RIFTS is a tabletop role-playing game that professes the capacity to play whatever you can imagine. While the reality of this is less than the imagery created by the advertising copy, this is not false; it just takes some work to make it viable at the able. With that in mind, let us take a moment to talk about doing that.
There is a difference between "crossing the streams" (a campaign that melds two or more archetypical campaign models together) and a kitchen sink game where anything goes no matter the sensibility of it. We want the former, and not the latter, so we are not sloughing off the necessary work that running a campaign entails. Instead, we are changing what the workload is and the order of operations.
No, no handy media example this week. Now I'm making you do your own research. Hop to it, and get used to doing it; that's what it takes to make the pre-game work of a GM into something useful at the table.
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 premise. Show all posts
Showing posts with label premise. Show all posts
Sunday, March 22, 2015
Saturday, March 7, 2015
Putting It Together: The Wild West Campaign
Like last week, I'm embedding a video that popularly displays one way to show folks what RIFTS means. This week, it's the New West, and we're using Muse's "Knights of Cydonia" as the video example. It has martial arts, cowboys, gunslinging, The Frontier, The Code of the West, and anachronistic technology- just like the New West. Just missing obvious super-powers or equal technology. As with last week, I'm asking you to take it in and start to think of how you would make this into a RIFTS campaign at your table.
Nope, no hand-holding. No conversions. Nothing but me serving up the materials. Make your own entertainment.
(As for the anime Knights of Sidonia, next week.)
Nope, no hand-holding. No conversions. Nothing but me serving up the materials. Make your own entertainment.
(As for the anime Knights of Sidonia, next week.)
Saturday, February 28, 2015
Putting It Together: The Vampire Hunting Campaign
As I said last week, RIFTS has plenty of inspiration out there. One of the best, post-RIFTS, is Vampire Hunter D: Bloodlust.
Vampires, mutants, high-tech, specialized anti-undead techniques and tools, silver-as-anti-vampire, cross-as-universal-repellent, post-apocalypse w/ space travel. This is regarded as a RIFTS movie for very obvious reasons.
Go on, watch the film. Here, or elsewhere, or whatever, just watch it. Now imagine this occurring as a campaign in Vampire territory in North America. You can see clearly how this would work in RIFTS, can't you?
No, no rules or mechanics conversion will be done here; you're on your own, and by now you should be able to handle that task without me holding your hand.
Vampires, mutants, high-tech, specialized anti-undead techniques and tools, silver-as-anti-vampire, cross-as-universal-repellent, post-apocalypse w/ space travel. This is regarded as a RIFTS movie for very obvious reasons.
Go on, watch the film. Here, or elsewhere, or whatever, just watch it. Now imagine this occurring as a campaign in Vampire territory in North America. You can see clearly how this would work in RIFTS, can't you?
No, no rules or mechanics conversion will be done here; you're on your own, and by now you should be able to handle that task without me holding your hand.
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, December 6, 2014
House Rules & RIFTS: Managing the Game - Verisimlitude, Pt. 2
Verisimilitude is not limited to inflicting injuries and recovering from them. It includes a lot of things, many of which are not consciously considered in actual play, and (again) it is not strict simulation of the real world (in large part due to things like magic and superpowers) but rather using the real world as default and accommodating unreal things (like giant humanoid robots as viable war machines) as required.
Regarding the unreal, one must think of them as one would the creation of a tool or application. You start with the desired result. Then you work backwards to find the path that best accomplishes that result. This is the essence of competent design in general, especially so in gaming, and as such you should sear that into your memory and remember it always.
So, let's talk house rules and the unreal.
RIFTS has a lot of unreal elements. However, much of what is unreal has a basis in real world esoterica (and, frankly, is much improved when you modify it to better adhere to said sources- something Siembieda is loathe to do) and it is best that you become aware with this esoterica and how these real world unrealities are said to work before you start on the rule-crafting process. Ley-Lines, auspicious days and times, the use of mana to power magic, secret super-technologies, hidden worlds, false histories (in other words, what you usually see on History and H2 these days)- all good stuff to get familiar with when you're getting into messing with the unreal elements of the game.
While I covered playing various forms of unreal characters previously (and thus won't repeat myself here), I did not address becoming some form of unreal character. In practice, this usually means an otherwise ordinary character that is already in play changing into one that is not due to the integration of invasive cybertechnology or bionics such that it would trigger an Occupation change. However, this can also incorporate assumption of superhuman or supernatural power.
So, ruling.
In this case, the rule should be something obvious: "The assumption of sufficient augmentative power--magic, technology, etc.--shall prompt the change of that character's Occupation to conform to their new state of being."
Regarding the unreal, one must think of them as one would the creation of a tool or application. You start with the desired result. Then you work backwards to find the path that best accomplishes that result. This is the essence of competent design in general, especially so in gaming, and as such you should sear that into your memory and remember it always.
So, let's talk house rules and the unreal.
RIFTS has a lot of unreal elements. However, much of what is unreal has a basis in real world esoterica (and, frankly, is much improved when you modify it to better adhere to said sources- something Siembieda is loathe to do) and it is best that you become aware with this esoterica and how these real world unrealities are said to work before you start on the rule-crafting process. Ley-Lines, auspicious days and times, the use of mana to power magic, secret super-technologies, hidden worlds, false histories (in other words, what you usually see on History and H2 these days)- all good stuff to get familiar with when you're getting into messing with the unreal elements of the game.
While I covered playing various forms of unreal characters previously (and thus won't repeat myself here), I did not address becoming some form of unreal character. In practice, this usually means an otherwise ordinary character that is already in play changing into one that is not due to the integration of invasive cybertechnology or bionics such that it would trigger an Occupation change. However, this can also incorporate assumption of superhuman or supernatural power.
So, ruling.
In this case, the rule should be something obvious: "The assumption of sufficient augmentative power--magic, technology, etc.--shall prompt the change of that character's Occupation to conform to their new state of being."
Saturday, November 29, 2014
House Rules & RIFTS: Managing the Game - Verisimlitude, Pt. 1
Verisimlitude is the quality of seeming to conform to the norms of reality. Put simply, it is the quality where a fictional context nonetheless is--barring explicit callouts, such as supernatural power or hypothetical technology--things that happen in that context conform (more or less) to the way they do in the real world. Gravity works as expected, injury and recovery works as expected, computers work as expected, societies work as one expects and so on.
With regards to role-playing games, this is a tricky thing. The first problem is that there is, alas, a wide variation in the knowledge base of the gamer population. Ignorance of basic facts in computer science, ballistics, metallurgy, psychology, and many other arts and sciences with direct and immediate application to the common scenarios and experiences found in RIFTS make expectations of outcomes and consequences differ a lot and as a result what an individual believes is a norm of reality is not necessary what is a norm. While this nescience and ignorance can be remedied--and I urge you to do so--what this means for your table is that maintaining verisimlitude means dealing with a moving target.
The remedy is to fix the target. You fix the target by laying out, in clear and explicit terms, what a player can expect at your table. While that may seem silly in the context of RIFTS, it is not; by establishing a clear and explicit set of expectations you also establish a basis for all of the house rules that you issue which address concerns of verisimlitude, which makes it far more likely that players will accept your rules with no complaints. By showing your logic, you make buy-in easier and therefore avoid needless drama.
So, let's talk about a common issue in verisimlitude: getting hurt.
The game, as most tabletop RPGs do, presumes that a character is Human or something close enough for Human norms to apply. This means that the game assumes that Human norms of physiology and psychology also apply by default, which means that it assumes that what is normal for Humans when they get thrown off cliffs, shot, stabbed, etc. applies to near-Humans as well (with some variances).
First, now that YouTube is a thing, I recommend that you go there and watch as many videos as you can regarding the testing of ballistic armor and contemporary ammunition as you can find- especially those that take the time to explain terminology or link to definitions, as you're likely to be new to the topic and thus not up on the lingo. Then do the same for pre-modern arms and armor testing, videos on injury and recovery, etc. You will benefit in your everyday life, as well as at the table, by acquiring basic familiarity with how the body reacts to injurious force and how it recovers from it. (Yes, you're likely to hear a lot of opinions you may not like; that's the price of your self-education.) This has a point: to inform you as to what the norms of the real world are about the subject, which gives you a foundation for sound rulings thereafter.
Second, take a little time to look over how the Palladium ruleset operates. Think of it as a machine or a program, and you're inspecting how the parts or the code interacts with itself as it operates. You want to create a ruling that doesn't unduly complicate or monkeywrench the machine, so some active engagement with the mathematics (such as it is) of Palladium's game engine goes a long way towards creating a ruling that not only will players not find objectionable but stands up to the rigors of actual play.
Finally, do two series of tests. The first is your "white room" testing that you see often online in gaming forum discussions. These focus on the mathematics and ensure that the mechanics work as intended. The second is actual play testing, which ensures that the rules function in the field (as it were) as intended. Repeat until you achieve the desired results.
So, let's talk injury and recovery.
The basic paradigm is sound. Some injuries merely bruise, and while painful they are not necessarily serious and recovery from them goes quickly compared to those that draw blood or damage bone. This is what S.D.C. is intended to handle, and so long as that premise is kept in mind it will work. Serious injuries are what Hit Points represent. (Compare with Stun and Hits in HERO, or Bashing and Lethal in Exalted.) Massive damage of a nature inherently beyond what the body can handle is a matter of scale, which is where Mega-Damage works as intended. It is only execution that is lacking.
So, let's try a rule: "All kinetic damage stopped by personal armor also inflicts equal damage to the target's S.D.C. score." The intention is for damage sources relying upon kinetic force for its damage--firearms, primarily, in a RIFTS context, and similar weapons such as railguns and explosives relying on concussive force or shrapnel--to be able to injure a target even if it is suitably armored. It produces play results suitably similiar to real life: someone wearing personal armor who gets shot is still likely to be hurt, and even taken out of the fight, but will not only survive the hit but be back in action in days if not hours.
The cost here is that you need to define what weapons or powers are subject to this rule, and then to what degree. You need not do this up front; you can--and if you are in a reasonable group of people, you should--make this decision on the spot as required. Take your knowledge and apply it as you go. The tabletop role-playing game medium cannot work as intended any other way.
With regards to role-playing games, this is a tricky thing. The first problem is that there is, alas, a wide variation in the knowledge base of the gamer population. Ignorance of basic facts in computer science, ballistics, metallurgy, psychology, and many other arts and sciences with direct and immediate application to the common scenarios and experiences found in RIFTS make expectations of outcomes and consequences differ a lot and as a result what an individual believes is a norm of reality is not necessary what is a norm. While this nescience and ignorance can be remedied--and I urge you to do so--what this means for your table is that maintaining verisimlitude means dealing with a moving target.
The remedy is to fix the target. You fix the target by laying out, in clear and explicit terms, what a player can expect at your table. While that may seem silly in the context of RIFTS, it is not; by establishing a clear and explicit set of expectations you also establish a basis for all of the house rules that you issue which address concerns of verisimlitude, which makes it far more likely that players will accept your rules with no complaints. By showing your logic, you make buy-in easier and therefore avoid needless drama.
So, let's talk about a common issue in verisimlitude: getting hurt.
The game, as most tabletop RPGs do, presumes that a character is Human or something close enough for Human norms to apply. This means that the game assumes that Human norms of physiology and psychology also apply by default, which means that it assumes that what is normal for Humans when they get thrown off cliffs, shot, stabbed, etc. applies to near-Humans as well (with some variances).
First, now that YouTube is a thing, I recommend that you go there and watch as many videos as you can regarding the testing of ballistic armor and contemporary ammunition as you can find- especially those that take the time to explain terminology or link to definitions, as you're likely to be new to the topic and thus not up on the lingo. Then do the same for pre-modern arms and armor testing, videos on injury and recovery, etc. You will benefit in your everyday life, as well as at the table, by acquiring basic familiarity with how the body reacts to injurious force and how it recovers from it. (Yes, you're likely to hear a lot of opinions you may not like; that's the price of your self-education.) This has a point: to inform you as to what the norms of the real world are about the subject, which gives you a foundation for sound rulings thereafter.
Second, take a little time to look over how the Palladium ruleset operates. Think of it as a machine or a program, and you're inspecting how the parts or the code interacts with itself as it operates. You want to create a ruling that doesn't unduly complicate or monkeywrench the machine, so some active engagement with the mathematics (such as it is) of Palladium's game engine goes a long way towards creating a ruling that not only will players not find objectionable but stands up to the rigors of actual play.
Finally, do two series of tests. The first is your "white room" testing that you see often online in gaming forum discussions. These focus on the mathematics and ensure that the mechanics work as intended. The second is actual play testing, which ensures that the rules function in the field (as it were) as intended. Repeat until you achieve the desired results.
So, let's talk injury and recovery.
The basic paradigm is sound. Some injuries merely bruise, and while painful they are not necessarily serious and recovery from them goes quickly compared to those that draw blood or damage bone. This is what S.D.C. is intended to handle, and so long as that premise is kept in mind it will work. Serious injuries are what Hit Points represent. (Compare with Stun and Hits in HERO, or Bashing and Lethal in Exalted.) Massive damage of a nature inherently beyond what the body can handle is a matter of scale, which is where Mega-Damage works as intended. It is only execution that is lacking.
So, let's try a rule: "All kinetic damage stopped by personal armor also inflicts equal damage to the target's S.D.C. score." The intention is for damage sources relying upon kinetic force for its damage--firearms, primarily, in a RIFTS context, and similar weapons such as railguns and explosives relying on concussive force or shrapnel--to be able to injure a target even if it is suitably armored. It produces play results suitably similiar to real life: someone wearing personal armor who gets shot is still likely to be hurt, and even taken out of the fight, but will not only survive the hit but be back in action in days if not hours.
The cost here is that you need to define what weapons or powers are subject to this rule, and then to what degree. You need not do this up front; you can--and if you are in a reasonable group of people, you should--make this decision on the spot as required. Take your knowledge and apply it as you go. The tabletop role-playing game medium cannot work as intended any other way.
Saturday, November 22, 2014
House Rules & RIFTS: Managing the Game - Content Curation Pt. 2
The reason for the House Rule in last week's post will become increasingly clear as I go on about the curation process.
This week, we're going to look at what curation in RIFTS means. RIFTS is a game with a lot of sub-settings, much like HERO has its various genre books that sub-divide into major variations of those genres and then go on to address specific iterations and how the tropes and themes work. RIFTS deals with the same concept by marking out space in a given section of the setting and reserving it for that sort of genre or sub-genre. (E.g. "Cosmic Heroes" and "Space Opera" are the realm of the Three Galaxies sub-setting.)
Curation, therefore, must be done first to answer what sort of campaign you want to run. Take all that you own, and cut away every last bit that does not fit what you want. A campaign built around being Coalition Grunts slogging through yet another military campaign has no place for options and content that said Grunts will not encounter. Players should not access anything that doesn't fit that campaign's intention- not species or races, not Occupations, not gear, not powers, nothing at all.
So, the rule: "Players may not access options or content contrary to the campaign's premise."
This is, again, about pairing down all of the massive amount of stuff out there into something that you can easily and readily manage at the table; if you're playing the command crew of a specific starship, then you don't need to allow options to be or use anything else.
This week, we're going to look at what curation in RIFTS means. RIFTS is a game with a lot of sub-settings, much like HERO has its various genre books that sub-divide into major variations of those genres and then go on to address specific iterations and how the tropes and themes work. RIFTS deals with the same concept by marking out space in a given section of the setting and reserving it for that sort of genre or sub-genre. (E.g. "Cosmic Heroes" and "Space Opera" are the realm of the Three Galaxies sub-setting.)
Curation, therefore, must be done first to answer what sort of campaign you want to run. Take all that you own, and cut away every last bit that does not fit what you want. A campaign built around being Coalition Grunts slogging through yet another military campaign has no place for options and content that said Grunts will not encounter. Players should not access anything that doesn't fit that campaign's intention- not species or races, not Occupations, not gear, not powers, nothing at all.
So, the rule: "Players may not access options or content contrary to the campaign's premise."
This is, again, about pairing down all of the massive amount of stuff out there into something that you can easily and readily manage at the table; if you're playing the command crew of a specific starship, then you don't need to allow options to be or use anything else.
Saturday, November 1, 2014
House Rules and RIFTS: The Fundamental Rolls - Attributes
RIFTS is still rooted in the traditional tabletop RPG paradigm of yesteryear, and nothing shows this more obvious in the procedure used to generate new characters. Playable races/species, monsters, and so on are often given ranges of possible attribute scores given in the number of six-sided dice (d6) you're expected to roll. This isn't always to the liking of a given user, and it isn't always practical either to roll, so I'll talk about a very common house rule meant to speed this step up.
The idea is to skip rolling. The way to do this is to comprehend some basics about probability. The average roll of two six-sided dice (2d6) is 7; this is also expressed as "7:2", meaning "seven Foo for ever two Bar", and how it works is that the first part give you 4 and the second 3 due to the fact that half of 7 is 3.5 and you round up when you hit X.5.
For Humans (and those statistically indistinguishable from Humans in a given attribute), you roll 3d6; the average is 10.5. As there are eight such attributes in Palladium's games, a wholly average Human will have four attributes at 11 and four at 10. At 2d6, it's 7 across the board; at 4d6 it's 14 across the board; at 5d6 it's half at 18 and half at 17. The pattern extends down (though, in practice, you stop at 1d6) and up (though, for practicality reasons, you rarely pass 6d6) accordingly.
The end result is that you can use these averages as shorthand and create templates. The templates can then be used as-is for NPCs not important enough to merit individual attention, and they can also be used as the base model from which individuation can be applied as needed (and to the degree needed) when you require something notably better or worse than the baseline of a thing. However, there is one more step that some of you should consider: simplifying PC generation through making the process template-driven entirely, cutting out dice roles and other clutter.
This is not out of line. Specific Occupations have requirements, and those requirements favor certain traits; those that don't measure up don't go into that Occupation, or stay in it long if they slip under them. You can simplify the generations of Player-Characters by creating average score templates, merging them with Occupational templates (which is what those published are, really), and then tweaking to suite your taste. (In fact, this is how World of Warcraft does it; the baseline scores are generated by race, modified by class, and then modified further by level and gear- but is it one's race that provides the foundation upon which the rest build upon.)
You can eliminate all chances of a non-viable character by doing this, so I recommend that you consider it for your own usage in your games. I find that what gets people to actually playing the game faster tends to find favor with them, especially new players, so I would not dismiss it out of hand; you can also alter what templates are allowed to suit the specific wants and needs at your table, so this is a very customizable tool. Enjoy.
The idea is to skip rolling. The way to do this is to comprehend some basics about probability. The average roll of two six-sided dice (2d6) is 7; this is also expressed as "7:2", meaning "seven Foo for ever two Bar", and how it works is that the first part give you 4 and the second 3 due to the fact that half of 7 is 3.5 and you round up when you hit X.5.
For Humans (and those statistically indistinguishable from Humans in a given attribute), you roll 3d6; the average is 10.5. As there are eight such attributes in Palladium's games, a wholly average Human will have four attributes at 11 and four at 10. At 2d6, it's 7 across the board; at 4d6 it's 14 across the board; at 5d6 it's half at 18 and half at 17. The pattern extends down (though, in practice, you stop at 1d6) and up (though, for practicality reasons, you rarely pass 6d6) accordingly.
The end result is that you can use these averages as shorthand and create templates. The templates can then be used as-is for NPCs not important enough to merit individual attention, and they can also be used as the base model from which individuation can be applied as needed (and to the degree needed) when you require something notably better or worse than the baseline of a thing. However, there is one more step that some of you should consider: simplifying PC generation through making the process template-driven entirely, cutting out dice roles and other clutter.
This is not out of line. Specific Occupations have requirements, and those requirements favor certain traits; those that don't measure up don't go into that Occupation, or stay in it long if they slip under them. You can simplify the generations of Player-Characters by creating average score templates, merging them with Occupational templates (which is what those published are, really), and then tweaking to suite your taste. (In fact, this is how World of Warcraft does it; the baseline scores are generated by race, modified by class, and then modified further by level and gear- but is it one's race that provides the foundation upon which the rest build upon.)
You can eliminate all chances of a non-viable character by doing this, so I recommend that you consider it for your own usage in your games. I find that what gets people to actually playing the game faster tends to find favor with them, especially new players, so I would not dismiss it out of hand; you can also alter what templates are allowed to suit the specific wants and needs at your table, so this is a very customizable tool. Enjoy.
Saturday, October 25, 2014
House Rules and RIFTS: The Fundamental Rolls - d20 & d%
RIFTS uses two options for most of its rolls. One of them is to roll 1d20, add all appropriate modifiers, sometimes compare against another roll or a static number, and then declare success or failure- always roll high. The other is to roll d%, do as with the 1d20 roll, but always roll low.
Let's work with this. You usually do the d20 High roll for combat/saves, and the d% Low for skills. That indicates a trend; when there is a known or bounded range of probability, you use the d% because Roll Low works for when there's a known boundary of probability and when there isn't you go with the Role High option. (Yes, you could convert the game to go entirely one way or the other, but if that's what you wanted you'd be using a d20 System or Basic Roleplay product and not Palladium.) Look, I'm not going to get into the math of that--experts in statistics are welcome to throw in their pair of pennies below in the Comments--but I think you get where I'm going with this.
We have Saving Throws and Horror Factor checks on the d20 Role High schedule. While the Target Numbers are static, what makes them unknown is what the character subject to them can add to the roll, and by putting them on the d20 schedule it also means that automatic success and failure no matter the odds is on the table at all times. We like these features when we want either that possibility of success or failure no matter what, or we have one side being partially or wholly unknown in their probability.
We have skill checks on the d% Roll Low schedule. Here we have a character operating within a specific realm of expertise, with a known degree of proficiency, and the checks are really checks to see if that character can properly apply their expertise to the situation before them. As is so common, this general principle is not applied uniformly, but it is still very much the case. We want to go this route whenever similar conditions arise.
So, here's the suggested House Rule: if your man can't act knowing all the variables at hand, then roll the d20 and go high and let the GM figure out if he passes or fails; if your man does, then have the GM declare the odds as a percentage, roll d% and go low.
Let's work with this. You usually do the d20 High roll for combat/saves, and the d% Low for skills. That indicates a trend; when there is a known or bounded range of probability, you use the d% because Roll Low works for when there's a known boundary of probability and when there isn't you go with the Role High option. (Yes, you could convert the game to go entirely one way or the other, but if that's what you wanted you'd be using a d20 System or Basic Roleplay product and not Palladium.) Look, I'm not going to get into the math of that--experts in statistics are welcome to throw in their pair of pennies below in the Comments--but I think you get where I'm going with this.
We have Saving Throws and Horror Factor checks on the d20 Role High schedule. While the Target Numbers are static, what makes them unknown is what the character subject to them can add to the roll, and by putting them on the d20 schedule it also means that automatic success and failure no matter the odds is on the table at all times. We like these features when we want either that possibility of success or failure no matter what, or we have one side being partially or wholly unknown in their probability.
We have skill checks on the d% Roll Low schedule. Here we have a character operating within a specific realm of expertise, with a known degree of proficiency, and the checks are really checks to see if that character can properly apply their expertise to the situation before them. As is so common, this general principle is not applied uniformly, but it is still very much the case. We want to go this route whenever similar conditions arise.
So, here's the suggested House Rule: if your man can't act knowing all the variables at hand, then roll the d20 and go high and let the GM figure out if he passes or fails; if your man does, then have the GM declare the odds as a percentage, roll d% and go low.
Saturday, October 4, 2014
Common Campaigns in RIFTS: The Intrigue Campaign
Let me be clear and honest up front: Palladium Books' role-playing games are terrible choices for campaigns of political intrigue, and especially so with RIFTS. They are derivative of Dungeons & Dragons, and that is a game build around exploration and high adventure- political intrigue was the endgame, not the game's default mode of play. With that kept in mind, we can make it work- but it won't be easy.
Cloak & Dagger play allows for players to choose to play characters of less-powerful (or less obviously powerful) Occupations and have that mean something. It is a campaign paradigm that favors social skills, interpersonal networks, and other things that Palladium's game engine doesn't do very well. Whether you're taking inspiration from The Godfather, Homeland, Three Days of the Condor, or even Ghost in the Shell (which, for this game, should be the go-to example) you're talking less about payloads and MDC ratings and more about connections and clues. Hell, you might even bother with tools and weapons that don't do Mega-Damage at all.
Because Palladium's game engine is a D&D derivative, your intrigue campaign is best handled as a blend of tense character interaction punctuated by sudden, fierce, and brutal explosions of violence. (Sort of like being on a U-boat during wartime, so go watch Das Boat and you'll get the feel we're after here.) The GM will have to be careful to ensure that attacks vs. defenses are not balanced, but clearly in favor of attacks; the whole idea is that pulling a blaster means You Done Fucked Up up to the moment when shooting is actually a necessary and vital part of the plan (as this sort of campaign does include examples inspired by classics such as Where Eagles Dare and The Eagle Has Landed, as well as the James Bond series).
You will have to account for magic and psychic powers, in addition to real-world tradecraft as applied via speculative technologies. Finding ways to thwart or divert supernatural means to acquire intelligence and properly process it is a thing in a RIFTS campaign, and those who fail to do so lose--and hard--to those who do. (Which, of course, is Yet Another Reason for why the Coalition can't beat Tolkeen as-written.) Making this a major part of a campaign is a very viable initial objective, and should be the go-to option for institutions facing potent supernatural threats of any sort. Plundering real-world tradecraft manuals, existing spy games, and all of the spy fiction (however mundane or fantastic) is necessary for a GM with any serious intention of making this work.
There is another option. This is the Lame Bond Movie option, where you play your bog-standard action/adventure game and just add intrigue bits as plot coupons; add together enough and exchange them for a campaign-shifting event where the players go up against the targeted NPC. You may well be better off doing it this way instead.
Cloak & Dagger play allows for players to choose to play characters of less-powerful (or less obviously powerful) Occupations and have that mean something. It is a campaign paradigm that favors social skills, interpersonal networks, and other things that Palladium's game engine doesn't do very well. Whether you're taking inspiration from The Godfather, Homeland, Three Days of the Condor, or even Ghost in the Shell (which, for this game, should be the go-to example) you're talking less about payloads and MDC ratings and more about connections and clues. Hell, you might even bother with tools and weapons that don't do Mega-Damage at all.
Because Palladium's game engine is a D&D derivative, your intrigue campaign is best handled as a blend of tense character interaction punctuated by sudden, fierce, and brutal explosions of violence. (Sort of like being on a U-boat during wartime, so go watch Das Boat and you'll get the feel we're after here.) The GM will have to be careful to ensure that attacks vs. defenses are not balanced, but clearly in favor of attacks; the whole idea is that pulling a blaster means You Done Fucked Up up to the moment when shooting is actually a necessary and vital part of the plan (as this sort of campaign does include examples inspired by classics such as Where Eagles Dare and The Eagle Has Landed, as well as the James Bond series).
You will have to account for magic and psychic powers, in addition to real-world tradecraft as applied via speculative technologies. Finding ways to thwart or divert supernatural means to acquire intelligence and properly process it is a thing in a RIFTS campaign, and those who fail to do so lose--and hard--to those who do. (Which, of course, is Yet Another Reason for why the Coalition can't beat Tolkeen as-written.) Making this a major part of a campaign is a very viable initial objective, and should be the go-to option for institutions facing potent supernatural threats of any sort. Plundering real-world tradecraft manuals, existing spy games, and all of the spy fiction (however mundane or fantastic) is necessary for a GM with any serious intention of making this work.
There is another option. This is the Lame Bond Movie option, where you play your bog-standard action/adventure game and just add intrigue bits as plot coupons; add together enough and exchange them for a campaign-shifting event where the players go up against the targeted NPC. You may well be better off doing it this way instead.
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, September 13, 2014
Common Campaigns in RIFTS: The Superhero Campaign
RIFTS, being a multi-genre campaign, can support entire genres if (and only if) your group buys into that voluntarily. Superheroes do work well enough, and you need not have Heroes Unlimited to make this work, but some commentary with regards to melding the usual superhero tropes with RIFTS is in order.
I am not talking about someone with superpowers in a colorful costume. That can, and does, cover plenty of Occupations in this game and therefore does not make one a superhero. (Or a supervillain for that matter.) I am talking about taking a campaign that would be normative for something like Champions or Mutants & Masterminds (or, of course, Heroes Unlimited) and using it in the environment of RIFTS. This is all about the tropes and not the numbers or the gameplay options.
A superhero game in RIFTS can handle the same range of power level--from the streets and backwoods of mostly-mundane characters to the cosmic levels of Lensmen and their inspirations (Green Lantern and Nova Corps)--so that is not the issue. The issue is that such a campaign will not be the Comics Code Authority sort of castrated content; this doesn't automatically make it an Iron Age (to use comic culture terminology) setting, but it does mean that you are not making the most of what's available in RIFTS if you sanitize things.
By necessity, you should be using some form of team as your campaign template. The trick is to pick the right team for your table's needs; if you have a group that can reliably fulfill a regular commitment to show up and play for four to six hours a week playing the same characters, then you want to use a group like The Fantastic Four or one of the many Japanese tokukatsu shows (or their animated counterparts, Magical Girls and Martial Boys). For a group with a rotating attendance, you want to use a larger organization where members come and go routinely for this or that reason, such as the Legion of Superheroes or the various Avengers lineups. This also means choosing team templates means choosing gameplay templates; committed single-character groups can better exploit serial drama tropes and premises than looser groups who either lack commitment or play multiple characters, who (in turn) can better exploit episode structures and tropes.
So, that said, here's a list of things you need to do to make it work in RIFTS:
I am not talking about someone with superpowers in a colorful costume. That can, and does, cover plenty of Occupations in this game and therefore does not make one a superhero. (Or a supervillain for that matter.) I am talking about taking a campaign that would be normative for something like Champions or Mutants & Masterminds (or, of course, Heroes Unlimited) and using it in the environment of RIFTS. This is all about the tropes and not the numbers or the gameplay options.
A superhero game in RIFTS can handle the same range of power level--from the streets and backwoods of mostly-mundane characters to the cosmic levels of Lensmen and their inspirations (Green Lantern and Nova Corps)--so that is not the issue. The issue is that such a campaign will not be the Comics Code Authority sort of castrated content; this doesn't automatically make it an Iron Age (to use comic culture terminology) setting, but it does mean that you are not making the most of what's available in RIFTS if you sanitize things.
By necessity, you should be using some form of team as your campaign template. The trick is to pick the right team for your table's needs; if you have a group that can reliably fulfill a regular commitment to show up and play for four to six hours a week playing the same characters, then you want to use a group like The Fantastic Four or one of the many Japanese tokukatsu shows (or their animated counterparts, Magical Girls and Martial Boys). For a group with a rotating attendance, you want to use a larger organization where members come and go routinely for this or that reason, such as the Legion of Superheroes or the various Avengers lineups. This also means choosing team templates means choosing gameplay templates; committed single-character groups can better exploit serial drama tropes and premises than looser groups who either lack commitment or play multiple characters, who (in turn) can better exploit episode structures and tropes.
So, that said, here's a list of things you need to do to make it work in RIFTS:
- Choose a Scope & Scale: On Earth, you're best being a City Defender sort of team, even if it's not strictly a city-centric team. Tolkeen is very good for a Magical Girl/Martial Boy team, using magical armors and powers with a common theme. The Coalition would do a super-elite team in the fashion of Suicide Squad or Doom Patrol, using some varieties of Juicer and Crazy that are otherwise ridiculously powerful but burns them out really fast- faster than what is the norm for Juicers. Smaller cities would work better for smaller groups, or even motivated solo players, but should also range somewhat afield to make up for the small city space.
Out in the Three Galaxies, go cosmic. Characters should have technology or magic equal to that of starships, if not star fleets. They should be concerned about large-scale threats; planet-specific parties should be irrelevant nuisances if they are not on planets of strategic importance, and those that are not irrelevant should make the power but lack the scope of operation for some reason or another in order to prevent "Why are they not major players themselves?"
- Cull Your Corpus: You, the GM, needs to sit down beforehand and sift through everything that is available and cut away everything that does not fit the specific superhero experience that you want. This means both what players can access as well as what the NPCs--friendly, neutral, and hostile alike--can access. By definition, a superhero is an individual whose capacities exceed the norm for his environment; if the standard soldiers or gendarmes are augmented in some fashion then being similarly augmented generally doesn't cut it- the superhero possesses an advantage of quality over the far superior quantity of the NPCs. This means that power differential is both relative and necessary to quality as "super"; Batman is super over most of what he deals with, but ordinary versus what Superman can and does contend with (which is why Batman has to rely on Writer Bias to prevail), so don't think that you can blindly employ what's in the books.
- : Get the players on the same page. You're playing a campaign that doesn't necessarily jive with RIFTS as-presented. Ensure that your players see things your way and agree with that before you start chucking dice. If this means house rules, do it. Square that away now, before any issues arise.
Saturday, September 6, 2014
Common Campaigns in RIFTS: The Military Campaign
If the mercenary campaign is the default, then the military campaign is one step removed.
The difference is that a military campaign concerns itself with the formal armed forces of a specific state, and as such character autonomy is constrained. The players do not have control over where they go or what their objectives are when they get there, which makes this a fine option for those players who are not the active sort who prefer to set their own goals or pursue their own ambitions; a military structure is excellent for the passive player who shows up with an attitude of "entertain me". The range of character options are likewise constrained, as the players' characters are all members of the same unit and therefore are going to be variations on a niche instead of a broad range of options cooperating as part of an umbrella organization.
In practice, a military campaign will have these features:
The difference is that a military campaign concerns itself with the formal armed forces of a specific state, and as such character autonomy is constrained. The players do not have control over where they go or what their objectives are when they get there, which makes this a fine option for those players who are not the active sort who prefer to set their own goals or pursue their own ambitions; a military structure is excellent for the passive player who shows up with an attitude of "entertain me". The range of character options are likewise constrained, as the players' characters are all members of the same unit and therefore are going to be variations on a niche instead of a broad range of options cooperating as part of an umbrella organization.
In practice, a military campaign will have these features:
- You are soldiers in an army akin to that of a real-world, First World army: By default that means playing a Coalition, Free Quebec, or New German Republic soldier. Your man is indoctrinated into that state's dogma, trained in their doctrine, forced to specialize into a narrow set of applicable skills, and organized into an equally specialized unit with a specific function to fulfill as part of a larger military operation that your man likely cannot perceive as the flag officers in command can. Your man is part of a hierarchy, with one character in command over the rest of the players' characters, and the range of playable activities is as narrow as your man's area of competency.
- You are playing in a procedural campaign: The sort of unit your man is part of dictates the sort of gameplay activities that you have. Contrary to one infamous example, fighter pilots don't do ground-pounding line infantry actions. Tankers don't do hotshot mechajock action. Line infantry aren't involved in fleet battles unless and until (a) they are marines and (b) boarding actions are a thing- neither of which are common at all. By choosing what sort of military unit you want to play, you also choose what kind of game structure you want to explore. Choose carefully.
- Your campaign is married to the political and economic conflicts of the state: Military forces are used to further a state's political and economic interests. That means that your unit can be, and if applicable will be, deployed to advance or defend those interests. Campaigns that fail this fundamental reality of what militaries are for are also campaigns that fall apart because the bullshit cannot be ignored.
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 16, 2014
Playing a Psychic in RIFTS, Part 9: Hybrids
If a Gish is a psychic whose powers synergize with a mundane occupational suite to create a superior whole from the parts, then a Hybrid is a psychic who also wields a second power source with equal power. In RIFTS, this is most obvious with the Mystic, which I covered in the Magic-User series previously. There are variations on this in other books, which I leave to you to review at your leisure.
While the Mystic is a hybrid psychic and magic-user, focusing upon sensitive psychic powers and basic spell-casting, both derived from a strong connection to the unseen cosmic forces via their intuition, the archetype in general can cast its net much wider than that. Therefore, what makes the mind of a Hybrid is not the nature of their powers, but rather that they have two or more sources of power at equal (roughly) levels and therefore have to split their attention (and develop their consciousness) between them. This is how a Hybrid's perspective enables them to become capable of seeing multiple points of view, making them capable diplomats and mediators due to this cognitive bias that comes out of their development.
The price, predictably, is that a Hybrid is never fully able to assimilate their sense of identity into either of their sources of power; the blended power perspective grants diversity and breadth at the cost of specialization and depth. Therefore they tend to seek out others like themselves, with varying levels of success, if they seek a community of their own at all. (Mystics, for example, tend towards a level of self-reliance otherwise seen only in the Telepaths and Psychokinetics.) For the player, this means that your man will always be in a liminal mind and social space where things are unclear and one's existence is more of a frontier (even in the middle of a highly-civilized place).
This makes Hybrids good for your usual gameplay scenarios. Even if they prefer to operate above-board at all times, they will still be in that liminal space and therefore be open to the sort of scenarios that are typical in RIFTS. Their ability to operate in two distinct environments (literally or otherwise) give them something other than their powers to bring to the table, and due to Hybrids being sufficiently different amongst themselves due to what powers they blend together you can have multiples of this type and not end up with carbon-copies. Distinctiveness of character is quite possible with Hybrids.
A character's personality writes itself when keeping the archetype's major traits in mind. Individuality comes at the edges, where specific encounters and experiences can color the specific manifestation in different direction. When making a Hybrid, this is your space for customization of his persona, so exploit it; you'll come up with a sufficient background in the process, and still able to put it all on a 3x5 card. Simple, quick, easy.
While the Mystic is a hybrid psychic and magic-user, focusing upon sensitive psychic powers and basic spell-casting, both derived from a strong connection to the unseen cosmic forces via their intuition, the archetype in general can cast its net much wider than that. Therefore, what makes the mind of a Hybrid is not the nature of their powers, but rather that they have two or more sources of power at equal (roughly) levels and therefore have to split their attention (and develop their consciousness) between them. This is how a Hybrid's perspective enables them to become capable of seeing multiple points of view, making them capable diplomats and mediators due to this cognitive bias that comes out of their development.
The price, predictably, is that a Hybrid is never fully able to assimilate their sense of identity into either of their sources of power; the blended power perspective grants diversity and breadth at the cost of specialization and depth. Therefore they tend to seek out others like themselves, with varying levels of success, if they seek a community of their own at all. (Mystics, for example, tend towards a level of self-reliance otherwise seen only in the Telepaths and Psychokinetics.) For the player, this means that your man will always be in a liminal mind and social space where things are unclear and one's existence is more of a frontier (even in the middle of a highly-civilized place).
This makes Hybrids good for your usual gameplay scenarios. Even if they prefer to operate above-board at all times, they will still be in that liminal space and therefore be open to the sort of scenarios that are typical in RIFTS. Their ability to operate in two distinct environments (literally or otherwise) give them something other than their powers to bring to the table, and due to Hybrids being sufficiently different amongst themselves due to what powers they blend together you can have multiples of this type and not end up with carbon-copies. Distinctiveness of character is quite possible with Hybrids.
A character's personality writes itself when keeping the archetype's major traits in mind. Individuality comes at the edges, where specific encounters and experiences can color the specific manifestation in different direction. When making a Hybrid, this is your space for customization of his persona, so exploit it; you'll come up with a sufficient background in the process, and still able to put it all on a 3x5 card. Simple, quick, easy.
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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