As I said previously, RIFTS uses geographic separation as the primary means to contain different genres--and different forms of gameplay--in a single line of products. Therefore, it should come as no surprise that RIFTS draws on a lot of source material for inspiration; as much of RIFTS comes from freelance writers' submissions, many writers draw from a lot of media sources for their work (which Uncle Kevin filters in turn when he rewrites the manuscript). Being able to recognize those sources, and them to use those sources for your own purposes, is a useful way to make this trend in Palladium's publishing practices work in your favor.
The most blatant example comes from the first Triax book, where there is a rather obvious lifting from the Mobile Suit Gundam franchise, and many of the other mecha and cyborgs in the book are likewise only a step or two away from their source inspirations in Appleseed, Ghost in the Shell, and similar science fiction works out of Japan originating in the mid-to-late 1980s or so. Another is the Burster from the core rulebook (Stephen King's Firestarter and Pyro of Marvel's "X-Men"). Once you know the sources, you can--and should--investigate them to see how the original material executes the concept and compare it both to what the as-written game version executes it as well as how you want it to work (assuming that it differs).
Digging into this will involve engaging with the mechanics of Palladium's game engine at various points, and that means dealing with math. Have your calculator handy.
Say, for example, you're a big Gundam fan and you want to play this up. Using the Triax Devastator (the not-Gundam), you want to know in playable terms things like (a) how far can it move per round (involves converting real-world measurements into game-playable ones), getting in and powering up (vital for ambush scenarios), speed of reloading/refueling (matters in long engagements w/ nearby resupply, especially if not using an engine w/ practically unlimited fuel), and other concerns that real (para)military pilots should (and do) concern themselves with. Converting all this into a set of data that players (who are NOT pilots, and often lack (para)military experience, and so would not readily think of such thing) can use at the table is necessary tedium. Some similar process is necessary for every other source material analysis you want to make, even if the material is about something so unreal that you're going off game mechanics and hunches.
The purpose for this is simple: by generating the data, you're testing to see if the claim (explicit or implicit) has the evidence needed to back it up. If your robot doesn't perform the way you think it does, then having the data on hand is a good thing. First, you have evidence on hand to disprove the claim. Second, you have a start point from which you can make useful changes to get the result that you want in a manner that will work in actual play and be supportable when (not if) it's disputed. Being the Game Master means mastering the game, and that means mastering the rules; making the rules work to support what results you want out of the game comes easily once you achieve rules mastery. It's worth the effort.
One man's attempt to take the premise behind elements of Palladium Books' flagship tabletop role-playing game, cut away the stupid stuff, and follow through on the rest to their logical conclusions. Then, make it playable.
Showing posts with label culture. Show all posts
Showing posts with label culture. Show all posts
Saturday, February 21, 2015
Saturday, January 31, 2015
RIFTS and Your Game: Shaping the Setting as Customization
An easy way for a Game Master to take what is written and make it yours is to curate and shape the setting material to your liking. This is a liminal conceptual space where rules and setting blend, so you might as well think of this as an aspect to making House Rules.
To illustrate the point, I'll go with the Coalition States and its primary socio-economic institution: the Army. The Army is where the Coalition puts the able-bodied men within its reach. By putting all adult men into the Army, it subjects them to a single comprehensive authority with total control over their lives, so we'll do that and remove all civilian life from the Coalition States: the Coalition doesn't have an Army, it IS the Army. The rules effect? All Coalition characters are Male and Military. (With two exceptions, as noted below.) This culls the playable options down to a handful of Occupations (which, really, are military specializations) and exactly one race/sex combination; it also narrows the range of playable spaces down to those specific to military operations- something that an expansionist, manaphobic, xenophobic, racist, sexist, authoritarian, and totalitarian military dictatorship operating in a milieu that justifies its propaganda on an hourly basis would be.
(Exceptions: Dog Boys and Honeypots. The former are still male-only, but male Canine; the latter is where the very few women allowed outside the home operate, both in counter-intelligence and in foreign intelligence. You expected post-apocalyptic Nazis to do otherwise? Learn your history; they would, because in many respects they did.)
Let's get more specific now.
A Coalition man, regardless of his specialization, must complete Basic Training. This includes, since the technology exists, the mandatory implantation of certain cybertechnologies. Ear modifications that act exactly as real-world electronic ear protection headphones, eye modifications that guarantee 20/20 vision as well as instant polarization (making eye glasses/sunglasses pointless), lung modifications to ensure endurance in the field, and a datajack in the base of the neck- all imposed to get any given recruit up to baseline functionality at best possible speed. (Yes, the datajack is that important; it's easier to have a unit jack into a cybernetic network to get trained/briefed/etc. than to talk it out (since all Coalition personnel are totally illiterate, so written stuff is out).
So, rules: instead of a Coalition character having a choice, they get a set package of cybernetics as a standard feature of that Occupation, to be considered part of Basic Training and not Specialization training.
Now, let's do some variation thinking.
Abolish man-sized energy weapons and instead replace them with latter-day (but otherwise conventional) firearms. As our Coalition is based in North America, they will use foreseeable iterations of U.S. Army small arms or rivals thereof. Instead of the M9 (i.e. a Beretta 92 model), we'll grant the Coalition officers a latter-generation Glock 17 or 19. (Pilots or similar personnel will be issues a Glock 26, while Technicians will instead be issued a hypothetical Glock carbine--as a real one does not exist as of this post; other manufacturers do this--chambered for the same handgun cartridge, and thus uses the same magazines; we can base this on the Keltec Sub-2000, the Kriss Vector, or some other real-world model but I think just imagining an up-sized Glock filling out the same profile as the venerable M1 Carbine would do.) This will have some cascading effects, but I think those to be desirable ones that are beneficial to the game experience anyway.
Likewise, the standard rifle will be iterations and variations on the AR-15 platform (currently the M4 variation in the U.S. Army). Maybe the standard cartridge will shift to the now-new .300 Blackout cartridge, instead of the current standard 5.56x45mm NATO cartridge. Upgunned versions chambered for the .308 Winchester cartridge ("AR-10" sorts) may be the standard issue instead, depending upon the commonly-encountered opposition of the Coalition. Specialized operators will still use bolt-action rifles, often chambered for that Winchester cartridge by default; far bigger and more powerful cartridges (such as the .50 BMG) will be employed as required (and yes, for those not paying attention, such rifle platforms exist and have for some time).
The game's "Mega-Damage" conceit, when confined to its original scope of use (i.e. tanks and similar objects), works fine; the vast majority of entities in a RIFTS campaign do not qualify for such a status and therefore should be handled accordingly. (You can achieve much of what is implied by using Mega-Damage by other means, especially for super-natural entities, such as Immunities and Resistances or some other concept that other tabletop RPG engines handle very well.)
The rules effect? To eliminiate needless redundancy in conceptual spaces, as well as conceptual confusion, by keeping the baseline of Coalition campaigns as close to that of "The Army vs. The Monsters" as possible- and thus making buy-in very easy for new and returning players, since the unrealities they need to deal with are confined to a few Gee-Whiz widgets and the inhuman presences that they confront on a regular basis.
There, a set of examples of how you can make the body of RIFTS into the game you want- all at varying degrees of emphasis (rules vs. setting), degrees of player-vs.-GM engagement, degrees of in-play vs. away-from-table engagement, etc. so you can see what I intended to do to achieve the desired effect- and thereby do this sort of thing for yourself. This is one of the many reasons for why being as skilled and as knowledgeable of things beyond gaming matters; you can't do this well, if at all, if you refuse to improve yourselves as individuals.
To illustrate the point, I'll go with the Coalition States and its primary socio-economic institution: the Army. The Army is where the Coalition puts the able-bodied men within its reach. By putting all adult men into the Army, it subjects them to a single comprehensive authority with total control over their lives, so we'll do that and remove all civilian life from the Coalition States: the Coalition doesn't have an Army, it IS the Army. The rules effect? All Coalition characters are Male and Military. (With two exceptions, as noted below.) This culls the playable options down to a handful of Occupations (which, really, are military specializations) and exactly one race/sex combination; it also narrows the range of playable spaces down to those specific to military operations- something that an expansionist, manaphobic, xenophobic, racist, sexist, authoritarian, and totalitarian military dictatorship operating in a milieu that justifies its propaganda on an hourly basis would be.
(Exceptions: Dog Boys and Honeypots. The former are still male-only, but male Canine; the latter is where the very few women allowed outside the home operate, both in counter-intelligence and in foreign intelligence. You expected post-apocalyptic Nazis to do otherwise? Learn your history; they would, because in many respects they did.)
Let's get more specific now.
A Coalition man, regardless of his specialization, must complete Basic Training. This includes, since the technology exists, the mandatory implantation of certain cybertechnologies. Ear modifications that act exactly as real-world electronic ear protection headphones, eye modifications that guarantee 20/20 vision as well as instant polarization (making eye glasses/sunglasses pointless), lung modifications to ensure endurance in the field, and a datajack in the base of the neck- all imposed to get any given recruit up to baseline functionality at best possible speed. (Yes, the datajack is that important; it's easier to have a unit jack into a cybernetic network to get trained/briefed/etc. than to talk it out (since all Coalition personnel are totally illiterate, so written stuff is out).
So, rules: instead of a Coalition character having a choice, they get a set package of cybernetics as a standard feature of that Occupation, to be considered part of Basic Training and not Specialization training.
Now, let's do some variation thinking.
Abolish man-sized energy weapons and instead replace them with latter-day (but otherwise conventional) firearms. As our Coalition is based in North America, they will use foreseeable iterations of U.S. Army small arms or rivals thereof. Instead of the M9 (i.e. a Beretta 92 model), we'll grant the Coalition officers a latter-generation Glock 17 or 19. (Pilots or similar personnel will be issues a Glock 26, while Technicians will instead be issued a hypothetical Glock carbine--as a real one does not exist as of this post; other manufacturers do this--chambered for the same handgun cartridge, and thus uses the same magazines; we can base this on the Keltec Sub-2000, the Kriss Vector, or some other real-world model but I think just imagining an up-sized Glock filling out the same profile as the venerable M1 Carbine would do.) This will have some cascading effects, but I think those to be desirable ones that are beneficial to the game experience anyway.
Likewise, the standard rifle will be iterations and variations on the AR-15 platform (currently the M4 variation in the U.S. Army). Maybe the standard cartridge will shift to the now-new .300 Blackout cartridge, instead of the current standard 5.56x45mm NATO cartridge. Upgunned versions chambered for the .308 Winchester cartridge ("AR-10" sorts) may be the standard issue instead, depending upon the commonly-encountered opposition of the Coalition. Specialized operators will still use bolt-action rifles, often chambered for that Winchester cartridge by default; far bigger and more powerful cartridges (such as the .50 BMG) will be employed as required (and yes, for those not paying attention, such rifle platforms exist and have for some time).
The game's "Mega-Damage" conceit, when confined to its original scope of use (i.e. tanks and similar objects), works fine; the vast majority of entities in a RIFTS campaign do not qualify for such a status and therefore should be handled accordingly. (You can achieve much of what is implied by using Mega-Damage by other means, especially for super-natural entities, such as Immunities and Resistances or some other concept that other tabletop RPG engines handle very well.)
The rules effect? To eliminiate needless redundancy in conceptual spaces, as well as conceptual confusion, by keeping the baseline of Coalition campaigns as close to that of "The Army vs. The Monsters" as possible- and thus making buy-in very easy for new and returning players, since the unrealities they need to deal with are confined to a few Gee-Whiz widgets and the inhuman presences that they confront on a regular basis.
There, a set of examples of how you can make the body of RIFTS into the game you want- all at varying degrees of emphasis (rules vs. setting), degrees of player-vs.-GM engagement, degrees of in-play vs. away-from-table engagement, etc. so you can see what I intended to do to achieve the desired effect- and thereby do this sort of thing for yourself. This is one of the many reasons for why being as skilled and as knowledgeable of things beyond gaming matters; you can't do this well, if at all, if you refuse to improve yourselves as individuals.
Saturday, January 24, 2015
The Community Trend of Willful Stupidity Hurts the Game
One thing I noticed when discussing RIFTS with others, online and in-person, was the distressing tendency to avoid anything that would make the game as-published (especially setting material) unusable right out of the box (as it were)- to not question or analyze either the rules of the setting as presented at all, but take it as-given and go no matter how ridiculous or unworkable it may be.
There is no kind way to put it: this is the thinking of a child barely able to reason at all. It's a combination of naivety and willful ignorance that appalls me. It assumes that things "just work" with tabletop RPGs, when they rarely do, and eschews the need to engage with the game to get the result out of it that you want. I also find the appalling gaps in the knowledge of others, often willfully so, contributes to this problem; a lack of education on what religion is, how it works, and why it is not the same as faith or belief in one or more gods is ably demonstrated in the game's treatment of gods and demons. (The comic book trappings betray Siembieda's background in the comic book world of his youth.) Ignorance of how physics works (ballistics and energy), how injury and medicine work, how militaries work, etc. run rampant throughout the game's corpus and too many follow that lead in a blind-leading-the-blind that is now inexcusable.
You're reading this. You have Internet access. Rectifying gaps in useful knowledge is now easier than has ever been before! Failing to make the most of this opportunity, and then using that knowledge to fix fundamental load-bearing pillars of one's mechanics and setting premises, is a grave error that demonstrates the terrible quality of character for far too many people. It's neither tedious (you can break it up into chunks you can digest over a coffee break), nor difficult (arrange chunks in an easy-to-hard progression) to do this about anything. YouTube alone is so great a treasure that I cannot comprehend the refusal to make the most of this resource.
While I can, and do, put some effort into fixing what's broken here I am unable to be as Atlas and shoulder this alone. I expect you people to do likewise, to expand your knowledge, in order to make this game as good as it could be had it been made by a sufficiently knowledgeable individual.
There is no kind way to put it: this is the thinking of a child barely able to reason at all. It's a combination of naivety and willful ignorance that appalls me. It assumes that things "just work" with tabletop RPGs, when they rarely do, and eschews the need to engage with the game to get the result out of it that you want. I also find the appalling gaps in the knowledge of others, often willfully so, contributes to this problem; a lack of education on what religion is, how it works, and why it is not the same as faith or belief in one or more gods is ably demonstrated in the game's treatment of gods and demons. (The comic book trappings betray Siembieda's background in the comic book world of his youth.) Ignorance of how physics works (ballistics and energy), how injury and medicine work, how militaries work, etc. run rampant throughout the game's corpus and too many follow that lead in a blind-leading-the-blind that is now inexcusable.
You're reading this. You have Internet access. Rectifying gaps in useful knowledge is now easier than has ever been before! Failing to make the most of this opportunity, and then using that knowledge to fix fundamental load-bearing pillars of one's mechanics and setting premises, is a grave error that demonstrates the terrible quality of character for far too many people. It's neither tedious (you can break it up into chunks you can digest over a coffee break), nor difficult (arrange chunks in an easy-to-hard progression) to do this about anything. YouTube alone is so great a treasure that I cannot comprehend the refusal to make the most of this resource.
While I can, and do, put some effort into fixing what's broken here I am unable to be as Atlas and shoulder this alone. I expect you people to do likewise, to expand your knowledge, in order to make this game as good as it could be had it been made by a sufficiently knowledgeable individual.
Saturday, January 10, 2015
RIFTS and Your Game: Set Your Expectations First
I'm taking a break from talking about House Rules to talk about something else.
First, a reminder: I do not think of RIFTS as a single game, but a dozen or more games contained within a single product line and sharing a ruleset. This means that I do not see things as some of you do. Please account for this difference should you wish to reply.
Regardless of the game, it is vital that everyone on the table be of one mind as to what the campaign is about, and therefore what to expect (and what is expected from them) when at the table.
What this means is that the Game Master and the players need to have a chat. If one player looks at giant robots and thinks Battletech, and the GM thinks Mobile Suit Gundam, there is going to be some needless friction that detracts from the fun to be had. The same sort of thing is true of magic, psychic powers, personal weapons, cybertechnology, and so on. Having confirmation of what the elements of the game mean at the table ensures a more manageable game for the Game Master, and a more entertainment experience for the players; when you are certain as to what to expect, then you can direct your energy into engaging the game and immersing yourself into the immediacy of the experience- which directly makes the time spent more fun by eliminating nagging bits that pull you out of the moment.
This is why I talk about curating the available content, making House Rules, and so on: it's all there to establish what to expect at the table, up front, before the dice get thrown. Marking out the boundaries and so on first ensures that all who sit at the table can skip to the fun part once you do start throwing dice around. It also makes it easy to notice when something isn't working, quickly identify what's wrong, and then remedy the issue. This is a fundamental element, a load-bearing pillar, to making any tabletop RPG work for you and yours; you can't just sit down and play- that's one of the adverse differences in medium between TRPGs and other RPG media, but the hassle is worth handling.
First, a reminder: I do not think of RIFTS as a single game, but a dozen or more games contained within a single product line and sharing a ruleset. This means that I do not see things as some of you do. Please account for this difference should you wish to reply.
Regardless of the game, it is vital that everyone on the table be of one mind as to what the campaign is about, and therefore what to expect (and what is expected from them) when at the table.
What this means is that the Game Master and the players need to have a chat. If one player looks at giant robots and thinks Battletech, and the GM thinks Mobile Suit Gundam, there is going to be some needless friction that detracts from the fun to be had. The same sort of thing is true of magic, psychic powers, personal weapons, cybertechnology, and so on. Having confirmation of what the elements of the game mean at the table ensures a more manageable game for the Game Master, and a more entertainment experience for the players; when you are certain as to what to expect, then you can direct your energy into engaging the game and immersing yourself into the immediacy of the experience- which directly makes the time spent more fun by eliminating nagging bits that pull you out of the moment.
This is why I talk about curating the available content, making House Rules, and so on: it's all there to establish what to expect at the table, up front, before the dice get thrown. Marking out the boundaries and so on first ensures that all who sit at the table can skip to the fun part once you do start throwing dice around. It also makes it easy to notice when something isn't working, quickly identify what's wrong, and then remedy the issue. This is a fundamental element, a load-bearing pillar, to making any tabletop RPG work for you and yours; you can't just sit down and play- that's one of the adverse differences in medium between TRPGs and other RPG media, but the hassle is worth handling.
Friday, November 7, 2014
House Rules and RIFTS: The Fundamental Rolls - Damage
As with rolling Attributes, rolling for Damage is something that can seriously bog down a game. I recommend doing the same sort of short-cut creation here as you would there; figure out what the averages, and just use that instead of rolling when dealing with insignificant NPCs. Save the rolling of the dice for when it's someone that matters dealing with someone else that matters; "mook rules" are popular for a reason.
The scheme is the same: figure the average of a given roll of the dice, use that as a static number instead, and adjust it if you see a need to show what someone more or less proficient than average would do. The catch here is that you can play with some dice schemes (like 3d4x10) to get a better sense of what the average would be. (e.g. 3d4x10 is better averaged as 6d4x5; 2d4 averages to 5, multipled by 3 is 15, and then by 5 is 75)
If you go so far as to make static numbers of insignificant NPCs' Attack and Defense rolls (which you do by adding 10 to their relevant bonuses, noting the auto-fail for a natural 1 and auto-hit for a natural 20) so that the players do all of the dice-rolling, then you've automated NPCs to the point where you can focus on just the rolls of significant characters (the PCs and those NPCs important enough to merit individual attention) and thereby devote your attention accordingly.
Mull it over. This won't work for all of you, but for some of you this will be a great house rule to adopt. I shift depending on what I want out of the gameplay experience, and so--I advise--should you.
The scheme is the same: figure the average of a given roll of the dice, use that as a static number instead, and adjust it if you see a need to show what someone more or less proficient than average would do. The catch here is that you can play with some dice schemes (like 3d4x10) to get a better sense of what the average would be. (e.g. 3d4x10 is better averaged as 6d4x5; 2d4 averages to 5, multipled by 3 is 15, and then by 5 is 75)
If you go so far as to make static numbers of insignificant NPCs' Attack and Defense rolls (which you do by adding 10 to their relevant bonuses, noting the auto-fail for a natural 1 and auto-hit for a natural 20) so that the players do all of the dice-rolling, then you've automated NPCs to the point where you can focus on just the rolls of significant characters (the PCs and those NPCs important enough to merit individual attention) and thereby devote your attention accordingly.
Mull it over. This won't work for all of you, but for some of you this will be a great house rule to adopt. I shift depending on what I want out of the gameplay experience, and so--I advise--should you.
Saturday, September 27, 2014
Common Campaigns in RIFTS: The Exploration Campaign
Five-year missions, expeditions into the unknown, seeking the Northwest Passage- these are stories of exploration and RIFTS has plenty of room for those who seek to make known what is unknown.
The core of a campaign focused upon exploration is that the players assume the roles of individuals who are either trained for exploration, or they are specialists of a different--but necessary--sort assigned to such a task. The specific venue varies widely--overland, oversea, undersea, space, planar, etc.--but the format is the same: a team of explorers forms to investigate what, if anything, lies beyond a given threshold. This can be a mountain range or other significant terrain feature, space itself- you get the idea. Adventures are built around penetrating this threshold and then seeing what is there; making first contact with locals, mapping the territory explored, and preserving this information long enough to report back to their patron(s) so follow-up expeditions can be made with the benefit of that knowledge.
Exploration campaigns, therefore, are mixtures of diplomacy and adventure on a dangerous and unknown frontier. Players should be working with low amounts of information, dealing with material scarcity due to being at the tail end of a long logistical train (so they can't operate at optimal efficiency or effectiveness most of the time; this is "count your rations and arrows" territory), and have to deal with constraints that players in other campaigns either don't have to worry about or never even realize exist. Figuring out how to compensate for these scarcity issues, often by interacting with the locals and learning their methods, is part-and-parcel of a properly-executed exploration campaign.
The other issue with an exploration campaign is that what often follows is either exploitation of natural resources, or population movements into colonial settlements, and either development not only strains extant relations with the locals but--unless reversed--inevitably pushes back the frontier as Civilization (i.e. whom the explorers represent) comes in to fill the void that a frontier represents. You can either end a campaign when this phase of exploration arrives, or you can roll with the punches and take the opportunity to shift the campaign in a different direction; each primary exploration expedition, each first contact situation, each push into the unknown presents an opportunity to find something heretofore unseen and unknown to the players. New mysteries to solve, new cultures to interact with, new lands to investigate- this is the feature that keeps it fresh for years on end. Exploit this feature whenever things start to flag.
Exploration campaigns are best done the old-fashioned way: the sandbox. The GM should decide on the region to explore, and set up initial sets of circumstances (including what Occupations, technologies, etc. are allowed to players), and then let them interact without any concern for narrative logic of any sort- the players will, without fail, fill in all such voids with their own notions and thereby succeed or fail without so much as a word out of the GM's mouth. (And that is the other side to all of this: expeditions fail, often disastrously. If they want to be the Donner Party, let them.)
This is a model where your Men-at-Arms will not be so heavily represented, and your Men-of-Magic/Psychics will be likewise reduced in prominence, in favor of Adventurers and Scholars. You need Wilderness Scouts, first and foremost, and then Scholars and Scientists (including medical experts and technicians) with focuses on field operations (which is done by skill selection and equipment choices; someone that needs a big-city lab is not the sort to send on such things, unless it's based out of something like a starship, and that likely means such an individual will be a NPC). Generalists will be more prized members, speaking of Armsmen and Magicians/Psychics, over specialists and time-limited augmented individuals like Juicers are bad choices- as are those tied to logistical trains (Cyborgs) or already unstable (Crazies). (This, again, is where the magical sorts have an advantage so long as magical power is in sufficient abundance.) Problems are better solved by talking or fixing than by fighting, most of the time, and running is not a bad idea- players cannot presume that whatever they face they can handle.
Exploration campaigns are also easily transitioned into and out of because the core of the campaign's paradigm is inherently unstable, and thus temporary, so you can use an exploration phase as a change-of-pace for another campaign when you see the need for such a thing. If you start as exploration, but the players are not interested anymore, it is not hard to let the frontier shift away from them and let them take up positions in the emerging post-exploration communities that arise in the wake of successful exploration expeditions. When devising what to do with a game of RIFTS, don't count exploration out; even as just a temporary phase, you can really get to the heart of what makes tabletop RPGs special by returning to the origin of the hobby- exploration of the unknown, be it for gold, for glory, or for getting away from where they came from.
The core of a campaign focused upon exploration is that the players assume the roles of individuals who are either trained for exploration, or they are specialists of a different--but necessary--sort assigned to such a task. The specific venue varies widely--overland, oversea, undersea, space, planar, etc.--but the format is the same: a team of explorers forms to investigate what, if anything, lies beyond a given threshold. This can be a mountain range or other significant terrain feature, space itself- you get the idea. Adventures are built around penetrating this threshold and then seeing what is there; making first contact with locals, mapping the territory explored, and preserving this information long enough to report back to their patron(s) so follow-up expeditions can be made with the benefit of that knowledge.
Exploration campaigns, therefore, are mixtures of diplomacy and adventure on a dangerous and unknown frontier. Players should be working with low amounts of information, dealing with material scarcity due to being at the tail end of a long logistical train (so they can't operate at optimal efficiency or effectiveness most of the time; this is "count your rations and arrows" territory), and have to deal with constraints that players in other campaigns either don't have to worry about or never even realize exist. Figuring out how to compensate for these scarcity issues, often by interacting with the locals and learning their methods, is part-and-parcel of a properly-executed exploration campaign.
The other issue with an exploration campaign is that what often follows is either exploitation of natural resources, or population movements into colonial settlements, and either development not only strains extant relations with the locals but--unless reversed--inevitably pushes back the frontier as Civilization (i.e. whom the explorers represent) comes in to fill the void that a frontier represents. You can either end a campaign when this phase of exploration arrives, or you can roll with the punches and take the opportunity to shift the campaign in a different direction; each primary exploration expedition, each first contact situation, each push into the unknown presents an opportunity to find something heretofore unseen and unknown to the players. New mysteries to solve, new cultures to interact with, new lands to investigate- this is the feature that keeps it fresh for years on end. Exploit this feature whenever things start to flag.
Exploration campaigns are best done the old-fashioned way: the sandbox. The GM should decide on the region to explore, and set up initial sets of circumstances (including what Occupations, technologies, etc. are allowed to players), and then let them interact without any concern for narrative logic of any sort- the players will, without fail, fill in all such voids with their own notions and thereby succeed or fail without so much as a word out of the GM's mouth. (And that is the other side to all of this: expeditions fail, often disastrously. If they want to be the Donner Party, let them.)
This is a model where your Men-at-Arms will not be so heavily represented, and your Men-of-Magic/Psychics will be likewise reduced in prominence, in favor of Adventurers and Scholars. You need Wilderness Scouts, first and foremost, and then Scholars and Scientists (including medical experts and technicians) with focuses on field operations (which is done by skill selection and equipment choices; someone that needs a big-city lab is not the sort to send on such things, unless it's based out of something like a starship, and that likely means such an individual will be a NPC). Generalists will be more prized members, speaking of Armsmen and Magicians/Psychics, over specialists and time-limited augmented individuals like Juicers are bad choices- as are those tied to logistical trains (Cyborgs) or already unstable (Crazies). (This, again, is where the magical sorts have an advantage so long as magical power is in sufficient abundance.) Problems are better solved by talking or fixing than by fighting, most of the time, and running is not a bad idea- players cannot presume that whatever they face they can handle.
Exploration campaigns are also easily transitioned into and out of because the core of the campaign's paradigm is inherently unstable, and thus temporary, so you can use an exploration phase as a change-of-pace for another campaign when you see the need for such a thing. If you start as exploration, but the players are not interested anymore, it is not hard to let the frontier shift away from them and let them take up positions in the emerging post-exploration communities that arise in the wake of successful exploration expeditions. When devising what to do with a game of RIFTS, don't count exploration out; even as just a temporary phase, you can really get to the heart of what makes tabletop RPGs special by returning to the origin of the hobby- exploration of the unknown, be it for gold, for glory, or for getting away from where they came from.
Saturday, September 20, 2014
Common Campaigns in RIFTS: The Starship Campaign
This is the sort of thing you'll see in a Three Galaxies setup, usually, though a Earth System version ("Spaceship" instead of "Starship" due to the lack of FTL technologies) does happen. You've seen this in other media in many variations--Firefly, Star Trek, Star Wars, Outlaw Star, Angel Links, Space Battleship Yamato, etc.--so it's not a hard one to figure out here. The players assume the role of a ship's captain and crew, and the campaign focuses upon their activities. Other tabletop RPGs, such as the venerable Traveller, are all about this sort of thing.
You've got three major variations of this campaign archetype.
You've got three major variations of this campaign archetype.
- The Tramp Freighter: The ship is a working commercial vessel of some sort (usually a small-scale cargo or passenger vessel, working as a for-hire charter vessel or along adjunct lines tied to major commerce lanes). The scope of the campaign is often "local" (in space-faring terms; working within a solar system is the lowest end, within a small stellar region or zone the typical end, w/ greater scope being very rare). Common gameplay activities revolve around keeping the vessel operational, keeping themselves in good health, and keeping their difficulties away. Players assume the roles of characters with little or no augmentation, supernatural power, or out-of-the-ordinary technologies. (So, we're looking as the sort of table where being a City Rat is not out of line, and being a Vagabond is a viable option; ordinary military personnel in their ordinary capacities are a significant challenge, and better outwitted than outfought.)
- The Exploration Expedition: The ship is a public or private vessel configured for (if not purpose-built for) long-term, and often long-range, exploration. The scope of the campaign is often very far-ranging, and both the crew and the vessel will be trained and equipped to operate in a self-sufficient manner. First Contact is a common gameplay activity, and with it the potential to engaging in a wide variety of diplomatic and economic negotiations (and their intrigues) with heretofore unknown parties. While the nigh-platonic form is classic Star Trek and it's Five-Year Mission, taking inspiration from real-life histories of exploration expedition is a good idea. Players assume the role of key officers, and often take up alts of lower status who are more likely to engage in shore expeditions or otherwise do stuff that matters away from the ship. As with the Tramp Freighter, the characters are unlikely to be superhuman or super-powered (in relative terms, if not absolute ones) and the same will be--for the most part--true of the technology at their disposal at any time.
- The Warship Campaign: The ship is a warship, engaged in warfare operations. In this respect it's a shipborne variant of the Mercenary or Military Campaign, but as with the others the ship as both homebase and focal point is part of the paradigm. Campaigns of this sort take their cues from Space Battleship Yamato, various Age of Sail series, and the real-life accounts of ships such as the Enterprise in World War II. Their activities focus around military operations, so there is an overall objectives to keep in sight, and there is a determined opposition out to stop them by means of blowing them out of the sea of stars. Combat--fleet and personal--is a common occurrence, but this need not be a series of fights; real warfare is about objectives, not slugfests, so it's about getting yours before the other side gets theirs. Players also assume the roles of key officers, and should take up alts that do stuff the key officers wouldn't do.
- The Ship: Whatever form it takes, the ship is a character unto itself and should be treated like one. Even if the stats for it enter play as any other of its class, that specific vessel is specific to that captain and crew and should be individuated accordingly. ("There are many like it, but this one is ours.") Players should value the ship as the expensive, mission-critical thing that it is and not be cavalier about its welfare. The ship is homebase for the characters. It's the focus of their operations. It's the center of their lives, without which they're unable to carry on at all.
- The Travelling: It's not a starship campaign if you're not sailing the sea of stars. It's a naval game, so get out of port and out in space. You should be visiting new ports of call on a regular basis, with only a few locations being seen frequently; regular visits to a known friendly port is something that depends on the specific set up of your starfaring campaign (tramp freighters and exploration vessels will visit on very different rates of regularity and frequency). Being that this is RIFTS, it's going to be more Space Opera than Hard SF, so you've got that going for you; don't be shy about the planets and what's there.
- The Other Starfarers: Your opposition is very likely to be as spaceborne as your allies are. This means that you and your players need to figure out how your table wants to handle ship-to-ship interactions (combat and otherwise) to ensure that the players aren't bored when time comes for the crew to make the ship happen. This will differ depending upon the ship; tramp freighters with some guns attached are not the same as a naval dreadnaught in command of a squadron or even a massive fleet. (Yes, you can get your Legend of the Galactic Heroes on here, so go for it.)
Saturday, August 30, 2014
Common Campaigns in RIFTS: The Mercenary Company
RIFTS is a tabletop role-playing game that has its roots in the early days of the hobby. For all of the kitchen-sink approach that RIFTS is famous for, it remains a game that--like the better editions of Dungeons & Dragons--plays to the strengths of the tabletop RPG medium. RIFTS remains very close to the tabletop wargame medium from which tabletop RPGs derived from, Specifically from Dave Wesely's "Braunstein" wargame scenario format, married to the West Marches paradigm of campaign creation and management. It is no surprise, therefore, to see that one of the most common campaigns in RIFTS is built around a group of mercenaries.
What makes for a commercially-viable tabletop RPG is now a well-known fact, and this fact also applies to the use of a tabletop RPG to create and run a successful and entertaining campaign with that tabletop RPG. Building a campaign around the conceit that the players assume the role of a group of mercenaries engaging in their bloody trade, for whatever reason, hits all of those linked elements dead-center of the bullseye. It's popular enough that some assume that it is the default campaign paradigm.
Let us be clear about what a mercenary is: a combatant-for-hire, often specializing in a specific method of operation, who renders services related to combat or warfare as an independent contractor to clients in return for compensation on a contractual basis. A magic-user can be a mercenary, as can a psychic, or anyone else whose Occupational Character Class does not explicitly call itself a mercenary; it is the case, however, that most of the mercenary operators will be Men-At-Arms and often pursue the mercenary career as part of a family business (or something similar) and that will be reflected in the formal name of a character's O.C.C. (i.e. this is where your Headhunters, Glitter Boys, etc. come from) simply because warfare is a mundane and ordinary suite of skills that anyone can pursue and master.
So, banish from your mind any one-to-one association of mercenaries with specific Occupations.
Now, that said, a successful mercenary campaign has a few elements that cannot be ignored:
What makes for a commercially-viable tabletop RPG is now a well-known fact, and this fact also applies to the use of a tabletop RPG to create and run a successful and entertaining campaign with that tabletop RPG. Building a campaign around the conceit that the players assume the role of a group of mercenaries engaging in their bloody trade, for whatever reason, hits all of those linked elements dead-center of the bullseye. It's popular enough that some assume that it is the default campaign paradigm.
Let us be clear about what a mercenary is: a combatant-for-hire, often specializing in a specific method of operation, who renders services related to combat or warfare as an independent contractor to clients in return for compensation on a contractual basis. A magic-user can be a mercenary, as can a psychic, or anyone else whose Occupational Character Class does not explicitly call itself a mercenary; it is the case, however, that most of the mercenary operators will be Men-At-Arms and often pursue the mercenary career as part of a family business (or something similar) and that will be reflected in the formal name of a character's O.C.C. (i.e. this is where your Headhunters, Glitter Boys, etc. come from) simply because warfare is a mundane and ordinary suite of skills that anyone can pursue and master.
So, banish from your mind any one-to-one association of mercenaries with specific Occupations.
Now, that said, a successful mercenary campaign has a few elements that cannot be ignored:
- An environment (milieu) full of potential armed conflict. The specific region wherein you intend to run your campaign must have two or more distinct groups that are already into conflict, but has yet to break out into any serious combat encounters; no side has yet to do violence to another, but the tension preceding such a watershed event is present. Mercenaries thrive on war, and without potential clients there is no need for mercenaries to maintain a presence. Furthermore, these conflicts must be solvable, and solvable on a lasting--if not permanent--basis.
- An environment wherein the conflicting powers lack the means to handle all of their dirty work themselves. This constraint not only is one where material resources, specifically manpower, is too scarce to handle all of the conflicts before them. It also includes political means, so as to deflect or negate undesirable political or economic consequences for acting under their own flag. Mercenaries operate in the liminal spaces wherein these conditions exist; when these conditions fade, so does the space for mercenaries.
- An environment wherein the mercenaries are free to avoid bothersome entanglements, in favor of pursuing their own goals. Mercenaries have their own ambitions, and that means that players playing mercenaries should also come to the table with a long-term goal in mind. They will be wise to stick to that plan, which means actively and regularly reviewing relationships with clients; they need to know when to cut someone off, when to change allegiances, when to quit the field altogether, and when to go all-in. Mercenaries are businessmen, and playing a campaign cannot avoid dealing in the business side of being a mercenary.
- An environment wherein there are other objectives to pursue that are not actors in the environment per se, but may contribute to it in some fashion. This is where your treasure troves, caches of pre-Rifts artifacts, your ley lines and nexus points (especially ones where a reliable or controlable rift exists), or other site that possesses strategic or logistical significance in the region comes into play. If there is no contract on offer, or one worth doing, something like this will be pursued by a savvy mercenary group seeking additional revenue streams or capital for fueling company operations. Furthermore, companies seeking to transition into socio-political players want to find sites like this to take, hold, and build a power base upon. They are ripe opportunities for adventure, and therefore for conflict; have plenty of them in your game.
Saturday, August 23, 2014
Playing a Psychic in RIFTS, Part 10: Putting It Together
By now, you know what kind of psychic your psychic man is. You've gotten into your man's head, so you know where he's coming from and how his thinks. Now, how does your man deal with others?
Good question.
First, a simple and pragmatic matter: you are playing a team-based game, wherein you cooperate to accomplish objectives and deal with scenarios put before you- either self-generated or encountered via emergent gameplay, so it behooves you (and the others at the table) to play well with others, part of which being making a man who does so.
Now, on with it.
Regardless of your man's abilities and level of power, your man is still a psychic and therefore has a unique perspective on things that non-psychics do not share. Exactly what that perspective is will vary--see the previous Archetype posts--but magic-users and mundanes cannot see things as your man does; what your man does, and especially how your man does it, is beyond their capacity to comprehend and as such your man bring a vital asset to any team that your man joins.
Telepaths and Sensitives are good at facilitating communication and unit cohesion amongst a team, either directly through psychic mind-to-mind contact or by facilitating mundane leadership and management skills to get desired results faster. Psycho-Kinetics are able to augment a team's firepower and work as a force-multiplier. Gishes have their own well-defined niches, and Hybrids suggest their own engagement within a team by what they blend together. When making your man, it's a good idea to talk with the others at the table to establish these team relations before you start throwing the dice around; the sooner that everyone is on the same page, the better everyone's gameplay experience will be and the faster that all of you can get to the good stuff and maximize your fun and entertainment.
That last part is a matter that is specific to your table, so I really can't get too specific in advice; what I can do is recommend that you look into non-fiction books about making the most of teamwork environments, and take notes as to how well your man either conforms to or contradicts the proven methods and techniques for successful integration into such environments so that you can play your man accordingly- and, if possible, do this with your fellow players. Even for the most powerful of psychics, the ability to do well with others makes succeeding at your goals far easier and more common than those who lack such social faculties.
And next week, I'll move on to something else altogether: a shift to the sorts of common campaigns in RIFTS.
Good question.
First, a simple and pragmatic matter: you are playing a team-based game, wherein you cooperate to accomplish objectives and deal with scenarios put before you- either self-generated or encountered via emergent gameplay, so it behooves you (and the others at the table) to play well with others, part of which being making a man who does so.
Now, on with it.
Regardless of your man's abilities and level of power, your man is still a psychic and therefore has a unique perspective on things that non-psychics do not share. Exactly what that perspective is will vary--see the previous Archetype posts--but magic-users and mundanes cannot see things as your man does; what your man does, and especially how your man does it, is beyond their capacity to comprehend and as such your man bring a vital asset to any team that your man joins.
Telepaths and Sensitives are good at facilitating communication and unit cohesion amongst a team, either directly through psychic mind-to-mind contact or by facilitating mundane leadership and management skills to get desired results faster. Psycho-Kinetics are able to augment a team's firepower and work as a force-multiplier. Gishes have their own well-defined niches, and Hybrids suggest their own engagement within a team by what they blend together. When making your man, it's a good idea to talk with the others at the table to establish these team relations before you start throwing the dice around; the sooner that everyone is on the same page, the better everyone's gameplay experience will be and the faster that all of you can get to the good stuff and maximize your fun and entertainment.
That last part is a matter that is specific to your table, so I really can't get too specific in advice; what I can do is recommend that you look into non-fiction books about making the most of teamwork environments, and take notes as to how well your man either conforms to or contradicts the proven methods and techniques for successful integration into such environments so that you can play your man accordingly- and, if possible, do this with your fellow players. Even for the most powerful of psychics, the ability to do well with others makes succeeding at your goals far easier and more common than those who lack such social faculties.
And next week, I'll move on to something else altogether: a shift to the sorts of common campaigns in RIFTS.
Saturday, August 9, 2014
Playing a Psychic is RIFTS, Part 8: Sensitives
We've got our Telepaths. Sensitives are a step down from Telepaths in that they aren't literal mind-readers, and most of what the Sensitive is sensitive to stems from a thinking entity of some sort. The rest of what they sense is environmental presences that, usually, are the result of thinking entities' activities. If Professor X is a good Telepath example, then Counselor Troi is the cut-rate version that typifies Sensitives.
Playing a Sensitive usually means that your psychic man is not a power-player; for truly powerful psychics, Sensitive powers are secondary abilities that logically follow from their primary power(s). (Mind Melters always develop useful Sensitive powers, and are often logically derivative of Telepathic or Telekinetic ability, for example.) They usually aren't Gishes either, but instead take up the third (and, statistically, most common) approach to the practical employment of psychic power: as Augmentation to ordinary professional development.
So, your Empath is likely to also been a skilled negotiator, counselor, mediator or other strong interpersonal profession or role due where being an Empath greatly facilitates the development of such skills and easily integrates into such practices. One that can Detect Evil/Magic/Psi is often found as an investigator, tracker, bounty hunter, etc. and specialize in dealing with what they detect (e.g. Psi Stalker, Dog Boy). You can see the pattern: the powers point to useful practical occupations wherein the powers can be best employed.
In larger terms, Sensitives--as with Telepaths--are very likely to be found in some form of Intelligence or Military position, often as an asset run by a trained operative instead of being one themselves (unlike Telepaths; they're valued as operatives, and as a class always rise to the top of any society wherein they exist given time and no effective opposition). They're equally valued on both sides of the Great Game, and often concealing as best they can their true nature (even in the Coalition or similar hostile states), as they become targets for removal when an opposing operation makes its move; Sensitives suddenly breaking contact are a reliable signal to savvy operations that an enemy attack has come.
So, playing one means that--while you are often considered to be better than the common man--you're on the level of a soldier with some basic augmentation, or at best on the level of a well-built Cyborg, or a Juicer or Crazy; far more common is a status akin to a Headhunter, in that a Sensitive possesses relevant skills and complimentary powers that augment performance significantly, but are not themselves a big game-changing presence in and of themselves (as Telepaths, Psycho-Kinetics, or certain Gishes can be). You're not a super-hero level presence, but instead a solid pillar of a team whose collective performance can approximate such individuals.
Playing a Sensitive usually means that your psychic man is not a power-player; for truly powerful psychics, Sensitive powers are secondary abilities that logically follow from their primary power(s). (Mind Melters always develop useful Sensitive powers, and are often logically derivative of Telepathic or Telekinetic ability, for example.) They usually aren't Gishes either, but instead take up the third (and, statistically, most common) approach to the practical employment of psychic power: as Augmentation to ordinary professional development.
So, your Empath is likely to also been a skilled negotiator, counselor, mediator or other strong interpersonal profession or role due where being an Empath greatly facilitates the development of such skills and easily integrates into such practices. One that can Detect Evil/Magic/Psi is often found as an investigator, tracker, bounty hunter, etc. and specialize in dealing with what they detect (e.g. Psi Stalker, Dog Boy). You can see the pattern: the powers point to useful practical occupations wherein the powers can be best employed.
In larger terms, Sensitives--as with Telepaths--are very likely to be found in some form of Intelligence or Military position, often as an asset run by a trained operative instead of being one themselves (unlike Telepaths; they're valued as operatives, and as a class always rise to the top of any society wherein they exist given time and no effective opposition). They're equally valued on both sides of the Great Game, and often concealing as best they can their true nature (even in the Coalition or similar hostile states), as they become targets for removal when an opposing operation makes its move; Sensitives suddenly breaking contact are a reliable signal to savvy operations that an enemy attack has come.
So, playing one means that--while you are often considered to be better than the common man--you're on the level of a soldier with some basic augmentation, or at best on the level of a well-built Cyborg, or a Juicer or Crazy; far more common is a status akin to a Headhunter, in that a Sensitive possesses relevant skills and complimentary powers that augment performance significantly, but are not themselves a big game-changing presence in and of themselves (as Telepaths, Psycho-Kinetics, or certain Gishes can be). You're not a super-hero level presence, but instead a solid pillar of a team whose collective performance can approximate such individuals.
Saturday, August 2, 2014
Playing a Psychic in RIFTS, Part 7: Gishes
Taken from the Githyanki of Dungeons & Dragons, a Gish is an individual who blends some form of supernatural power usage with a mundane professional skillset to create a hybrid professional archetype. In RIFTS, we see this most obviously in the form of the Cyber-Knight and less so with the Operator (and an argument can be made for the Crazy, since so many are psychic), but the pattern holds: these Occupations blend psychic powers and professional skills into a hybrid that exploits the synergies between the two. To return to comparisons to Marvel or DC characters, we're now looking at characters such as Cable, Deadpool, Deathstroke, and others that are often supersoldiers; rarely, alas, do we get further than that in the comic world.
The way to approach a Gish is to remember that the whole is superior to the parts, and that means that a Gish is someone who spent considerable time prior to entering gameplay undergoing some form of training or apprenticeship wherein he not only learned both of these parts, but blended them together into a coherent and synergetic paradigm. Like the Psychokinetics and Telepaths, Gishes come to build their identity around their abilities; unlike those two, Gishes are made, not born, and therefore enjoy a stronger resilience psychologically when something happens to nullify one of those parts. A Cyber-Knight without his Psi-Sword and Sixth Sense is still a skilled warrior; he can pick up a Vibro-Sword and still make use of his swordsmanship skill, and technology (along with deep mastery of mundane skill) can compensate for his lost Sixth Sense. (Ditto with Psi-Warriors, Crazies, etc.) An Operator is still a competent engineer, mechanic, technician, and tinkerer without his Tele-Mechanics powers- other examples exist.
This means that you're playing someone who finds mundane people relatable, sometimes in a paternalistic manner and sometimes not, but rarely are we dealing with the disconnection of empathy that often happens with Psychokinetics and Telepaths. Yes, even if your man is Selfish or Evil, he still finds ordinary people relatable; he may regard them poorly, and see them as suckers to be fleeced or cattle to be herded or culled as needed, but the God Complex issue is rarely a problem because he remains fundamentally tied to ordinary people in a way that Psychokinetics, Telepaths, and other similarly-powerful archetypes often lack.
The other thing is that Gishes, due their training/apprenticeship background, appreciate the value of cooperation and teamwork due to having multiple perspectives built into that process. While they can, and some prefer, to work alone they rarely insist upon it as a routine matter; evil Selfish and Evil Gishes will cooperate with others to accomplish their goals, and appreciate deferred gratification sufficiently to think beyond right now and instead prioritize objectives such that they can delay or avoid betraying today's allies (Why do that? It reduces or eliminates needless complications; if you don't need to stab in the back to get your way, then don't- effective villains are not the proverbial Scorpion.)
So, if you want a more humanistic psychic character, look into playing some form of Gish. Ditto that if you want a psychic character who isn't wholly dependent upon his powers to be effective. The Cyber-Knight and Operator have their fans for very sound reasons, reasons that extend to all characters who blend power and prowess as they do. If you haven't, try one next time.
The way to approach a Gish is to remember that the whole is superior to the parts, and that means that a Gish is someone who spent considerable time prior to entering gameplay undergoing some form of training or apprenticeship wherein he not only learned both of these parts, but blended them together into a coherent and synergetic paradigm. Like the Psychokinetics and Telepaths, Gishes come to build their identity around their abilities; unlike those two, Gishes are made, not born, and therefore enjoy a stronger resilience psychologically when something happens to nullify one of those parts. A Cyber-Knight without his Psi-Sword and Sixth Sense is still a skilled warrior; he can pick up a Vibro-Sword and still make use of his swordsmanship skill, and technology (along with deep mastery of mundane skill) can compensate for his lost Sixth Sense. (Ditto with Psi-Warriors, Crazies, etc.) An Operator is still a competent engineer, mechanic, technician, and tinkerer without his Tele-Mechanics powers- other examples exist.
This means that you're playing someone who finds mundane people relatable, sometimes in a paternalistic manner and sometimes not, but rarely are we dealing with the disconnection of empathy that often happens with Psychokinetics and Telepaths. Yes, even if your man is Selfish or Evil, he still finds ordinary people relatable; he may regard them poorly, and see them as suckers to be fleeced or cattle to be herded or culled as needed, but the God Complex issue is rarely a problem because he remains fundamentally tied to ordinary people in a way that Psychokinetics, Telepaths, and other similarly-powerful archetypes often lack.
The other thing is that Gishes, due their training/apprenticeship background, appreciate the value of cooperation and teamwork due to having multiple perspectives built into that process. While they can, and some prefer, to work alone they rarely insist upon it as a routine matter; evil Selfish and Evil Gishes will cooperate with others to accomplish their goals, and appreciate deferred gratification sufficiently to think beyond right now and instead prioritize objectives such that they can delay or avoid betraying today's allies (Why do that? It reduces or eliminates needless complications; if you don't need to stab in the back to get your way, then don't- effective villains are not the proverbial Scorpion.)
So, if you want a more humanistic psychic character, look into playing some form of Gish. Ditto that if you want a psychic character who isn't wholly dependent upon his powers to be effective. The Cyber-Knight and Operator have their fans for very sound reasons, reasons that extend to all characters who blend power and prowess as they do. If you haven't, try one next time.
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Saturday, June 21, 2014
Playing a Psychic in Rifts, Part 1: The Basics
Welcome to the next series at Stabilizing Rifts. After spending so much time on magic and magic-users, it seemed natural to go a step to the side and talk about psychics.
I'm going to follow much the same pattern as I did before, with this post and a few others covering the basics and establishing the foundation for the rest of my posts on this topic. Then I will cover the broad archetypes for psychic characters, followed by the posts on specific Psychic types. Instead of "P.C.C.", I will use "Psychic"; "Occupation" will be used where relevant, as I did with the magic-user posts.
That said, the basics.
I'm going to follow much the same pattern as I did before, with this post and a few others covering the basics and establishing the foundation for the rest of my posts on this topic. Then I will cover the broad archetypes for psychic characters, followed by the posts on specific Psychic types. Instead of "P.C.C.", I will use "Psychic"; "Occupation" will be used where relevant, as I did with the magic-user posts.
That said, the basics.
- Psychics are born, not made, barring a few exceptions throughout the Megaverse. Magic can be taught; psychic powers are inherent from birth, though they may be latent in expression until a triggering event is had. How they manifest varies greatly, but they tend to conform to a series of archetypes that are commonplace (with variation) across the Megaverse.
- Psychics do not manifest obvious displays of power use, in the way that magic-users do, when using their powers. They can be still, silent, and display no audio or visual effects by default. While many psychics do make gestures, etc., it is not required; the mark of a disciplined psychic is one that ruthlessly exploits this fact to his benefit and the detriment of his opposition. (Specific powers, on the other hand, can and do make such displays; it's hard to ignore a Psi-Sword suddenly manifesting in a user's hands.)
- Psychic are much in the same boat as magic-users who don't truly understand their powers; they can, and do, acquire a body of practical techniques but true comprehension of what their powers are and how they work remains beyond most psychics' grasp- and it cannot be taught, as such. Psychic training is, therefore, akin to martial arts training is that the process is intended to be a controlled stress environment wherein senior psychics oversee juniors and guide them in how to make the best use of their powers. (Think X-Men, Xavier's school for mutants.)
- Psychics, like mundanes, are diverse in both depth and breadth of power. All psychics are not equal, and as with mundanes they are going to fall into a hierarchy built upon that disparity of power as an emergent and persistent property of their existence- there is no "all men are equal" here.
Saturday, June 14, 2014
Playing a Magic-User in Rifts, Part 20: Epilogue
We're at the end.
Going over the way magic works, and the useful examples of how magic-use manifests, in RIFTS has proven quite instructive and beneficial to me over these past few months. Most of what I wrote about here can be applied to other RPGs, be they tabletop games (e.g. Dungeons & Dragons) or video games of various genres (e.g. World of Warcraft, Dragon Age: Origins), so I do hope that you keep them in mind. Furthermore, because I applied some real-world occultism (*gasp!*) to bring order to the usual Palladium mess of concepts and conceits, you can look over at the New Age and Occult shelves at the bookstore for sources to fill the gaps that Palladium's amateurism and incompetent approach leaves in the material.
So, let's review the core of magic in this game:
Magic, contrary to what most think, is Promethean. It is how a simple boy born in the middle of nowhere in a backwater world as the son of an utterly ordinary man can become a godlike being contending successfully with Megaversal powers on their own terms; other routes to that destination require qualities that cannot be taught, require transformation of one's body or mind, or have some other random element or external constraint forever freezing out people out and keeping down those let in. Magic alone has no such constraints; the limits to a magic-user's scale and scope of power is entirely dependent on the will, imagination, and drive of the user- and those already at that point are well-aware of this fact, which is why they act as they do (out of either fear or love) with regard to magic and magic-users. Magic is what makes mortals and gods into equals, and the gods never forget that fact- and neither do powerful mortals made powerful through the use of magic. Remember this in your games and characters to come.
Next week, I begin "Playing a Psychic".
Going over the way magic works, and the useful examples of how magic-use manifests, in RIFTS has proven quite instructive and beneficial to me over these past few months. Most of what I wrote about here can be applied to other RPGs, be they tabletop games (e.g. Dungeons & Dragons) or video games of various genres (e.g. World of Warcraft, Dragon Age: Origins), so I do hope that you keep them in mind. Furthermore, because I applied some real-world occultism (*gasp!*) to bring order to the usual Palladium mess of concepts and conceits, you can look over at the New Age and Occult shelves at the bookstore for sources to fill the gaps that Palladium's amateurism and incompetent approach leaves in the material.
So, let's review the core of magic in this game:
- Magic can be taught. At first it's by supernatural entities striking deals with ordinary mortals for the former's reasons, but in time it always turns into a wholly secular pursuit no different to how real-world science and engineering works: a body of lore on how the universe works, then applied as useful tools to solve practical problems and open new avenues of interaction.
- Magic is both science and technology; the use of spell and ritual is how the science is applied as technology. Since both are internal to the user, this makes the knowledge into the tool and not just a means to get to a tool; this is why magic is considered dangerous- it doesn't give people bombs, it makes people into autonomous bomb-throwing bomb factories.
- Magic is natural. It's powered by infinitely-renewable, clean (by default), naturally-occurring energy and the core of all use of magic is the ability to tap into this energy and transmute it into whatever form the desired effect takes. "Unnatural" magical energies, therefore, are caused by pollution into these natural clean flows by other entities. A magic-using civilization is one of the most environmentally-friendly ones possible, and it is always one that is post-scarcity so long as that magic energy remains available.
- Magic-using civilizations are, without fail, always going to become stronger and tougher than those that eschew it; you can't be a Megaversal power-player if you are not a magic-user. This is why magic-use is a leveling thing, restricted where it is used by those in power and outright persecuted by those that don't; this includes those civilizations who have access to powers akin to (but are not) magic, for all intents and purposes.
Magic, contrary to what most think, is Promethean. It is how a simple boy born in the middle of nowhere in a backwater world as the son of an utterly ordinary man can become a godlike being contending successfully with Megaversal powers on their own terms; other routes to that destination require qualities that cannot be taught, require transformation of one's body or mind, or have some other random element or external constraint forever freezing out people out and keeping down those let in. Magic alone has no such constraints; the limits to a magic-user's scale and scope of power is entirely dependent on the will, imagination, and drive of the user- and those already at that point are well-aware of this fact, which is why they act as they do (out of either fear or love) with regard to magic and magic-users. Magic is what makes mortals and gods into equals, and the gods never forget that fact- and neither do powerful mortals made powerful through the use of magic. Remember this in your games and characters to come.
Next week, I begin "Playing a Psychic".
Saturday, June 7, 2014
Playing a Magic-User in RIFTS, Part 19: An Overview of the Megaverse
Aside from the core of North America (i.e. Coalition territory) and a few places with similar attitudes, magic-use is a far more complex socio-political matter and its going to leave its mark wherever it goes.
- The magical societies of the entire Megaverse, let alone Rifts Earth, are tied together by groups of Ley-Line Walkers (and those with the same power; this is an Atlantean-dominated group) and supplemented by Shifters (and similar practitioners). Massive levels of conspiratorial and operational capability requires their involvement; this is one of the reason for why "major power" and "institutional magic-use" go hand-in-hand, because non-users cannot operate on this level.
- This includes the dimensions where demons, devils, angels, etc. reside; cross-dimensional schemes require command over ley lines and dimensional rifts, something that only magic-use reliably provides. Because these entities are the top-tier powers in the whole of the Megaverse, their conflicts will encompass and subsume everything else; they operate on scopes and scales that make even the long-term perspectives of god-like intelligences seem somehow subpar- but their motivations are hardly beyond mortal comprehension.
- Magical societies of any significant maturity will be aware as to the existence of other dimensions. Fully mature societies will possess a mostly-accurate comprehension of what the dimensional connections binding the Megaverse together are, and how they interact; this includes the critical matter of mana flows (i.e. very powerful such as Rifts Earth, moderate such as Palladium, or weak-as-shit like some other dimensions; the latter ones are avoided and treated as useless backwaters, sometimes exploited as a place to dump dissidents and criminals).
- The gods and similar powers are very powerful, and from a mortal and gameplay point of view might as well be omnipotent, but they are not truly alien in their mentality and not truly omnipotent either; when working at a Megaversal scope and scale, we'll see comprehensible motivations and actions coming out of these godlike beings. The illusion comes from the limited perspective that most beings possess relative to that of the greatest powers in the Megaverse; this means that perspective, knowledge, and paying attention are keys being a successful magic-user regardless of Occupation- it's how magic-users born as humble, ordinary mortals can become viable competition to the most god-like of entities.
- Operating at this level means that maintaining awareness, and quickly getting up to speed on local conditions, is vital; your man need to be as much a competent scholar and intelligence operator as you are a magic-user (which, given the real world history of occulism and occulist overlap with espionage and intelligence operations, is hardly unusual). Gandalf, returning to a well-known example, was as much a handler and operative as he was a wielder of knowledge often hidden and employed in equally hidden ways (in addition to actual supernatural powers). (There is also the examples of Jack Parsons, for those wanting inspiration for a Techno-Wizard angle, and John Dee for a more old-school example.)
- Operating at the Megaversal level means that your fiction inspiration starts with the Lensman series and those that it inspired: The Green Lantern Corps, the Nova Corps, and (inside the game) Cosmo-Knights. That doesn't necessarily mean that your man wields such power, but that your man does possess the capability to think and operate on that level and therefore may acquire that degree of power- but it's not strictly necessary to be effective.
Saturday, May 31, 2014
Playing a Magic-User in RIFTS, Part 18: An Overview of the Three Galaxies
As noted in the Interlude, I'm bringing this series to a close as its useful life has run out.
This week, as an end-cap, I'm going to bring some notes about playing a Magic-User away from the core milieu of the game and bring my notes instead on the wider Megaverse over the next few weeks.
This week, as an end-cap, I'm going to bring some notes about playing a Magic-User away from the core milieu of the game and bring my notes instead on the wider Megaverse over the next few weeks.
- The Three Galaxies has a norm of institutional magic use, such that de facto techno-wizardry is the norm (and by that, I mean that is it normal to view magic and science as separate, but complimentary, disciplines). Magic-users are core parts of all of the agencies of the Three galaxies, either as full agents or as associates/auxiliaries. Each of the major powers (and, by extension, many minor ones) recognize the power and advantage that magic use grants to those that employ it, so anti-magic sentiment is rare out of institutions and almost as rare out of populations. The sentiment of the Coalition States, therefore, is one of the things that would mark it as a minor power (if recognized at all) in the wider scheme of things.
- Institutional magic use also means institutional magic development and refinement. Unlike most of Rifts Earth, magic-users in the wider Three Galaxies are far more likely (regardless of the form of their magic) to enjoy the benefits (and pay the costs) of a formalized and systematized pedagogy. There will be "Harvard men", "Oxford men", etc. because institutions leave their marks upon those that pass through them and those marks become tells to those who are aware of them. Relationships between educational and training institutions and various agencies of Megaversal powers will form and normalize, much as they do in real life between our universities and governments or corporations. (e.g. The Consortium of Confederated Worlds' service academies will include magic-users, and those magic-users who come out of those academies will go on to join the CCW Fleet, and then those who survive will go on to political or corporate positions- and the potential for being a skilled magic-user will be one of the paths out of poverty for CCW residents seeking to better themselves using socially-accepted means.)
- Institutional magic use also means institutional awareness of the power that magic provides, and that it can be taught/bestowed upon others, so therefore magic will be treated like any other science or technology which poses a probable threat to a government: it will be regulated, restricted, confined, controlled, and otherwise fettered to minimize that threat while maximizing its benefit to the government. (Or, in actual anarchies, the nation.) Magic use outside of the boundaries set by the government will be like political groups outside such boundaries: they will go underground, act in secret, and operate in a conspiratorial manner. (Much like being a magician or psychic in Coalition territory.)
- Magic use in the Three Galaxies, while diverse in an absolute sense, will be homogenized in actual play due to players being in regular contact with the major institutions and their institutional cultures- which, as noted above, will include their magic societies. Local variations will not vary much, if at all, from examples found on Rifts Earth; it's going to be different sets of trappings, but the substance (and therefore the mechanics) will be the same. Shaman are Shaman are Shaman, as it were- and it is still quitely likely that the Kreegor will brutally exterminate them with superior magical prowess coupled to overwhelming conventional firepower should they decide to do so (which further homogenizes the Three Galaxies' magical community).
- The minor players, where not already given useful examples in the product chain (e.g. Splugorth), will conform to varying degrees to the examples of the major powers because it is necessary to do so to maintain some form of autonomy apart from them; if they are not lost colonies, auxiliary or vassal states, or otherwise derive their origin from a major power then they will do so because--admitted or not--the example of the major powers is better than their own development and they adapt to survive.
- One consequence is that magic-users, in general, will be encountered more often. The bulk of these encounters will be with the tradesmen or technicians of the magical community; their skills and knowledge are narrowly focused, and shallow in depth, but often honed to a professional grade of competency because they--despite being magic-users--are still ensconced in the same level of socio-economic reality as the mundane population. The magic that they work is the means by which they make their living, and as such they either the ambition or the ability to fully manifest the potential that magic-use in general permits to mortal users. This is the realm of NPCs. The technician who oversees the Rift Drive on a United World of Warlocks starship is a magic-using engineeer specialized in the practical aspects of Rifts and dimensional magic theory; he's, at best, Scotty- and not at all Saruman.
- Another consequence is that non-users will not take magic as seriously as they should most of the time because the users that they encounter do not wield world-smashing powers, or even city-smashing powers, or have the potential for such; no one worries that the dude making custom bikes in a workshop out of the way of the main street in town is going to unleash nuclear forces that can't be handled- that's what the magic-using technicians and tradesmen are at. As a consequence, the perception of difference between magic and science is somewhat blurred; the conditions for full and proper techno-wizardry are there, but the breakthrough cognitive thought just hasn't happened yet. (Not unusual in real history; the Greeks has steam and hydralic technology, but did not think to use it to do real labor due to the massive slave and servant population.)
- Warfare, therefore, will account for what the known norms of magical practice allow for and will--in all competent actors--be planned for as best as that actor's resources allow. As with warfare, so with personal combat; if you're in an environment where your opposition can freely move at short-range with portal mechanics, you're going to train to deal with that and have counters ready to go.
- The Three Galaxies is a setting where magic-use is open, wide-spread, and institutionalized magic makes possible. Play accordingly.
Saturday, May 17, 2014
Playing a Magic-User in RIFTS, Part 17: The Shaman
Palladium, for some reason that I think is not too hard to understand, seems to think that shamanism is an American phenomenon that is confined to the First Nations of that hemisphere. Furthermore, this seems to be confined to North American First Nations (due to Central America being overrun by vampires and South America being overrun with alien invaders of other sorts), so when one picks up RIFTS: Spirit West it is not surprising to see that the various Shaman Occupations are built on the assumptions that those Shaman are going to be First Nations (specifically, from the various Great Plains and Southwest nations or remnants originally from elsewhere that nonetheless relocated there). There is no concept extant that Shaman can arise in any other context, so there is no consideration given to any other variation thereof; this greatly limits the scope and scale of the Shaman Occupations in this book. Spirit West, therefore, is far more about making the mysticism of the 19th century Old West playable in a monster, mutants, and massive machines milieu than anything else.
That said, let's take a look at what's on offer.
The book has two Occupations that are not magic-users; these are two of the Warrior Occupations (Tribal and Mystic, respectively; the former is purely mundane, the second is a psychic.). The rest, be they labelled as Warrior or Shaman, are shaman variations; the variations are in emphasis and specialization, but otherwise they conform to the Shaman archetype of an individual chosen by the spirits to become a bridge of some sort between the ordinary and supernatural world. Totem and Spirit Warriors are Magic Knights; they trade some portion of mundane existence for a magical augmentation to their martial capacities, at the cost of some degree of behavior restriction (and an ongoing relationship with the source of their powers, which needs to be kept happy). The Shaman are, for our purposes, primary magic-users; they make the same sort of bargain, but are more about using their powers to aide the tribe and afflict hostiles using those powers themselves instead of in additional martial arts. These split by focus or source of their powers (Animal, Plant, Fetish/Mask, Elemental, Paradox, Healing), but otherwise are similar enough that one can generally grok one another's abilities and restrictions.
Okay, now, to extrapolate without resorting to outright mechanical revisions.
They chose you. Shaman are chosen, neither born nor made; senior shaman can, and do, foster their juniors (and societies of shaman chosen by a given spirit or spirits are very much a thing; priesthoods form out of them, should the circumstances allow it) but this is not necessary. The spirits are more than capable of teaching their chosen shaman how to do what they wish from him on their own; more formal priesthoods lack this they-call-you provision, which is a clear mark of distinction between these traditions.
Your powers are gifts from them, that come at a very palpable price. You are not an ordinary man anymore; you are taken up and adopted into the spirit world, to a certain extent, and you are expected to abide by the conditions that come with those powers, period. Your spirit patron comes first, always, and your duty to your people is--in large part--to keep them in harmony with the spirit world as your patron shows it to you. This can, and will, lead to conflicts between shaman societies when their spirit patrons' interests conflict. (Deer societies and Wolf societies are not friends.) A hippy you are NOT.
Your people expect you to represent them to the spirits. Bridges are two-way affairs, and the spirits expect you to be the one who relays between ordinary and supernatural. When the people are in distress, and are unable to handle things as they usually do, they will expect you to contact your spirit patrons and consult with them about the matter as best you (and they) can.
Now, that in mind, you're going to play a character that's not a self-serving loner. You're part of a community, part of a culture, and being a Shaman (any sort) means that you're participating in that situation--in that environment--and therefore you are part of both that tribal society as well as your shaman society. Keep that in mind when you chuck those dice and see that you can opt to play some form of Shaman; you're not a free agent, so if you don't want to deal in that sort of relationship work then I suggest you choose another Occupation.
That said, let's take a look at what's on offer.
The book has two Occupations that are not magic-users; these are two of the Warrior Occupations (Tribal and Mystic, respectively; the former is purely mundane, the second is a psychic.). The rest, be they labelled as Warrior or Shaman, are shaman variations; the variations are in emphasis and specialization, but otherwise they conform to the Shaman archetype of an individual chosen by the spirits to become a bridge of some sort between the ordinary and supernatural world. Totem and Spirit Warriors are Magic Knights; they trade some portion of mundane existence for a magical augmentation to their martial capacities, at the cost of some degree of behavior restriction (and an ongoing relationship with the source of their powers, which needs to be kept happy). The Shaman are, for our purposes, primary magic-users; they make the same sort of bargain, but are more about using their powers to aide the tribe and afflict hostiles using those powers themselves instead of in additional martial arts. These split by focus or source of their powers (Animal, Plant, Fetish/Mask, Elemental, Paradox, Healing), but otherwise are similar enough that one can generally grok one another's abilities and restrictions.
Okay, now, to extrapolate without resorting to outright mechanical revisions.
They chose you. Shaman are chosen, neither born nor made; senior shaman can, and do, foster their juniors (and societies of shaman chosen by a given spirit or spirits are very much a thing; priesthoods form out of them, should the circumstances allow it) but this is not necessary. The spirits are more than capable of teaching their chosen shaman how to do what they wish from him on their own; more formal priesthoods lack this they-call-you provision, which is a clear mark of distinction between these traditions.
Your powers are gifts from them, that come at a very palpable price. You are not an ordinary man anymore; you are taken up and adopted into the spirit world, to a certain extent, and you are expected to abide by the conditions that come with those powers, period. Your spirit patron comes first, always, and your duty to your people is--in large part--to keep them in harmony with the spirit world as your patron shows it to you. This can, and will, lead to conflicts between shaman societies when their spirit patrons' interests conflict. (Deer societies and Wolf societies are not friends.) A hippy you are NOT.
Your people expect you to represent them to the spirits. Bridges are two-way affairs, and the spirits expect you to be the one who relays between ordinary and supernatural. When the people are in distress, and are unable to handle things as they usually do, they will expect you to contact your spirit patrons and consult with them about the matter as best you (and they) can.
Now, that in mind, you're going to play a character that's not a self-serving loner. You're part of a community, part of a culture, and being a Shaman (any sort) means that you're participating in that situation--in that environment--and therefore you are part of both that tribal society as well as your shaman society. Keep that in mind when you chuck those dice and see that you can opt to play some form of Shaman; you're not a free agent, so if you don't want to deal in that sort of relationship work then I suggest you choose another Occupation.
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