or (if one was so inclined) a rumination on themes of surveillance, resistance, patriotism, and terrorism. (Wait, can you do that with Rifts?) You could also do a "we're the badguys" campaign and play the evil psychics, sorcerers and demons the Coalition insist are hiding in every corner. Either way.

Repo Man Is Always Intense. These are by no means the only possibilities for non-"blow badguys up for money" campaigns. On Google+, Benjamin Baugh recently pitched me an idea he called Hard Repo, which puts all of my half-baked ideas to shame:

Dig it. There's room in Rifts to run all kinds of lowlife crime shit. Heists, scams, con-games, etc. You can't put three exclamation marks after shit like that, so it doesn't get much attention in the rules. But there's room for all kinds of shenanigans. 

One of my great abortive games which never lived was Hard Repo. Repossessing robot vehicles, runeswords, mortgaged souls, cybernetics etc. It's the worst job in the whole world. 

I have a feeling Benjamin intended Hard Repo to be somewhat parodic, but I love the concept.  The big question would be "if we're repo men, who is hiring us to repossess this stuff?" You could have the player characters be unaffiliated specialists in re-acquiring goods that hire themselves out to anybody that can pay, but that skirts a little too closely to the standard "Mercs & Mages" setup. It would probably be more interesting to put them in the employ of the Black Market (a concept that was originally quite sketchy, but has recently been fleshed out). Or, if you were interested in a more exotic angle, the player characters could be working for one of the various Phase World-based factions (the arms-dealing Naruni, perhaps?) or even the most notorious merchants in the Megaverse: the Splugorth. An campaign idea like this almost writes itself, and it provides opportunities for interaction with practically every corner of the Megaverse, not just the starting playground of North America.

The point is that the Rifts setting provides the raw materials for adventures that are potentially much more interesting than the typical "wandering do-gooders/soldiers of fortune" template that is the default mode of play for so many roleplaying games. I hope somebody out there is using them.

Friday, April 11, 2014

Beyond "Mercs & Mages": Part 1

"What do the player characters do?" It seems like in recent years, this is the first question that designers of a roleplaying game ask themselves. They then go on to design the game system around the answer to that question. This results in laser-focused games like the fourth edition of Dungeons & Dragons, which placed that focus squarely on heroic characters kicking a lot of monster ass with cool powers. (Which is fine.)

Rifts dates from an earlier era of game design philosophy that was popular in the 1990s; one that places emphasis on the setting concept. While a typical mode of play revolving around traveling mercenaries fighting villains emerged fairly quickly in Rifts, it initially wasn't entirely clear what player characters were meant to do in this wild, high-concept new world that Kevin Siembieda had dreamed up -- probably because there wasn't intended to be one way to play.

The original Rifts rulebook devotes a considerable chunk of its page count to describing the Coalition and the ways in which it controls information in order to control its citizenry. We're told that at least half of the population of the Coalition States is functionally illiterate, and intentionally kept that way in order to avoid them learning anything that might contradict the official version of reality. We're told that the Coalition elite live in the arcology-city of Chi-Town, with lesser folk dwelling in the dangerous 'Burbs (or worse, in the smaller towns and villages that dot the demon-haunted wilderness that comprises the bulk of Coalition territory). We're given details on occupational character classes like the Rogue Scholar, the Rogue Scientist, the Body Fixer, the Cyber-Doc and the City Rat, the very names of which sound like something from Cyberpunk 2020.

There's an entire alternate take on the Rifts milieu hiding in plain sight, right there in the original book. A Rifts about seeking forbidden information -- either by hacking computer networks or literally unearthing it -- while a fascist regime demonizes you, hunts you, and will certainly kill you if they catch you. A game about paranoia, information, and helping people in need in the face of a military and a bureaucracy that never stopped to question whether its goals were right. (And maybe its goals are right, because sometimes the books you find really can summon terrors from beyond time and space.) A strange intersection between 70s science fiction (with its totalitarian futures, domed cities and focus on social awareness), cyberpunk, and horror. It seems a shame that Palladium has spent so many pages detailing new skull-encrusted Coalition vehicles and so few on playing the sort of campaign that the first rulebook sketched out.

Still, there's nothing stopping anybody from running one.

Friday, April 4, 2014

Rifts: A Staggering Statistic

There are 88 books for Rifts

That's my unofficial count, obviously. (Palladium Books places the count closer to 95.) 88 books! That's not including extraneous stuff like novels, coloring books and art portfolios, and also not including the 65 issues of The Rifter published to date, practically all of which incorporate official and semi-official material for the game. It's worth noting that some of those 88 books, like the Book of Magic, the Vampire Sourcebook or the Game Master Guide -- which might more accurately be called an arms and equipment guide -- collect or reorganize material that was previously published. (That number also doesn't include the out-of-print oddity known as Rifts Manhunter, the only book made for the game that wasn't published by Palladium Books.)

Especially for those of us that tuned out some time in the late 1990s, the fact that Palladium has been (more or less) steadily pumping out Rifts material for almost a quarter-century, all for the same edition of the game, is surprising. However you feel about the game or the company that publishes it, 88 books has got to be a record for sheer number of gaming materials published for a single iteration of a roleplaying game.

Before you ask, no, I don't have all 88; I have closer to 10 these days. Still, there is some small part of me that wishes I could "catch 'em all".