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.
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 primer. Show all posts
Showing posts with label primer. Show all posts
Saturday, November 22, 2014
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 18, 2014
House Rules and RIFTS: Introduction - Making This Your Game
Palladium Books, as a matter of publisher and editorial intent, is a strong advocate for taking the rules and content that they publish and making it into something that you are willing to run and your players be willing to play. In short, Palladium Books' policy is friendly towards using all the house rules that you desire. However, Palladium also has a history of being skittish about sharing the home-brewed stuff due to a fear of law suits over conversions of properties that they neither own nor have a license to use. There shall be no such things in this series of posts.
Instead, I will talk about something more fundamental, and that is making the rules of RIFTS conform to what results you and yours want them to produce. I will start with the most fundamental rule mechanics, and then I will slowly wind my way out from that core towards subsystems like Magic and Psionics. I will talk about making sense of the gear creation (lack of a) system, inter-system dependency (and when you should use it), and other things of this nature- all with an eye towards keeping the results of your home-brewing on target with your intended objectives.
In doing this, I will explore the whole of Palladium's published corpus of rules and content (with a focus on RIFTS, of course). We'll take a good look at what Palladium offers, and see how these things work when run as-written, so we have something to compare our house rules against- and I expect that we may find that some of you will be satisfied with what already exists in some respects (or even across the board). This should be a fun and useful series, and I hope that you get a great deal of value out of it.
Next week, we will take a look at the core mechanics--and there is more than one--at the heart of Palladium's games and how they are applied. This will prove to be illuminating. See you then.
Instead, I will talk about something more fundamental, and that is making the rules of RIFTS conform to what results you and yours want them to produce. I will start with the most fundamental rule mechanics, and then I will slowly wind my way out from that core towards subsystems like Magic and Psionics. I will talk about making sense of the gear creation (lack of a) system, inter-system dependency (and when you should use it), and other things of this nature- all with an eye towards keeping the results of your home-brewing on target with your intended objectives.
In doing this, I will explore the whole of Palladium's published corpus of rules and content (with a focus on RIFTS, of course). We'll take a good look at what Palladium offers, and see how these things work when run as-written, so we have something to compare our house rules against- and I expect that we may find that some of you will be satisfied with what already exists in some respects (or even across the board). This should be a fun and useful series, and I hope that you get a great deal of value out of it.
Next week, we will take a look at the core mechanics--and there is more than one--at the heart of Palladium's games and how they are applied. This will prove to be illuminating. See you then.
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 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, June 21, 2014
Playing a Psychic in Rifts, Part 1: The Basics
Welcome to the next series at Stabilizing Rifts. After spending so much time on magic and magic-users, it seemed natural to go a step to the side and talk about psychics.
I'm going to follow much the same pattern as I did before, with this post and a few others covering the basics and establishing the foundation for the rest of my posts on this topic. Then I will cover the broad archetypes for psychic characters, followed by the posts on specific Psychic types. Instead of "P.C.C.", I will use "Psychic"; "Occupation" will be used where relevant, as I did with the magic-user posts.
That said, the basics.
I'm going to follow much the same pattern as I did before, with this post and a few others covering the basics and establishing the foundation for the rest of my posts on this topic. Then I will cover the broad archetypes for psychic characters, followed by the posts on specific Psychic types. Instead of "P.C.C.", I will use "Psychic"; "Occupation" will be used where relevant, as I did with the magic-user posts.
That said, the basics.
- Psychics are born, not made, barring a few exceptions throughout the Megaverse. Magic can be taught; psychic powers are inherent from birth, though they may be latent in expression until a triggering event is had. How they manifest varies greatly, but they tend to conform to a series of archetypes that are commonplace (with variation) across the Megaverse.
- Psychics do not manifest obvious displays of power use, in the way that magic-users do, when using their powers. They can be still, silent, and display no audio or visual effects by default. While many psychics do make gestures, etc., it is not required; the mark of a disciplined psychic is one that ruthlessly exploits this fact to his benefit and the detriment of his opposition. (Specific powers, on the other hand, can and do make such displays; it's hard to ignore a Psi-Sword suddenly manifesting in a user's hands.)
- Psychic are much in the same boat as magic-users who don't truly understand their powers; they can, and do, acquire a body of practical techniques but true comprehension of what their powers are and how they work remains beyond most psychics' grasp- and it cannot be taught, as such. Psychic training is, therefore, akin to martial arts training is that the process is intended to be a controlled stress environment wherein senior psychics oversee juniors and guide them in how to make the best use of their powers. (Think X-Men, Xavier's school for mutants.)
- Psychics, like mundanes, are diverse in both depth and breadth of power. All psychics are not equal, and as with mundanes they are going to fall into a hierarchy built upon that disparity of power as an emergent and persistent property of their existence- there is no "all men are equal" here.
Saturday, March 12, 2011
Magic in RIFTS: A Conceptual Primer
RIFTS features the use of magic by playable characters. These magic-users, these Men of Magic, gain their power through the ability to sense, tap and manipulate a mostly-unseen energy source that the rulebook calls "Potential Psychic Energy". The manipulation of this energy to create tangible effects or objects is what "spell-casting" is about, and that has implications heretofore ill-explored. The ability to train others and have them become able to do magic is also ill-explored. I am to address both and explore the implications of these two premises, both here and in later posts. As with the Coalition posts, I'm focusing upon Earth, specifically North America.
First: Magic Can Be Taught.
RIFTS published a lot of different methods for working magic. There are some methods one cannot learn because they arise out of a connection to an external source of entity, such as the ways of the Priest, Witch and Warlock. Some methods arise from a fusion of innate psychic ability and sensitivity to magical power, such as the Mystic. However, the most well-known and popular magic-users are Ley Line Walkers, Shifters and Techno-Wizards and these methods of magic-use can be used by anyone with the will and intellect necessary to master them. Race, sex, class and creed make no difference (save to psych yourself into thinking you can't do it). This makes magic use something egalitarian in its essence, which is as frightening to some people as what you can do with it. (As for the folks who gain their ability through other ways, I'll talk more about that in a later post.)
Second: Magic Has No Logistical Train
The use of magic does not rely on external sources of power, parts, munitions and so on to be effective. This makes a magic-user far more self-contained than someone who has no such power source open to him, which means that his range is limited primarily by his willingness and the limitations of his allies. It also means that he can live a far more self-directed, autonomous life than someone tied to a state (or similar entity) by means of dependency upon a logistical train. This mobility is a big deal, and wise magic-users make full use of it.
It also means that magic-users, while strongly preferring to stay on or near ley lines and nexus points due to the far stronger flows of magical power, it isn't necessary to do so. They can operate just fine while far from the rivers and lakes magical flows, and with the right application of knowledge they can even carve new channels to extend those flows where they haven't previously gone.
Third: Magic Is The Ideal Power Source
Much like how money arose as the ideal medium for facilitating trade in goods and services, magical power is the ideal medium for transmuting one form of energy or matter into another. It's infinitely renewable, totally clean and has only one side effect: attracting the attention of supernatural creatures. While we're used to the idea of magic-users transmuting magical power into something else, we're not so used to magic-users transmuting something else into magical power; spell-casting is usually thought of as resolving something into existence, not de-resolving something out of it, but clearly this could be done.
The implications of this are enormous and hardly explored at all- certainly not on RIFTS Earth. Contary to common assertions--including those in print--saying that a conflict between magic and science exists, not only does that not exist, but the best magic-users will be cross-trained as experts in mundane physical sciences; not just an expert on the magical arts, but an engineer in both. I will explore this in depth as I get into the Sky-Blue Kingdom of Tolkeen, home to a land where 100 ley lines meet to form one of the most powerful nexus points in North America. (Hint: Think of The Grid and not Disney Land.)
Fourth: It's All About Frequency
The use of magic to connect one place to another, be it to summon something forth, to send someone forth or to open a portal (etc.) involves the harmonizing of frequencies between this dimension (and this specific place in our dimension's space-time) and the destination's point. The use of magic to create tangible effects also involves the use of frequency, as it takes the magical energy employed and manipulates its into the form of the desired effect. If this takes more power than the magic-user has on hand, then time must be expended in conducting a ritual to gather up and suspend that power until there is enough to complete the process.
While it takes a living consciousness to discover and refine the techniques for doing this, the process for executing specific magical acts can be externalized. When one creates a magical item, one externalizes a magical process into an object; this can be done on an industrial scale. For example, the St. Louis Arch is now a Rift Machine and can connect to damn near anywhere through the whole of existence--anywhere, at any time--and if it were brought under control it could be the center of a vast civilized center. (It isn't, and instead is dominated by very powerful supernatural predators.)
The implications for this are mind-blowing, and are the basis for Techno-Wizardry in the game. I fully intend to explore these implications as I write about Tolkeen, for it will be a magical state that wholeheartedly embraces the potential to transform it into a post-scarcity state.
Keep these in mind as I go forward about magic in RIFTS.
First: Magic Can Be Taught.
RIFTS published a lot of different methods for working magic. There are some methods one cannot learn because they arise out of a connection to an external source of entity, such as the ways of the Priest, Witch and Warlock. Some methods arise from a fusion of innate psychic ability and sensitivity to magical power, such as the Mystic. However, the most well-known and popular magic-users are Ley Line Walkers, Shifters and Techno-Wizards and these methods of magic-use can be used by anyone with the will and intellect necessary to master them. Race, sex, class and creed make no difference (save to psych yourself into thinking you can't do it). This makes magic use something egalitarian in its essence, which is as frightening to some people as what you can do with it. (As for the folks who gain their ability through other ways, I'll talk more about that in a later post.)
Second: Magic Has No Logistical Train
The use of magic does not rely on external sources of power, parts, munitions and so on to be effective. This makes a magic-user far more self-contained than someone who has no such power source open to him, which means that his range is limited primarily by his willingness and the limitations of his allies. It also means that he can live a far more self-directed, autonomous life than someone tied to a state (or similar entity) by means of dependency upon a logistical train. This mobility is a big deal, and wise magic-users make full use of it.
It also means that magic-users, while strongly preferring to stay on or near ley lines and nexus points due to the far stronger flows of magical power, it isn't necessary to do so. They can operate just fine while far from the rivers and lakes magical flows, and with the right application of knowledge they can even carve new channels to extend those flows where they haven't previously gone.
Third: Magic Is The Ideal Power Source
Much like how money arose as the ideal medium for facilitating trade in goods and services, magical power is the ideal medium for transmuting one form of energy or matter into another. It's infinitely renewable, totally clean and has only one side effect: attracting the attention of supernatural creatures. While we're used to the idea of magic-users transmuting magical power into something else, we're not so used to magic-users transmuting something else into magical power; spell-casting is usually thought of as resolving something into existence, not de-resolving something out of it, but clearly this could be done.
The implications of this are enormous and hardly explored at all- certainly not on RIFTS Earth. Contary to common assertions--including those in print--saying that a conflict between magic and science exists, not only does that not exist, but the best magic-users will be cross-trained as experts in mundane physical sciences; not just an expert on the magical arts, but an engineer in both. I will explore this in depth as I get into the Sky-Blue Kingdom of Tolkeen, home to a land where 100 ley lines meet to form one of the most powerful nexus points in North America. (Hint: Think of The Grid and not Disney Land.)
Fourth: It's All About Frequency
The use of magic to connect one place to another, be it to summon something forth, to send someone forth or to open a portal (etc.) involves the harmonizing of frequencies between this dimension (and this specific place in our dimension's space-time) and the destination's point. The use of magic to create tangible effects also involves the use of frequency, as it takes the magical energy employed and manipulates its into the form of the desired effect. If this takes more power than the magic-user has on hand, then time must be expended in conducting a ritual to gather up and suspend that power until there is enough to complete the process.
While it takes a living consciousness to discover and refine the techniques for doing this, the process for executing specific magical acts can be externalized. When one creates a magical item, one externalizes a magical process into an object; this can be done on an industrial scale. For example, the St. Louis Arch is now a Rift Machine and can connect to damn near anywhere through the whole of existence--anywhere, at any time--and if it were brought under control it could be the center of a vast civilized center. (It isn't, and instead is dominated by very powerful supernatural predators.)
The implications for this are mind-blowing, and are the basis for Techno-Wizardry in the game. I fully intend to explore these implications as I write about Tolkeen, for it will be a magical state that wholeheartedly embraces the potential to transform it into a post-scarcity state.
Keep these in mind as I go forward about magic in RIFTS.
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