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What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 8:53 am
by gelidus
So one of the many reasons I like Rifts is the world and the amount of options you have to play. Its astounding just how much you can do and the random events that can and do often take place.
Yes the rules are a bit fuzzy but you can work around that with a little practice
But my main complaint is this.... How long it takes to create a PC, If you know what your doing I have known people who can do it in a half an hour. (not a caster) If its some one new or who has not played the game more then a few times in passing they are looking at an hour if not longer(not including human error in the numbers of course).
If you try to have someone sit in at the last minute who has never played before you are going to be sitting there for at least 2 hours(making beer and pretzel game almost impossible).
Thoughts? Comments? Maybe a character generator? Anyone?
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 9:02 am
by Thinyser
Aye, even knowing the system every time I need to make a new player's pc with them we are talking 1-2 hours invested and since the average group has like 5 PCs we are talking 5-10 hours of just that.
Sometimes the hardest part is just picking out what they want to be. I mean even the list of men of magic is extensive and can take the player an hour or more just perusing various options.
Sometimes I think Palladium offers too many choices but then I think if it offered less it wouldn't be the outstanding game that it is.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 9:18 am
by Dustin Fireblade
I generally don't have any problems making up the basic character's stats. The background may take some more time though.
I'd suggest, when you have time, just making up some pre-made character's for new or last minute players if you have that sort of thing happen frequently.
There is a guy around here who made up a awesome generator, but I haven't seen him online for a long time (forum name - Gadrin). You could try searching for him, send him a message and see if he can't send you a number of his pre-made character's.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 10:24 am
by Thinyser
Dustin Fireblade wrote:I generally don't have any problems making up the basic character's stats. The background may take some more time though.
I'd suggest, when you have time, just making up some pre-made character's for new or last minute players if you have that sort of thing happen frequently.
There is a guy around here who made up a awesome generator, but I haven't seen him online for a long time (forum name - Gadrin). You could try searching for him, send him a message and see if he can't send you a number of his pre-made character's.
I've got his generator from being in one of his games and beta testing it for him (and its fairly decent) but have been sworn never to share it since its not my creation and though I would never charge for it there are likly some sort of Palladium copyright issue even with simply sharing it for use of fellow gamers... not sure about the sharing of the output of the generator though. That might be OK.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 10:31 am
by Dustin Fireblade
Thinyser wrote:Dustin Fireblade wrote:I generally don't have any problems making up the basic character's stats. The background may take some more time though.
I'd suggest, when you have time, just making up some pre-made character's for new or last minute players if you have that sort of thing happen frequently.
There is a guy around here who made up a awesome generator, but I haven't seen him online for a long time (forum name - Gadrin). You could try searching for him, send him a message and see if he can't send you a number of his pre-made character's.
I've got his generator from being in one of his games and beta testing it for him (and its fairly decent) but have been sworn never to share it since its not my creation and though I would never charge for it there are likly some sort of Palladium copyright issue even with simply sharing it for use of fellow gamers... not sure about the sharing of the output of the generator though. That might be OK.
I have some of his NPC's created for that as well, somewhere.
But yeah I'd understand about sharing the actual generator.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 11:06 am
by keir451
The new Shadow Chronicles book has a kinda character generator for fast generation. But Yeah, it doea take quite a while to roll up a chara. which is why I try and and start my games early or I offer a partial pregen (minus stats) for them to start with.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 11:16 am
by Kagashi
The last time I GMd a table top game, I declared that you must show up with your character already made. if you showed up thinking you were going to create a character, I sent you home. Mostly because we would end up spending 4 hours making characters and never playing.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 1:51 pm
by Lenwen
gelidus wrote:What makes rifts hard to get other people to play.....
I have no clue, I recently moved from Ft Walton Beach Florida, to Fargo N.D. and "
attempted" to start up a Rifts game at my local Gaming shop with what seemed to be 5-7 VERY heavy gamers ..
I said I was I was interested in running a campaign for them and they were VERY interested when I said what the general scope of the campaign would be ..
Then I stated it would be in the "
Rifts" world and immediatly .. they all backed out ..
I was going to start a thread to ask nearly identical question to this, but it seems you beat my to the punch..
I am VERY curious .. why is Rifts as polerizing as it is .. either you love it .. or you hate it .. I've YET .. in my entire gaming years (since prior to Palladium books came along) Never seen anything like it ..
Why is Palladium Product's .. a total hit or miss with people in general ?
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 2:07 pm
by Incriptus
My experience is that people want to find the most powerful class and play that. It is how most other games are played, try to find "the best" way to do something. And yes with the vast number of playable options people want to sift throught them all. Once they are done doing that the GM often says . . . "um . . . I wanna run a gritty street campaign, no dragons/cosmoknights/glitterboys/fill in the black". Honestly making a Rifts character isn't too hard, it's attempting to make "the best" Rifts character which is hell.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 2:43 pm
by keir451
Lenwen wrote:gelidus wrote:What makes rifts hard to get other people to play.....
I have no clue, I recently moved from Ft Walton Beach Florida, to Fargo N.D. and "
attempted" to start up a Rifts game at my local Gaming shop with what seemed to be 5-7 VERY heavy gamers ..
I said I was I was interested in running a campaign for them and they were VERY interested when I said what the general scope of the campaign would be ..
Then I stated it would be in the "
Rifts" world and immediatly .. they all backed out ..
I was going to start a thread to ask nearly identical question to this, but it seems you beat my to the punch..
I am VERY curious .. why is Rifts as polerizing as it is .. either you love it .. or you hate it .. I've YET .. in my entire gaming years (since prior to Palladium books came along) Never seen anything like it ..
Why is Palladium Product's .. a total hit or miss with people in general ?
Why'd you move from Florida to North Dakota? I mean I know you're insane, but NORTH DAKOTA? Yeah it's hard at times to find people to game w/ in general it's even harder at times to find Rifts players. I'm not sure why, but maybe some players of other games have heard all the "bad things" about Rifts and don't know the Truth. 'course maybe they realized you were Lenwen and ran away scared.
But seriously Rifts isn't for everyone esp. some who prefer D&D, or other systems. Those of us who do enjoy Rifts are a very eclectic group in many ways, we can disagree (even hate) the way others run their Rifts games but in the end we'd still be in that persons game just because it's Rifts (at least I would).
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 4:18 pm
by Lenwen
keir451 wrote:Why'd you move from Florida to North Dakota? I mean I know you're insane, but NORTH DAKOTA?
Job offer, 6'000 per month ..
keir451 wrote:Yeah it's hard at times to find people to game w/ in general it's even harder at times to find Rifts players. I'm not sure why, but maybe some players of other games have heard all the "bad things" about Rifts and don't know the Truth. 'course maybe they realized you were Lenwen and ran away scared.
ZING !!
keir451 wrote:But seriously Rifts isn't for everyone esp. some who prefer D&D, or other systems. Those of us who do enjoy Rifts are a very eclectic group in many ways, we can disagree (even hate) the way others run their Rifts games but in the end we'd still be in that persons game just because it's Rifts (at least I would).
I am a full bore out an out a palladium fan .. an jump at the chance to actually play.
But dear lord have mercy .. is it HARD AS HELL .. to get people to play this system at all now days ..
I find that 9 outta 10 times latly .. I am forced to play other game systems .. just to have fun .. it would appear (least from my end of the spectrum) that Rifts is known as "bad joo joo" .. for some reason that I have yet to find.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 5:41 pm
by keir451
duck-foot wrote:no a big problem is not the sophistication of gamers. its laziness, i mean look at all the damn MM for dnd, do you really need that? what happaned to imagination? i got it use the freakin templates, there is no need to bye 6 MM. todays new GM are lazy. its one thing to want a more defined system, but when you dont have enough imagination to make up your own world or creature then you dont need to be a GM.
While there has always been a MM or two, 6 is ridiculous. Most gamers aren't lazy, but once they hear that a certain system is "bad" unless they get a really good game under their belt to proveit to them they're not going to accept that it's good.
Rifts attracts and repels certain people for different reasons.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 6:19 pm
by SkyeFyre
I keep a few premade characters around for when a new player shows up. Something that I've been experimenting with a bit was a "build a character" type of set up in which the player rolls their starting attributes and had a general idea of what type of class they want (Men at arms, psychic, mage, scholar) and they start off with not really any skills at all. I hand them some general equipment and start. As the game goes on I give the players so many points to start with... lets say 5-8. So if they come up to a situation that requires the use of a particular skill there's the chance that the characters knows it and they can use one of their 5-8 points to add the skill to their sheet. Now they can also get their own equipment, cybernetics...etc.
By the end of the game (sometimes just part way through) we've got a bit of an idea of what kind of style the player plays in, what kind of skills they are gravitating towards, and from there we find the OCC that matches their play.
Doesn't work for every single class, and it still has a few rough edges but so far it's worked pretty well at getting someone new into things.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 6:26 pm
by DvlsAdvc8
Create templates based on the most common selections for commonly selected OCCs. Then you're just rolling attributes, adding junk up and poof - give him a name and you're done.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 7:41 pm
by Kalidor
Probably the scope. Even in regards to the core book, there's 30 different classes to choose from. It's hard to take in if you're new to the game. So with that, if I'm inducting complete noobs I tend to only refer to the core book as a basis for the start of the campaign. That gets them used to the game and the setting.
Also, and I'm not sure how this practice actually evolved, I always walk them through the process. I take them step by step and tell them their options and what certain things mean. Seems like with D&D everyone always had a PHB, but in Rifts only the GM ever seems to own the books. Either way, once you get going it's not that bad.
One remark I got from a newish player to this system (who'd been playing D&D with me for years) is that the combat was more 'cinematic' than in D&D, which is a plus. The real gist of the game is that it's just harder on the GM than in other games. In D&D the GM doesn't have to worry about adjudicating rules because they are clearly written. In PB games there's more a sense of the GM being in 'control' instead of being just another player responsible for the environment. Sometimes it puts players off if things don't go their way and can lead to resentment to the GM as a person. Where as in D&D the GM can simply say "Ah, the book says this, so that's what we do" where as in Rifts the GM has to say "Eh.. I don't see why you couldn't do that, but roll this" but not every GM is experienced enough to handle that and winds up saying "No, you can't do that" for no apparent reason. That puts players off.
I've only got 2 players in my group and we've played 3 sessions so far every other Friday and it's going pretty well and they seem to look forward to it, but I honestly couldn't tell you where I'd manage to find any more players.
And I'll be honest, even as a GM with 20 years experience, I find it takes far more time and effort to run a Rifts game than it ever did a D&D campaign. The preparation time is insanely high if you want a smooth game, compared to 3.5. The players don't really have to do all that much to play, so as a GM I find it harder to run a Rifts game than I did D&D simply due to the resources being so chaotic and incomplete. Where as I created an entire gameworld with only the 3 core books and a few extra critter manuals. But, I digress. I still believe Rifts is the most awesome game setting ever created and that's what keeps me coming back.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 9:22 pm
by Incriptus
Oh and for my phase world campain a little while back one of the players was so perplexed as to what to play so, I whipped out the GM Guide and flipped through the pages and told him to point at something and he'd play that. Ended up with a Bio-Borg . . . and it was a good game . . . well until they ran into a fight they couldn't win and we unofficially ended the game
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 10:33 pm
by popscythe
Preconceptions and low quality players. Rifts was clearly written for strong players and to be run by strong GMs. Man-children can screw up anything complex more easily than they can the Playskool carwash.
Re: What makes rifts hard to get other people to play.....
Posted: Sun Mar 14, 2010 11:07 pm
by Thinyser
Agreed.
Rifts can be a wonderful or horrible experinece as a player and its because the GM has to run the game rather than the books running it. This and the players have to accept the GM's lead moreso than in other games because the rules are so much more often either vague or broken and in need of a fix.
Other systems are less demanding on the GM to make it a good experience. Don't get me wrong, a bad GM can mess up even the most structured system but by and large other systems are easier to GM and harder to make it a bad experience. Even a veteran GM of other systems can have a tough time running a Rifts game and making it fun.
I'm by no means a great GM but my players tell me they have fun and I have fun and that's what its all about.
Re: What makes rifts hard to get other people to play.....
Posted: Mon Mar 15, 2010 1:17 am
by runebeo
I've also had problems getting players in the past, but I find joining other rpg groups can help. After playing a few sessions it not hard to talk people into trying Rifts out. You can also bring up how similar Palladium games are too other games and talk up the sheer detail of the characters. I've hooked a few players just by showing off the art and the main books I've used to hook them is Dark Conversions & Juicer Uprising.
Re: What makes rifts hard to get other people to play.....
Posted: Mon Mar 15, 2010 1:22 am
by popscythe
Thinyser wrote:often vague or broken and in need of a fix
Oh? Like what, exactly?
Every specific example I've heard on these forums already are either errata type stuff that you see in all RPGs or the result of bad understanding of the rules on the part of the plaintiff.
Re: What makes rifts hard to get other people to play.....
Posted: Mon Mar 15, 2010 9:09 am
by Thinyser
popscythe wrote:Thinyser wrote:often vague or broken and in need of a fix
Oh? Like what, exactly?
Every specific example I've heard on these forums already are either errata type stuff that you see in all RPGs or the result of bad understanding of the rules on the part of the plaintiff.
Stick around and you will see more, you've been here a bit over a month.
The fact that the same ?s keep reappearing year after year is evidence that there are things that people find vague and want help interpreting... opinions vary. You might see something as crystal clear and somebody else might also see it as crystal clear but completely disagree with your interpretation. This means the rules are too vague.
As a single example of something vague/broken look at the psi slinger and his weapon link.
Re: What makes rifts hard to get other people to play.....
Posted: Mon Mar 15, 2010 6:32 pm
by Mack
popscythe wrote:Preconceptions and low quality players. Rifts was clearly written for strong players and to be run by strong GMs. Man-children can screw up anything complex more easily than they can the Playskool carwash.
Let's not pass judgement on other's preferred games.
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 5:21 am
by Noon
Do you really need to do anything past the base stats?
Do you have to have every single skill written up to the exact percentage, or it's just not going to be any fun?
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 7:23 am
by ZorValachan
Ubiquity wrote:Zamion wrote:What i find works well is not to allow alot of books....."ok so we got main book mercs one, warmachine and lone star and juicer uprising"...what ever pick 4 books and the main book lock it down that these are what you can choose your starting gear and occ's/rcc's from and call it a day , you can expand your game if they travle...or stare at them hard and say , "dude come on were doing a NA game here , we can do SA next time or you can run it" If they got a problem with that tell them to **** off and nuke them
I think you have brought up an excellent point. I think the plethora of world/source/conversion books is about adding variety and scope to games that can be played and the direction they take. If your game is centered around Chi-Town, there is no need for OCCs from England or Africa or even the dimensional market. The chances of OCCs world hopping, especially at low level, is beyond unlikely. Even in today's modern world, what percentage of people ever leave their home continent? Just because all of these resources exist does not mean they need to, or should be, used. They are there if they NEED to be used. I think you are absolutely right.
I agree up to a point. Take the Herbalist Skill in R:UE for example. There is absolutely nothing under the skill description to figure out how to use herbalism for natural remedies/cures, i.e., what their actual effect is. The only thing coming close is Using Rifts England and Underseas - magical herbalism powers as a guideline-or the BOM which has these condensed. The problem is that while there may be rules to everything, they are commonly scattered throughout various source/world books or even other lines. As the group travels, yes I add and subtract books to my bag. I am NOT going to haul a trunkload of books to every game. But if they got Weapon X from Arzno and now they are in the Dinosaur Swamp... oops I forgot your character had that gun and I left the book 2 hours away at home..., I have gotten to the point of making an item book with every item not in the main book written in it with all its info. I used to do this in all my games with magical items. Rifts is the first game I had to do it with mundane ones. When I started listing off item numbers to my players to write down, they were all like "uh, when did all our stuff get magical?"
Another 'problem'. Things are not in good order and not where you would expect. The ToC and Quick find are nice, but not always detailed enough. I have a 5 page Word document in New Times Roman 8 point type, double columns, with various rules and the books/pages that they are listed. Page 259 (CS equipment) in R:UE has the price for a standard e-clip and charging and listed again on 268 (general). Price for charging for a long e-clip is listed again on both, but only page 268 has the price for a long e-clip. 259 doesn't have the long e-clip price. Rail gun (general) and Glitterboy rounds are priced in the CS section 259-not the general section 268. If you only saw one of these entries, you would think only half the rules were there. Having to hunt is no fun.
Magic and magical combat are in the magic section. Psionic combat is after ranged combat-far away from the psionic section at almost the very end of the book. If you normally play a magic user and try a psychic, you KNOW there is a psionic combat section, but search and search all over the psionic section and find nothing.
The errata is not 'like other companies'. PB does not have a PDF that can be downloaded and looked at. The forums have -fan based- FAQ. errata is in threads. I should not have to go to a forum to find errata. It should be in the main site. WoTC and Black Industries (for WHFRP-2ed) had pdf links to errata. I could download them. Heck the text and fonts were the same as the book, so I could cut them out and paste them physically in the book - easy. PB can have a change in a printing and never acknowledge it. On an old thread I was listing pg numbers to CB1 and another guy couldn't find any of my material and it was not the new+revised differences, it was between something like 1st printing and 4th printing.
Copy and Pasted -WRONG information such as spells.
such as a spell in RMB got revised in BOM, but when R:UE was made, it was cut and pasted from RMB, so the error came across again. R:UE is 'later' thus correct? Or the actual fix-not the copy in BOM?
Clarification is needed in so many rules. Look at 'intent' in the psychic invisibility power. Does this mean any 'harmful' intent 0 tolerance like, or immediate harmful intent. Dark Brandon and I read the same ruling and get different meaning from the exact words. There needs to be a little ex:
example given after each spell/power/whatever such as 'carrying a bomb is considered harmful intent and the character cannot use this power' OR ' carrying a bomb using the power is permissible, as long as it is not set while under the power' or something similar.
Listing a rule and stating 'if you, the GM do not like it, you may change it' is ok in my book. Stating 'we don't clarify so the GM can make the decision', or 'the only rule is that GM can change anything' is a cop-out statement the designer is not confident in his rules. Give me the actual rule, then let me decide. Don't make me decide from the start. I built a system from scratch and published it, because of how much this annoyed me.
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 9:00 am
by Danger
The sheer amount of material makes the game a little intimidating. Also, character generation is...clunky.
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 8:42 pm
by popscythe
Mack wrote:popscythe wrote:Playskool
Let's not pass judgement on other's preferred games.
No problem.
Stormchild wrote:You remind me of a zealot-chihuahua on crack..... and acid.
So I rationally ask for specifics and thus I must be using crack cocaine and acid, and be a mexcian dog.
You remind me of a gently misguided child who blames math being "too hard" for the reason that he didn't want to put in the effort to learn it.
Thinyser wrote:As a single example of something vague/broken look at the psi slinger and his weapon link.
I'll have to look into it, I haven't read the western books. But really, are there any better examples than a specific class ability from what, book 30ish?
It appears through much crackaciddog discussion and research that the majority of difficult interpretations are based someone making a mistake, or an errata issue.
If the same questions keep coming up, have you considered the possibility that the majority of bad scholars come online to ask for the answer for a question rather than reading the book with the answer inside it? Don't those threads almost uniformly start with "Sorry to ask if this has been brought up already (didn't search the forums) but I just got the book and I had a question about it (didn't read the book)..."
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 9:08 pm
by Thinyser
popscythe wrote:Mack wrote:popscythe wrote:Playskool
Let's not pass judgement on other's preferred games.
No problem.
Stormchild wrote:You remind me of a zealot-chihuahua on crack..... and acid.
So I rationally ask for specifics and thus I must be using crack cocaine and acid, and be a mexcian dog.
You remind me of a gently misguided child who blames math being "too hard" for the reason that he didn't want to put in the effort to learn it.
Thinyser wrote:As a single example of something vague/broken look at the psi slinger and his weapon link.
I'll have to look into it, I haven't read the western books. But really, are there any better examples than a specific class ability from what, book 30ish?
It appears through much crackaciddog discussion and research that the majority of difficult interpretations are based someone making a mistake, or an errata issue.
If the same questions keep coming up, have you considered the possibility that the majority of bad scholars come online to ask for the answer for a question rather than reading the book with the answer inside it? Don't those threads almost uniformly start with "Sorry to ask if this has been brought up already (didn't search the forums) but I just got the book and I had a question about it (didn't read the book)..."
I think occam's razor applies here and the simpelest explination is that if the rules were clear and consise then the questions would not arrise as often as they do therefore because the question/debates do arrise so often there must be too much vaguery in the rules as written.
To use an annolgy I'm of the mind that if an entire class is failing to grasp what is being taught its not the failure of the students its the failure of the teacher.
If you want to persist in your thinking that the problem lies with the readers rather than the writers then be my guest but you wont convince me or most of us here (that have been through the books and seen the things people disagree on and through years of the same debates here on the boards) that that is the case.
and BTW New West is WB 14 not even close to 30ish
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 9:54 pm
by popscythe
Thinyser wrote:but you wont convince me or most of us here
And there you have it. You think this is about being right, and I think it's about opening the Rifts book and reading it.
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 10:40 pm
by Thinyser
popscythe wrote:Thinyser wrote:but you wont convince me or most of us here
And there you have it. You think this is about being right, and I think it's about opening the Rifts book and reading it.
Believe me we can all read and most gamers I know are quite adept at understanding what they read.
The fact is Rifts is a great world but is lacking in clear rules like a what other systems offer.
If it were as simple as "read it" there would be no debate because the book would give a single conclusive answer. The very fact that there
is debate on many subjects strongly indicates that there is a vagueness to the rules that allows for different
interpretations.
This leads to more work for GMs and on occasion some heated disagreements that can cause great schisms in groups.
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 11:12 pm
by keir451
Thinyser wrote:popscythe wrote:Thinyser wrote:but you wont convince me or most of us here
And there you have it. You think this is about being right, and I think it's about opening the Rifts book and reading it.
Believe me we can all read and most gamers I know are quite adept at understanding what they read.
The fact is Rifts is a great world but is lacking in clear rules like a what other systems offer.
If it were as simple as "read it" there would be no debate because the book would give a single conclusive answer. The very fact that there
is debate on many subjects strongly indicates that there is a vagueness to the rules that allows for different
interpretations.
This leads to more work for GMs and on occasion some heated disagreements that can cause great schisms in groups.
Here, Here!!! Too many of the discussions on the boards dissolve into flame wars because one person interpreted the rules one way and another person disagrees. Simple clarification of the rules and streamlining character gen to make it faster would help the system immensely. I have, recently, gone back and RE-READ the books (original RPG vs RUE) and came away MORE confused by RUE than by the original RPG.
Re: What makes rifts hard to get other people to play.....
Posted: Tue Mar 16, 2010 11:22 pm
by Thinyser
popscythe wrote:But really, are there any better examples than a specific class ability from what, book 30ish?
There are tons of examples. I've been playing Palladium for 9 years now and a member of these boards for about 5.5 and have participated in dozens of debates where both sides think they are the ones that are interpreting the rules correctly. Stick around and you'll see them too.
Recently a short thread cropped up about how much PPE can a man of magic take from a Ley Line. Page 21 in the BoM (2001) has a question that asks
"It says men of magic and also dragons are like living PPE batteries, able to absorb energy from ley lines, etc. What is the limit to the amount they can absorb, and how long can they retain that extra PPE"
*bolding mine*
Which is answered with
"Practitioners of magic (dragons, demons, spell casters, and similar beings versed in magic) can absorb up to three times their normal limit in PPE. However, most borrowed, captured or stolen PPE can only be held for a short period of time - the mage's P.E. attribute in minutes before it dissipates"
Now to me and some others this seems cut and dried. The EXTRA that is ABSORBED is 3x the base so when full the cast has their base + this additional 3x the base (which will dissapate quickly if not used)
Some other (Lenwen for certain) think that the total the mage can contain is 3x the normal base.
So with real number if a mage has a 100 PPE base Lenwen thinks the most he can hold is 300 PPE. I think the EXTRA the mage can absorb is 300 PPE and therefore the total is 400 PPE (base + 3xbase in extra absorbed PPE)
We are both reading the exact same words but for some reason have very different interpretations of what they mean.
Using a simple example with real numbers like what I just did would be what Palladium should have done but instead its vague as to what the true total is... at least for Lenwen and I. I think the context of the question asking about absorbed extra PPE means the 3x limit is EXTRA in addition to the base but with out real numbers to show what the author means it is possible Lenwen is correct and the total is the 3x the base.
If one wants to use the new Mysteries of Magic as Rifts (2009) canon (its actually a PFRPG title) that completly changes the answer and says that the additional is only 50% of the base and uses real numbers saying that a mage with 180 PPE could hold a max of 270 PPE (180 + 90 = 270) and can hold that for PE in melees (not minutes). But it took them 8 years to fix this and thats IF you count this as Rifts canon (which its technically not but I'd be ok considering as such but still 8 freaking years it was vague and without a simple numerical example)
Re: What makes rifts hard to get other people to play.....
Posted: Wed Mar 17, 2010 1:41 am
by ZorValachan
Zamion wrote:I would never write down the stats for all weapons myself....good lord thats alot of work...what i think you should do, is say im sorry your not allowed to have guns from underseas or china....period pretend that books not printed. there is no reason to put yourself through that much hassel ever.....if you and a player think something is diffrent about a gun and the books not with you....just agree on something and go with it, its a game it should be fast paced not a long look up of peice of random ass gear that players are probly gonna sell anyhow.
Let me explain better. I wasn't just talking guns, just using them as examples. Tools like MDC drills, blow torches, and equipment like ghillie suits that use e-clips to mask heat as well as normal camoflage, e-clip rechargers, etc. are scattered around multiple books. The characters are not going to sell this, they specifically searched for this stuff, had it on want lists and slowly got it through good game-play. A few of the characters are scavengers/amateur archaeologists. But the main point is that all this stuff should be in a basic book, not scattered around 40+ other books.
I did limit things. Only R:UE OCCs-equipment, no borgs or dragon hatchlings. Humans/dog boy only. Just as play progresses, their sheltered world gets a bit more open and reasonable things get bought. But with it being possible that a month or 2 might pass between game sessions, none of us can remember everything. So things get written down and numbers assigned.
Re: What makes rifts hard to get other people to play.....
Posted: Wed Mar 17, 2010 6:43 am
by popscythe
Stormchild wrote:anyone that isn't willing to have a notebook full of house rules is lazy
Actually, it's quite a bit more simple than that. Anyone who hasn't read the book closely enough or understood the rules well enough to believe that a book of house rules is required (I use zero in my weekly game) doesn't know the system well enough to complain that it needs fixing or is hard to play. That does very much include 75% of the gaming community. The lowest, most common denominator of the gaming community. The lazy, the poor scholars and the inattentive are who don't like the system. Not because it's too hard, but because it isn't too simple. The RPGs some people are comparing Rifts too are literally the baby food of RPGs, made by Hasbro, a children's toy company. That's not to be insulting, it's literally that they are RPGs for beginner role players. However, when you claim things that are not true, and define zealot at me (give me a break sir, I'm a Rifts(tm) player.) you're not arguing your point, you're calling me names. That's not what this thread is about, this thread is about the laziness and preconceptions that poor and inexperienced players have and poor or inexperienced GMs may have caused that make people who have been given a vague negative impression as a third party think "Man, that game Rifts sounds hard, or broken or something, I don't even see it's books in the store, it must not be good." THAT is why Rifts is "hard" (if it truly is) to get people to play. Not enough paid reviews in gaming magazines, and too many overly vocal poor workers who blame their tools.
Re: What makes rifts hard to get other people to play.....
Posted: Wed Mar 17, 2010 7:00 am
by ZorValachan
popscythe wrote:Stormchild wrote:anyone that isn't willing to have a notebook full of house rules is lazy
Actually, it's quite a bit more simple than that. Anyone who hasn't read the book closely enough or understood the rules well enough to believe that a book of house rules is required (I use zero in my weekly game) doesn't know the system well enough to complain that it needs fixing or is hard to play. That does very much include 75% of the gaming community. The lowest, most common denominator of the gaming community. The lazy, the poor scholars and the inattentive are who don't like the system. Not because it's too hard, but because it isn't too simple. The RPGs some people are comparing Rifts too are literally the baby food of RPGs, made by Hasbro, a children's toy company. That's not to be insulting, it's literally that they are RPGs for beginner role players. However, when you claim things that are not true, and define zealot at me (give me a break sir, I'm a Rifts(tm) player.) you're not arguing your point, you're calling me names. That's not what this thread is about, this thread is about the laziness and preconceptions that poor and inexperienced players have and poor or inexperienced GMs may have caused that make people who have been given a vague negative impression as a third party think "Man, that game Rifts sounds hard, or broken or something, I don't even see it's books in the store, it must not be good." THAT is why Rifts is "hard" (if it truly is) to get people to play. Not enough paid reviews in gaming magazines, and too many overly vocal poor workers who blame their tools.
Exact quotes and pages were given, as you asked. Yet you still ignore them.
It is not laziness that people want clarifications to rules. It is not laziness that people want rules where they should be, or indexed (PFRPG 1st edition had an excellent index) or that we want the errata easily accessible and not in another book that must be bought. I probably play with 1 or 2 house rules, because I like them better than the RAW, not because I think there were not rules, but I still have a 5 page double-column small-typed rules list for page/number. But as shown when there are extremely few examples for game rules, they can be interpreted different because they are vague. See the above BoM holding additional PPE controversy.
Another example:
Look at the Operator OCC. He is given skills in Electrical Engineering and Mechanical Engineering. When these skills are looked up in the skill section, they show requirements of Advanced Math, Basic Mechanics, and Literacy, ALL which are not on the OCC list. So now the debate is:
1) Does he get those skills for free?
2) Does he get those skills as part of the more advanced ones, but at the advanced ones' level?
3) Must he use OCC related skills to fill in these gaps?
4) Must he use Secondary skill to fill in the gap?
5) ignore it?
This is not the only OCC, BTS-2's occupations run rampant with this type of neglect in back-sourcing skills.
Re: What makes rifts hard to get other people to play.....
Posted: Wed Mar 17, 2010 3:12 pm
by Dustin Fireblade
ZorValachan wrote:
Another example:
Look at the Operator OCC. He is given skills in Electrical Engineering and Mechanical Engineering. When these skills are looked up in the skill section, they show requirements of Advanced Math, Basic Mechanics, and Literacy, ALL which are not on the OCC list. So now the debate is:
1) Does he get those skills for free?
2) Does he get those skills as part of the more advanced ones, but at the advanced ones' level?
3) Must he use OCC related skills to fill in these gaps?
4) Must he use Secondary skill to fill in the gap?
5) ignore it?
This is not the only OCC, BTS-2's occupations run rampant with this type of neglect in back-sourcing skills.
RUE pg 299 explains this.
Re: What makes rifts hard to get other people to play.....
Posted: Wed Mar 17, 2010 6:15 pm
by Balabanto
What makes Rifts hard to get other people to play is that Post-Apocalyptic is a weak genre to begin with. People are coming back to Rifts now, but in general, when the economy is doing poorly, post apocalyptic stories begin selling again. (Book of Eli, a new Mad Max movie coming, etc)
Add the complexity of the system to a rarely played genre, and the fact that Palladium Fantasy hasn't advanced beyond D+D 1st/2nd edition in terms of gaming style, and a lot of modern gamers won't touch it with a ten foot pole. I don't mind two hours of chargen. It doesn't bother me in the slightest. But there are people who don't have the time, especially in the Northeast or other high intensity business environments, to play that sort of game. Plus, the slowness of advancement bothers many modern gamers who are used to World of Warcraft and similar MMO style play. They want things kept simple, and this system is not simple. When we've played the game for close to 10 years, and the highest level characters are levels 7-8, that sticks in the craw of certain gamers.
Does the system need to be retooled? I actually don't think so. I think it needs to be STREAMLINED, so that combat doesn't take all night, but retooled, certainly.
Re: What makes rifts hard to get other people to play.....
Posted: Fri Mar 19, 2010 7:12 am
by popscythe
Dustin Fireblade wrote:RUE pg 299 explains this.
Thank you, sir.
By the way, Zor, I have already suggested some of the changes that you mentioned as far as raingun round prices and such being moved around for the errata thread. If you find any other details like that which are bothering you, by all means, suggest them to errata! Please! Or, just PM them to me, and I'll suggest them. Far better to be part of the solution than just angry, and thinking a game is bad that isn't.
Re: What makes rifts hard to get other people to play.....
Posted: Fri Mar 19, 2010 3:18 pm
by Jack Daniels
popscythe wrote:Stormchild wrote:anyone that isn't willing to have a notebook full of house rules is lazy
Actually, it's quite a bit more simple than that. Anyone who hasn't read the book closely enough or understood the rules well enough to believe that a book of house rules is required (I use zero in my weekly game) doesn't know the system well enough to complain that it needs fixing or is hard to play. That does very much include 75% of the gaming community. The lowest, most common denominator of the gaming community.
The lazy, the poor scholars and the inattentive are who don't like the system. Not because it's too hard, but because it isn't too simple. The RPGs some people are comparing Rifts too are literally the baby food of RPGs, made by Hasbro, a children's toy company. That's not to be insulting, it's literally that they are RPGs for beginner role players.
However, when you claim things that are not true, and define zealot at me (give me a break sir, I'm a Rifts(tm) player.) you're not arguing your point, you're calling me names. That's not what this thread is about, this thread is about the laziness and preconceptions that poor and inexperienced players have and poor or inexperienced GMs may have caused that make people who have been given a vague negative impression as a third party think "Man, that game Rifts sounds hard, or broken or something, I don't even see it's books in the store, it must not be good." THAT is why Rifts is "hard" (if it truly is) to get people to play. Not enough paid reviews in gaming magazines, and too many overly vocal poor workers who blame their tools.
You appear to take offense at Stormchild labeling you as a zealot and scold him for calling you names instead of arguing his point, yet in the very next sentence you turn around and insult a broad category of people while making at best a strained point of your own. I am not lazy, a poor scholar or inattentive, and I don't like the Palladium system. Should I take offense that as a result of my preference I have been labeled a poor and inexperienced player/GM by you?
From the posts of yours that I've read you are completely partisan and single minded about the superiority of people who accept Palladium as a flawless system without need of editing, so Stormchild is not so much calling you a name as he is describing you. It is a description that so far I agree with.
Also, you're wrong about what this thread is about. You are trying to make it about the shortcomings of those who don't like the Palladium system due to your bigoted opinion regarding people such as myself, but this thread is actually about the difficulty of getting people to play Rifts. The specific reason given in the OP is that it takes too long to make a character.
If you have a life like many here do, and your group members have lives, like many here do, you might be lucky to be able to schedule one night a month for gaming, like I am. In my case a gaming session might last as long as 5 hours if we push it past our bedtimes. I have no desire to spend a months worth of game night just creating characters. You may label that as laziness but it is actually an acknowledgment of reality. I don't think I'm alone in this or that my situation is unique.
Finally, you asked for just one example of where the rules were unclear. You were immediately provided one that you proceeded to dismiss because it was limited in scope. You were then provided a very specific example of where one of the basic rules can be legitimately interpreted in two different ways. Your response was to have the questioners reference the FAQ? When I play I want to play, not spend time searching a FAQ. Searching FAQ's disrupts the play of the game and should not be necessary in order to play the game. That something so basic is written in a way that is open to more than one legitimate interpretation shows a laziness on the part of the producers, not the part of the players. That you can state "search the FAQ" as though it were a legitimate option proves your zealotry, or is a masterful display of tongue-in-cheek over the top fanboyishness. I'd like to believe the latter and will salute you if it is the case, but I fear the answer is the former.
Re: What makes rifts hard to get other people to play.....
Posted: Fri Mar 19, 2010 3:50 pm
by Kalidor
If you're smart, you'll just learn to ignore poopsicle and not reply to anything he says. It's pretty clear by now the guy is a troll and all you're doing is encouraging his antics. Save your passion for people who actually care about the game and their fellow players.
Re: What makes rifts hard to get other people to play.....
Posted: Fri Mar 19, 2010 8:47 pm
by popscythe
Jack Daniels wrote:I am not lazy, a poor scholar or inattentive, and I don't like the Palladium system.
And yet you haven't brought yourself to read the thread or at least comprehend the actual things I've been said, or that have been said to me. I never objected to being called a zealot. Reread what you quoted, then bolded. The joke (and it was a joke) was that I need no words defined, as I am a mighty Rifts(tm) player. That's me coming around to meet the lowest common denominator half way and extending the hand of friendship on an issue that clearly cannot be resolved by talking to the lowest common denominator. As you clearly haven't read and understood a few pages of forum posting, but maintain that you are not a poor scholar or lazy, I can only assume that you had some time constraint that disallowed you to participate in the conversation in an effective manner. It's too bad, as it appears that had you read and understood the thread, you might have made a lasting and high quality contribution.
As far as being written off as a troll and called names out of desperation, that's fine. The last refuge of the ineffective is attack that cannot be defended against due to it's meaninglessness.
As far as the content of this thread goes, I have made no point that has been refuted, nor any accusation that was baseless or insulting (though any insult taken might be related to the accuracy of the comment). If you believe otherwise, you haven't been paying attention closely.
Stormchild wrote:discordian
That's amusing, (and I am a RAW fan) but really just misused. I have made no attempt to do the good works of Eris on this board. In fact, I believe that reactions to the truth in haste, anger and thereby lacking in accuracy are the true ministrations of the Lady. "Why hear truth when you can build fire?"
Re: What makes rifts hard to get other people to play.....
Posted: Fri Mar 19, 2010 9:46 pm
by Mack
Folks, keep your posts to the discussion at hand and not each other.
Re: What makes rifts hard to get other people to play.....
Posted: Sat Mar 20, 2010 8:44 am
by Thinyser
Zamion wrote:The low lv's are a problem, you dont start getting amazing or powerfull stuff to pretty high lv's , now from a Roleplaying perspective so what , but if you want some masterfull mutant or powerfull mage, you will be disapointed if your GM doesnt move advancment along pretty quick for at least awhile ....if all the players are into it you shouldnt take 4 years to get to lv 10 or 12
I dont use the Palladium exp advancement instead I advance based on sessions played. If we start at level one then we play 2 sessions to go to level 2, 3 more from there to level 3, 4 from there to level 4, etc.
Being that we get together 1-3 times a month this is a ok pace for most players to feel they are advancing as they should be.
Re: What makes rifts hard to get other people to play.....
Posted: Sat Mar 20, 2010 10:22 pm
by popscythe
I've always been a long/frequent sessions type of GM/player, but I agree, the Palladium advancement system is slower than some others. However I'm not entirely sure that it works out completely differently than the system you use, Thinser. Also, I like the palladium exp system for what specifically it rewards, which is different than rewarding entirely based on monsters killed/tasks completed. For instance, we had a situation where party members had extremely low IQs and bad dispositions and couldn't really help getting into fights pretty often in the harsh sociological climate of Rifts. They got the majority of their xp from remaining in character no matter how they'd have liked to avoid the next fight (that they the players thought would be suicide, but the characters were sure they'd win) or no matter how much using advanced tactics would have helped them out in a situation.
Re: What makes rifts hard to get other people to play.....
Posted: Wed Mar 24, 2010 3:11 pm
by random_username
jhwrench wrote:Karsus wrote:Couple the very long character creation time with the fact that about
90% of characters die before getting to level 3
Then start at level three. ...
Could treat the experience that was essentially gained out-of-game as an opportunity for campaign sub-plots. Essentially unresolved appropriate ongoing background issues that occurred while the character was advancing to third level. Usually this involves possible recurring villains.
Examples:A character with power armor, robot vehicle, or other expensive vehicle: turns out the character either stole it or acquired it without realizing it was stolen. Now the original owner is hunting down those responsible. If the item was CS gear it could mean being targeted by a Coalition investigation of some kind.
A New West Sharpshooter: killed another novice sharpshooter in a shootout and now his clan, family, older brother sharpshooter, etc is out for revenge. Kill the new one and now the rest really hate you and keep sending more.
Adaptable to almost any expensive gear or OCC: variations of above.
Anything else that works well.That way there is fall-out from the free previous experience gained. It helps define the character in the campaign which should actually help both player and the GM.
Re: What makes rifts hard to get other people to play.....
Posted: Wed Mar 24, 2010 9:02 pm
by Kalidor
Even though I disagree with the way popscythe belittles people to get his point across -- he's right about one thing. People under 20 don't care about PnP games because it's too much trouble compared to video gaming.
Unless we transcend to the digital medium we're at a dead end.
To make the game appealing to younger audiences it doesn't have to be dumbed down, but it does have to be more accessible
1. High Quality Virtual table tops with maps and minis and dice rolling
2. Nice character generators with a really slick GUI
3. Digital format books for use on things like iPad and laptops
Any gaming company that fails to implement those things will not survive the next decade.
Re: What makes rifts hard to get other people to play.....
Posted: Thu Mar 25, 2010 8:46 am
by Noon
I think people under twenty can just tell when a game has broken procedure and no real reward cycle to speak of, so they go to something that does (video games).
Most RPG's, as sold, just aren't fun.
Alot of gamers go around houseruling and filling notepads trying to make them fun.
Back in the eighties or prior, there wasn't much option if you wanted adventure. Now there is and you'll run out of people who adoringly fix broken games.
Re: What makes rifts hard to get other people to play.....
Posted: Thu Mar 25, 2010 11:40 am
by jaymz
Xyll wrote:http://www.rptools.net/ Try this maybe this will help you out. Love this program plus it is free: )
No movie or music yet but got everything else plus more
I play on a chat site that has most of the features Ninja is looking for, Dice roller, private messaging (no private dice rolls though) images for the players to depict thier characters, ability to post a link to maps or other images for all to see, and it is easy to set it up in a turn based posting order.....no maps/minis though unfortunately.....
Re: What makes rifts hard to get other people to play.....
Posted: Thu Mar 25, 2010 11:48 am
by Jorel
Ninjapuppy wrote:I've been playing video games with so called instant gratification on a rail roaded story line for the past 10 years. I've played MMOGs, !st person shooters, and RPG and I stopped playing them about a year ago and returned to Role Playing Books. The elements that were making these types of games good were slowly erroded away and replaced by Linear story lines, Game Creators with the attitude in which it would be " Cool" or " Exiting" for a player to do this, this and this to accomplish a task to get the reward as long as they do what is scripted, all wrapped up in somthiing that is visually pleasing. Be an actor in their story and your simply along for the ride, press a button here, here and here. I can tell you now, other than graphics, nothing has changed in the sports realm and MMOGs are other 1st person games are a snore. My video gaming budget has entirly switched to Palladium Books Role Playing, and its broken system, which has always worked for me. Be your own actor, write your own story, make your own decisions and work with your friends to accomplish tasks. Let the GM enforce the rules and set the ball moving. I don't think that Role Playing is dead, and I think that it will always survive.
I'm still waiting for my MSN style messager where I can talk with up to 12 players at a time, equipped with a dice roller which allows for public viewing and private viewing where al the GM needs to do is request that a player roll a particular dice in private or public for all to see. We can add the bonuses later depending on whatever rule set you play. Add the feature to include pasted/ imported images from the internet or movie and music and bam!, Modern RPG bliss. Still pen and paper, errr, Mouse and Monitor!?
Good for you for making the switch back. I agree about the video games. Look at FF XIII. I still haven't been able to leave the set path (think Star Wars trench run) and I have been playing for like 2 weeks. It looks dope, but I am bored and would rather read these boards.
Re: What makes rifts hard to get other people to play.....
Posted: Thu Mar 25, 2010 11:59 am
by popscythe
Even though I disagree with Kalidor's insistence on saying that "any blank that doesn't/does do blank in the next blank is doomed" when a simple "my opinion on blank is blank" would have sufficed -- he's right about one thing. Wizards of the Coast will definitely implement some virtual gaming system in that soon the Dungeons & Dragons product will be a strange mixture of a social networking site, an iphone app and an mmo.
And exactly like social networking sites, iphone apps and mmos, the entire thing will revolve around popularity based busywork ported from flash to an inferior platform. I'm looking forward to it, actually. There will finally be the same type of division between role players as there is between gamers and mmo gamers today, or say between role players and D&D players today.
Re: What makes rifts hard to get other people to play.....
Posted: Thu Mar 25, 2010 12:42 pm
by jaymz
Character Creation - I can do it in under 30 minutes. Same amount of time when I first started as it does now. Problem is most players now want tweak their cees (characters) to the nth degree to get the most bang for the least buck. THAT is why it takes so bloody long forhte avergae person to make a cee not the system.
Combat - is cludgy. I understand the rules fully (this is directed at pop mostly since he seems to think everyone who isnt him is apparently not understanding hte rules at all) and theyare cludgy. I know what rules are for what and how they work however when you have 5 players fighting 5 demons and they all ahve 6 attacks or more....it is cludgy and takes too long. Period. I want to play and advetnrue not spend 90minutes killing 5 demons. and THAT is how hte palladium combat system works out of the box.
Personally I thinkteh basis of the Palladium system us fine and liek ALL systems out htere it does indeed need tweaking here and htere but it doesn;t need a major overhaul.
Why is it so hard to get players to play a palladium game let alone rifts? Easy, anyone who hasnt played rifts/palladium has only heard hte bad and sluff off the good sicne the good is typically told to them by palladium players and not RPGnet or the d20 crowd as a whole. D20 has its merits and as a fact is a spoonfed simle system to use since it does in act spoon feed the rules to you for almost anything that may happen where Rifts/paladium does indeed require the gm ADN the players to work a little harder at it. Present day player dont want to work they want to kill stuff and get loot. Thank You WoW et al.