Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Thursday, November 16, 2023

Deadlands Campaign Catch-Up

 


Well I have run 29 sessions of my Deadlands "The Flood" campaign and we are close to the end, likely finishing up at session 33 or 34 in the near future. It's been a lot of fun and brought in some new players even as old ones stepped away and one of my challenges will be maintaining that energy with whatever we do next.

We started in September of 2021 with an easy opening, moved into "Comin' Round the Mountain" (an adaptation of the original Deadlands starter adventure) for a couple of sessions to get our feet wet, then rode the rails into California and have been there since session #3. The funny thing is I feel like there are still large areas we could explore further, both inland and in the Great Maze. That said the characters are about to hit Legendary status and so it is time to wrap up their story ... for now anyway.

One interesting note: no character deaths so far! Outside of superhero campaigns it's rare for one of my games to go this long with no one dying. This is especially true of a game where bullets and magic are flying in nearly every session. This has also deprived my players the opportunity to dive into the whole "Harrowed" section of the rules which is unfortunate. Oh well, maybe in the next Weird West campaign!

Now there have been gaps - moving last year and various holiday schedule conflicts have gotten in the way, alongside my determination to run different RPG's on different weekends. I did drop that last part recently as once I realized we were close I decided to let the other games go to ensure we used every opportunity to wrap up the main campaign properly.  

It's been a good run.

Monday, July 31, 2023

Campaign Planning 2023

 


I say 2023 because I am betting this will start later this year though you never know with schedules and complications and I'm not going to rush the Deadlands game to a conclusion. It's good to have a plan though. 

Fair warning: this will pretty much be me thinking out loud about various options, many of which I have outlined before, sometimes years ago on this very blog.  Hopefully it all makes some kind of sense.

I have been running Deadlands "The Flood" since September of 2021with 25 sessions completed. That sounds light to me but there was a 3-month gap at the end of 21 and start of 22 then a 6-month gap last spring/summer as I went house-hunting and then moved into a new place. So when we get going we are pretty consistent but we do have gaps here and there. It has been the main game for the last three years so Savage Worlds has been our main system.

This year I have also run some FFG Star Wars as a side campaign and ran a Sentinels of the Multiverse kick-off session that has thus far only been that one session. 

When we finish the Deadlands game that's probably enough Deadlands for me for a while though I do have plenty of material to run more. After running a particular setting for an extended period I like to  switch to something else even if I know I'll be coming back to it later. It helps me to change perspectives and assumptions.

System-wise I do like Savage Worlds and I have since it was first released but I'll probably change that out too. System mastery is nice but there are a lot of cool games out there and I'd like to spend time with all of them so rotation is important.

That said let's talk about Savage Worlds options: it's probably Rifts. I'd love to run Weird War II, and for some reason Slipstream has been calling out to me lately, but if I turn right back around into this system it will probably be for Rifts. Even now, 30+ years later that game calls to people with all of the character options and setting weirdness and I should probably take another run at it. I have plenty of ideas and there is more than enough setting material new and old for a nice long run. I had a thought recently about converting some adventures from other games that I like to see how it might go - from D&D to Traveller to Twilight 2000. It's definitely a candidate. 


Another candidate would be some kind of old school D&D type game. The Black Hack looks like fun, with Labyrinth Lord or OSE as more traditional options. I might run this as a traditional Town + Wilderness + Dungeons/MegaDungeon setup. I haven't run a fantasy game aside from a one-off last year in a long time and this might scratch that itch. The other thing here is that I don't see this being as much of a long-term campaign as some of the others. Make characters, get our hands dirty running through a few levels, and then consider rotating out. There tends to be less system overhead with games like this so in my experience you get more done per session than some games. I'd play this pretty loosely and let the players choose their path of course, as sandboxy as they want, and try to have a suitable stopping point in mind. 


A smaller contender for a fantasy game would be a Warhammer Fantasy Roleplay campaign. This would probably be 2nd edition as I have all of the books and between published adventures and stuff I sketched out years ago I could run for quite a while. It's a fun system and it's not like I don't have the miniatures ... it's just a matter of getting people to try it. 


The other fantasy contender would be a 5E game that would take the classic path of Temple of Elemental Evil-Against the Giants-Drow Series with a finale at Queen of the Demonweb pits. There are good 5E conversions of most of these so the technical side is easy enough. I've wanted to run these for years and this would be that effort. looking at the long term there are several built in stopping points too - maybe if we completed ToEE my guys might have had enough 5E for a while so we rotate to something else and then come back to it down the road to play through the Giants series. I know I tend to burn out on 5E so if it takes a year I may well be ready to do something else myself. There are enough monster books out now for it that I can probably make them interesting at least and If I do run 5E again this is the most likely path.


Getting away from fantasy campaigns the dream would be to finally have a superhero game as the main campaign for the first time with this crew. I like Sentinels after trying it out and there are a lot of other good supers rules but for a longer-term campaign I would go with Mutants & Masterminds. Tons of support both books and online , tons of characters and villains both, locations ... it has everything I would need. I'd probably go with my own setting rather than Freedom City but I might still include a lot of FC elements. This is the dream but I have to make sure my crew wants to commit to it before I start going nuts.


Star Wars will always be an option and I've run enough now that I feel like it's a real campaign but I kind of like it better as the side/backup option. Everyone's familiarity with the setting and the visuals makes it very easy to drop in and out without missing a beat and I'd like to keep it going in that role. So I'm not ready to move it into the main spot right now.

Other Space type games would be some version of Traveller or Stars Without Number. I'd love to run a post-apoc game like Gamma World or Mutant Crawl Classics but I think Rifts would take precedence. Maybe Hell on Earth makes it in next time as a compromise. Star Trek would be a blast but will probably never make "main game" status. 

So there are my thoughts on the Next thing. More to come.

Tuesday, April 25, 2023

Magic Items in Deadlands - I Handed Out a Few

 


Now magic items in RPGs are fairly common but not all games use them the same way. In D&D and similar games they are built into the game's assumptions - and the players' as well. If your character has few levels under their belt and you don't have a magic item of some kind ... well that's an unusual game in my experience. 

Yes, Deadlands does have magic items. In general though they are not run-of-the-mill things one finds and then replaces as one "levels up". They tend to be fairly powerful for a character and retained regardless. Nor are they 100% beneficial as most of them have a "taint" which inflicts some negative effect on the character while they retain the item. There are roughly 3 tiers of unusual items in Deadlands:

  • The Steampunk level stuff that is somewhat mass-produced. These are things that can be found in the Smith & Robards catalog. These are not overtly magical but they are a bit more than conventional physics or engineering would allow which is typically explained by "ghost rock" - powered by, shavings of, steel forged using ... etc.  Many of the more complex devices have a malfunction effect to remind players of the risks of pushing the envelope.
  • Mad Science Devices can be created by a mad scientist is you have one in your party or know a really benevolent NPC. These can often do more - basically replicating a power - but tend to be limited to a fixed number of charges or a hard time limit. They are unique and cannot generally be sold or traded. They operate similarly to supervillain gadgets in a superhero campaign in that respect. 
  • Relics are the permanent big time magic items in the Deadlands setting. They generally are not "crafted" but are instead created in the heat of a catastrophic or tragic event. They are not really something one can buy or sell and there is no known list of common relics because they are not common!
So now that we have that breakdown I can explain that although I have been playing around with Deadlands in various forms since the 90's when it came out I have never placed a relic in my games. There have been mad scientists whipping up flamethrowers and the like, and Smith & Robards has done some business, but I haven't dropped a single relic ever. It's a little strange for me and once I started thinking about it I wondered if I had developed a blind spot for them in this setting.


The reason for this realization is that after 20 sessions of The Flood campaign we were finishing up the Shan Fan arc (if you've played it you'll know what that means) and there comes a point where the party helps to defend a secret society's vault of artifacts. The suggestion is to reward your players with some unusual items or a bunch of money for doing this. As I contemplated how this could go I realized my lack of prior relic drops. As I dug into them with the aim of making it like a traditional D&D treasure horde where you conveniently find a range of items tailored to the party or at least generally useful for a D&D party I realized this might not be the best approach. 

No, there is no "random relic table" in Deadlands. Sure, I could make one, and as much fun as that might be it didn't really feel right either. 

So I went full 4th edition D&D: I let my players tell me what they found in the vaults. 

Each one got to pick one item from the relics list or from the S&R catalog, subject to GM veto if they got way too ridiculous. I told them to think about their character, both how they've played them up until now and also where they want to take them in the future, both mechanically and conceptually, as this could be a turning point in their life. They have insight into the big picture of Deadlands now and they just survived a war between triads - things might go in a different direction for them after this and finding some relic or infernal device could be a part of that change. 


I trust my players and they did not disappoint. No one tried to break the game.
  • The very practically-minded bounty hunter took Owl-Eye Goggles - steampunk night vision goggles - they're not even a relic but they fit the character perfectly.
  • The mad scientist chose an Epitaph Camera, which is an in-universe thing that is used by the Tombstone Epitaph to publish pictures of unusual events and this totally fits with his interest in making moving pictures for education and entertainment purposes. This is also not a relic.
  • The huckster/hexslinger finally got a decent Book of Hoyle. She's been searching for one the entire game and finally got what I believe is about the third best type in the game, the 1801 version. This is a major way for this type of magic-tosser to learn new powers and her capabilities will expand quite a bit now. 
  • The martial artist had a really hard time deciding but ended up taking a lucky jackalope's foot. This basically just gives him 2 extra bennies per session (which can be super useful) a the risk of making critical failures a whole lot worse if (when) one happens. It is a relic but is pretty generally useful. Considering he is the stealth guy, the melee guy, and their liaison to the Chinese community I am sure he will find them useful. 
  • The gunslinger of course had to pick a gun - in this case the Guns of Jericho ... which are bad ... but also kind of awesome. It's a cursed Gatling rifle that stains the wielders hands black, make the user Greedy and Mean (these are Hindrances in-game), and on a critical failure the guns disappear and reappear somewhere else. Oh, and the evil hombre that created them is still out there looking for him and might show up if word gets out that someone is using his guns somewhere - what GM doesn't see the potential in THAT kind of setup!
So I am very happy with this set of choices and for now I think my decision to let them pick instead of picking for them or going random was a good call. We are already into the next adventure which involves a haunted island that may have one of the marks they need to find so I will update as the game progresses. 



Thursday, February 23, 2023

Superhero RPG Roundup Part 2 - The Multiverse of Superhero RPGs

 


Given the opportunity to start a new superhero campaign I dove into the deep end and ran through a bunch of games I own and checked into a few I did not. Part 1 of this covered the Marvel Superhero options as I do love the old warhorse and there are a lot of options out there built around that chassis. 

Beyond that though there are many other games in this genre. I hit most of the big ones in my exploration so I thought I would share some thoughts on each in this post.


  • First up, Mutants and Masterminds: In my mind this is the current standard for superhero RPGs and has been for more than a decade. Third edition is thorough and expansive game system with a unified mechanic that is fairly simple to run in play, options for point-build and random character generation, and supplement books to assist with deeper options in almost any area you can think of - powers, gadgets, locations, running a super team, cosmic campaigns, supernatural campaigns, adventures ... pretty much any area of running a game has extra material available if you want it. It's a great game and one I have run multiple times previously.

    For this campaign it was a strong contender but I decided to try something new. I will run this again, maybe later this year, but for now I chose "new" over familiar.
  • Second, Champions - my first superhero RPG and one that still lives in my head whenever we get to discussing them even 40 years later. It works and works well if you want to have all the details. People fuss about math in this game but once you build your character the math is mostly "do I have enough dice to throw for this attack?" rather than anything particularly complicated. I love it and I have players with some experience with it and the current Champions Complete is the best version of it to be released in years.

    Despite this we will only be playing this game once a month and introducing some new players to Hero system when playing on that schedule is just not the best idea in my opinion. I'd love to run it and I will make an effort to do so but it's not the best choice for this campaign

  • Next up - ICONS - lord knows I have talked about ICONS enough on this blog over the years. It's a great game with a ton of support that plays fast and is very good at letting your players focus on what they are doing in the game rather than how the rules work. Bits of MSH, bits of FATE, elements of M&M ... all combine to make for a really good game that can handle a wide range.

    For this campaign I was very tempted to use ICONS but in the end as mentioned above I decided to try something new. ICONS will be back in the rotation at some point as I have a couple of players that have never tried it but for this one I decided to go in a different direction.



  • Savage Worlds - I am running a Deadlands game now and there is a shiny new Super Powers Companion that just came out so it would make some sense to run a Savage Supers campaign now. The new book is solid  - these things have really evolved since they were basically the powers chapter of Necessary Evil with some additional material added in. They have gotten further and further away from the standard SW approach of "powers cost ongoing power points" which is fine for wizards and mad scientists but does not work well for superheroes with permanent abilities so it's a welcome change - it's basically a point buy system for powers now. It is not as comprehensive as some of the other games but a lot of that is because it's a supplement to a game system and not a self-contained game in itself. I'll have a separate review of this one soon.

    As much as it would make sense to use this option - especially since I was considering a WW2 supers game and I have the Weird War 2 book as well making this really easy to run - I ended up deciding to hold off. My main concern is running two games in Savage Worlds in parallel at different power levels and possibly making one feel "less" than the other. There's also the danger of making them feel too "samey" using the same rules for two different games. I will need something to run after Deadlands and I'd say Savage Supers would be a good fit when that day comes so that's probably where it will come into play.


  • Finally I looked at the Sentinel Comics RPG. I had run one of the starter kit adventures a few years ago and it was cool though some of the concepts were tricky coming in cold. I did the Kickstarter and had the rulebook and the GM kit but had not really dived in with an eye towards running it until now. There's a lot of Marvel Heroic (Cortex) in there but it's not just a clone.

    For example you're only going to be rolling 3 dice in your pool - a power, a quality, and your status dice which is a new concept that sort of replaces the solo/buddy/team element in MHR.  This status is determined by a Green/Yellow/Red system which has two tracks. One is your health - as your character takes damage they begin "Green" then move into Yellow at a certain point and then finally into Red as they take more and more damage. There is also the Scene Tracker which replaces the Doom Pool from MHR with a fixed countdown by round that moves through a G/Y/R sequence to show things escalating automatically - no die manipulation necessary. So your status die is determined by the current "color" (some may progress upward d6-d8-d10, some downward, and some may be steady) and also some of your powers are gated by this as well - the biggest bangs are only available when things turn red, for example. 

    This is a great concept that really anchors certain tropes into the mechanics. There are a lot of changes like this where things that were somewhat abstract in MHR become more defined and set and I would say more intuitively playable. I'll do a longer review later but there is so much clever stuff in here that I had to give it a go so it will be our system for this next campaign.

So, more to come on all of this. More in-depth reviews of some of these books and some session summaries as well. So far 2023 is a pretty good year here. 

Friday, December 31, 2021

The New Year's Eve Post for 2021


2021 was not a bad year here. Personal and family stuff was good and that's about all you can ask for these days. Hobby-wise ...

  • I ran a fair amount of 5th edition D&D earlier in the year. One of these days maybe I will write those sessions up. That campaign was paused but I suspect we will come back to it down the road. It gave me a reason to spruce up the monster miniature collection and clean up the storage for it too. 
  • The campaign that closed out the year was a new Deadlands campaign I discussed here. One of the goals for the new year is to put up some session summaries here and then keep up with it going forward. it's been a long time since we've had a sustained western type campaign and I do like the Savage Worlds rules quite a bit so it's been nothing but good. It's been on hold for the holidays and my convention crew but we will pick it back up in Jan/Feb. 
Looking back I don't think I ran any other RPGs this year, even one-shots. That's pretty light for me. I suppose I should look at it as maintaining focus at a higher level than usual but it still feels a little weird. I certainly added enough new ones to the pile and of course there are ideas for way too many campaigns buzzing around my head but my players are happy with what we are doing so I feel like I'm doing something right. 


Miniatures-wise we played a reasonable level of 40K and I got a -lot- of painting done so that feels like a total win too. Close to wrapping up the Necrons and I am very happy with that. Simple paint scheme, as terminator-ish a look as I can give them. It's pretty much silver/chrome, red eyes and gun parts, and desert type basing. I won't quite finish them by the end of the year ... errr ... tonight ... but some of that is due to weather as you can't spray that final clearcoat if it's too cold, or too wet, or too windy and we will cover all 3 of those this week. 

  • The Blood Angels were also a big focus later in the year and I do now have a couple of Sanguinary Guard squads and enough Death Company to field a squad or two. This also pulled me into working on the BA dreadnoughts I've had laying around, the assault terminator squads half-built for a couple of years, some old unfinished tac squads and dev squads, and also finally figuring out the rhino & razorback situation I've had with them as not everything can have a jump pack or be dropped out of a Stormraven. It feels good to have these guys rounding into shape as my other major marine army
  • I added some stuff to my Crimson Fists - a landspeeder with two more almost done, a pair of stormtalons that have been "almost done" for a few years now - now they are "really done" - and I finished up some leader types - rebased, decaled where applicable, touched up, and clear-coated. There is more to do ... I suspect there will always be a backlog with these guys because they are my "normal" marine army and there is always new stuff coming out for marines, but they are in a good place for now. 
  • I played my Grey Knights early on but I haven't played them with the new book yet.  I have some units to build and tweaks to make and I need to focus on them for a while to do it - that will happen after the current wave is handled. 
  • I played the Imperial Guard early on as well and my force needs some tweaks (and a more experienced commander). All I really added was some more demolisher cannon turrets  - hopefully they stay good - and the lascannon gunship (Vulture? Vendeta? I don't know but it seems nasty) because I could and I'd like a flying tank destroyer to help protect my own tanks. I'm really kind of waiting for a new Guard codex to dive back into this army and tune it up.
  • I played my Orks in a Crusade campaign before the new codex came out and it is a really fun way to play the game. I got hammered pretty hard by Blaster's Ultramarines primaris gunline force but my warboss managed to wreck his redemptor dread regularly and to crunch his captain a few times too so it was not completely one-sided. With the new book I have added some bikes and since I mostly run Goffs I have the new Ghazghkull in the painting queue now too. I need to take a month next year and just play my orks only through a few games and I'll get them done. Also: The Great Re-Basing will happen as I have the base expanders sitting on my workbench to bump all the old boyz up to 32mm. not super exciting but it's a chance to change up how I base these guys and considering a lot of my army dates back to 2nd & 3rd edition I'm looking forward to it.


I did dive into Flames of War early in the year as this year's "miniatures game I will dive into hard and end up not playing" ... which is exactly what happened. At some point you might think I would learn but hope springs eternal. A few years ago it was Bolt Action, then it was Star Wars Armada (though we did play a few games of both) then Age of Sigmar ... I have played enough Kings of War that I don't count it as a non-starter but it was quiet this year too. Check in tomorrow for next year's candidates!

I did work on building an Undead army for Kings of War ... and also for Sigmar as that book came out while I was feeling it and so progress was made but not completed on both. I held off on 3rd edition AoS as we haven't played since 1st and I'm trying to be better about throwing resources at rulebooks I may not use. Armies - sure. We can play a few games with the old rules if we can get some armies together and make sure it's something we want to expand. 

Overall the miniatures situation is better then last year. I got a lot done and I also took the time to reorganize my work space  - cleaned out the workbench completely, picked up some new drawer/organizer things, and went through a bunch of paints and tools and supplies and got rid of a lot of clutter. I've enjoyed it more the last few months than I have in quite a while so I'm calling that a win. 


Then, last week of the year, the big surprise - we ended up playing Battletech of all things. We haven't played BT since the boys got interested years ago so I decided to go back to the original source and we played with the original BT boxed set, mechs, and map. This all came about because Paladin Steve's oldest son was asking about the 40K miniatures again when he was over for our boardgame night and rather than try to explain all that we started talking about how if he want to have giant robots moving around and punching and shooting each other Battletech was a better bet than 40k. It's also cheaper to get into if he really liked it. Paladin Steve hadn't played in 20 years but he was interested in dusting it off - so that's what we did. One mech apiece ... 3025 tech ... one original map board and we ran for several hours. It was a lot more fun than I expected - even when my Wolverine went down to a punch in the face that crushed my cockpit. 


Going through all of that old material hit me with a pretty heavy nostalgia wave. All those custom mech sheets, some sheets that still have damaged marked on them from battles 25 years ago, and even re-discovering old Mechwarrior character sheets ... we spent a LOT of time playing Battletech in the 80's and 90's. I have a ton of painted BT miniatures some of which I painted back in the 80's and it always feels good to put those on the table again. 

It was a ton of fun and Apprentice Boom Gun was already asking when we could play again before we finished the first game. That's a good sign. It was a nice way to wrap up the gaming year. 

Wednesday, September 15, 2021

The New Deadlands Campaign

 


So I started a new campaign a week or two back. RPG time has been pretty spotty around here since early 2020 for all the typical reasons but this is my effort to get things back on some kind of regular schedule. I rana lot of D&D 5E and some Pathfinder 2 prior to the pandemic so I wanted to do something different. After some debate I settled on Deadlands - with a shiny new batch of stuff released recently it feels like a good time. 

We managed to figure out a day and a time that worked for almost everyone and I ended up with 5 players! My goal for the first session was to get characters made and get into some initial trouble with them - and we achieved that! Names and details will show up in future posts but we ended up with a shootist, a huckster, a mad scientist, an Indian shaman, and a Chinese martial artist.  So yeah ... covering a whole lot of the Deadlands character spectrum. 

For various reasons this collection of unconnected souls finds themselves on a train station platform in Andover Kansas in 1879. It's a dusty, tiny outpost in the middle of nowhere with a small general store, a blacksmith, and a hotel that seems much larger than needed - probably due to a burst of hopeful optimism on the owners part.

As our heroes and some others mill about on the platform a kid rushes down the one real street in the town, raising a cloud of dust, waving his arms, and shouting. "The Clampett gang! The Clampett gang is coming!"

Yes, they are back again. A good opening is a good opening.

As the rest of the waiting passengers look for a place to hide the five strangers step forward to assess the danger. A gunshot rings out and a bullet slams into the unfortunate huckster obvious professional gambler which helps speed the assessment right along. The shootist, gambler, and mad scientist inventor stay on the platform, readying weapons and aided by a wall of flame that conceals their position. The martial artist moves up onto the roof while the medicine man moves around to one side of the station - both are thinking "ambush".


As the gang approaches shots continue to ring out along with curses and exclamations like "they done shot granny!" and "Uncle Jed - noooo!" and soon only Big Jethro and Dirty Jane Hathaway the well-known knife-fighter are left. No one among the station defenders is hit in the ongoing exchange and Jethro is the last to go down before any further harm is done. 

The defiant ones exchange nods and discuss the fight and the other waiting passengers come out of hiding and thank them. Checking the bodies it is clear the Clampetts have been dead for some time so it's clear evidence of the rumored "walking dead" right here in Andover Station. The station agent mentions no one has seen them for months and word was that they had met their maker in a dust-up with the Rogers gang. "Maybe they did - but it looks like it didn't take."

Soon enough the train pulls into the station and everyone boards, eager to get to their next stop.

This was only the first part of the first session but I think it's long enough for one post. The goal here was to get everyone together, try out abilities and to shake off any rules-rust and it did exactly that. 


Monday, September 6, 2021

The Deadlands Companion

 


The Deadlands Weird West Companion is a ... slim ... hardcover that's largely extra stuff for Deadlands Adventure Edition. Short take: This is a -very- optional book.

We open with a two-page spread that covers the publication history of the Deadlands game. I like this and I think more long-lived RPG's should include this kind of thing. 

Then we get to player stuff - more powers for harrowed, U.S. Marshals, metal mages (mad scientists who have become aware that their devices are working because of magic), voodooists (new arcane background),  and witches. It's all nice to have and brings some character types from earlier editions up to date but honestly I've never had anyone play any of those last 3 so this is probably the kind of book they belong in.

Next up is a chapter on Relics and this, surprisingly, is almost the longest chapter in the book! Deadlands doesn't do magic items the way D&D does but they do exist in the setting. They tend to be one-off, unique items tied to a person or event. So-and-so's pistols ... famous outlaw's boots ... somebody's coup stick - this is the kind of magic item in this section. There is typically a paragraph or two of background, a note on what power it holds, and a note on any taint it holds - yes, some of them have downsides. I've never thought of this as an item-focused game but if your players have some interest it could be fun and it does let a GM tie things in to some of the legends of the setting in a direct way. 


One thing I was surprised to see is an entire chapter that breaks down what happened in each of the four servitor campaigns. Now this was covered in a big-picture way in the main rulebook but here they have decided to give a summary of what happened and then they go into a rather lengthy breakdown of every core plot point in each of the four campaign books. I was really scratching my head at this as I don't know why anyone would need this level of detail if they are not running those campaigns! They are still available on DTRPG so one could certainly acquire and run them without much difficulty. It's sort of a timeline of the last 5 years of the setting but we already get a broader timeline and breakdown in the main book so this adds ... what? It's not wrong it's just a weird duplication of effort that has me wondering what the benefit is supposed to be.

There is a nice chapter on the hunting grounds which could be *extremely* useful depending on where your campaign takes you. It's similar to notes on planar travel in a D&D game: you may not need it early in your game and you may only need it once in a campaign but it's really handy to have if your game goes there. This section covers what it looks like, what lives there, how things work, and even includes some ideas on adventures that involve the hunting grounds. 

The next-to-last chapter has stats for NPCs both historical (Wyatt Earp, Seth Bullock) and Deadlands - specific (Ronan Lynch, Lacy O'Malley). This is handy stuff when you're running a game as if you want a more personalized statblock for your town marshal then maybe you clone Bat Masterson instead of using the generic law dog stats. This is all specific people - no generic stats or monsters here. 

Damn straight my Notice is a d12 ...

The last section is an old adventure from Shadis magazine (KODT! Joe Genero!) that hasn't been republished since then and it reads decently enough. It has some nice ties to other parts of the setting so I'd say it's worth working in.


Overall for me this book is director's cut material. There's nothing here you need to run a Deadlands campaign but if you're digging in and having a good time there are things in here that could be useful. I'd say the NPC's, the relics, and the hunting grounds chapters are all good examples of "expansion" type material. I would still say you want the main book first, some dice and cards and bennies, a GM screen if you like them, maybe an adventure ... then consider getting this book. 




Monday, August 30, 2021

Deadlands: Adventure Edition

 


Deadlands! It's hard to believe it's been around for 25+ years now. Those bright orange covers are just as electric sitting on my shelf today as they were back then and the concept is still just awesome. Just to review:

  • There was original Deadlands with the rulebook and "The Weird West" as the setting expansion that really dug into the world.
  • Then there was a revised edition that split things into a more traditional player's book  and GM's book.
  • There was a GURPS conversion and some supplements for that - back when damn near everything ended up with a GURPS conversion.
  • When the boom hit in the early 2000's there was a d20 version with pretty extensive support. 
  • Finally, after Savage Worlds had been out for a few years, there was Deadlands Reloaded which gave us a nice big one-volume full color hardback version of the game. There had been a conversion document to tide us over but this was a full-on update of the game and the presentation that brought it back to life. 
So right there we have 5 different versions of the game where the mechanics have changed every time but the setting has remained the same - other than timeline updates - and that's a good thing because the setting is a damn strong one for playing an RPG. 

Now Pinnacle has released a new version of Deadlands with both a rules update to match all of the changes over the last 15 years, especially the new Adventure Edition of Savage Worlds. I figured I ought to look it over and share some thoughts. 


First up let me say this: If you're interested in the game but either haven't ever played it before or sold off your stuff years ago this is really all you need to worry about - the new core book for Deadlands pictured up top. It's a great entry point - or re-entry point. It does a thorough job of talking about rules tweaks for Savage Worlds, it does a strong job of covering the setting and the history and why things are the way they are, and it also does a really good job of explaining what the game is about. That last one is something not every game does well or even tries to do at all and I think this book covers it well.

I'm not going to do page counts and go chapter by chapter - let's take a larger view:
  • Right up front we get a general setting overview and then we dive into character details. In the original book there was a selection of character archetypes (like in Shadowrun 1st-2nd-3rd edition) and we get something similar here though we do not get full-page color illustrations of them with all game stats listed out. It's more conceptual here but it works and there are more of them. There are new Edges and Hindrances here as well as you would expect in a Savage Setting book. After that it goes into gear which covers all kinds of old west and mad science options. It's pretty familiar if you've played the game before and it is necessary so this is good. 
  • There is a really nice section on Life in the Weird West which is sort of a grab-bag of details that really flesh out the world. Travel options and times. Money - because it's not just dollar bills you know? How ghost rock works. The law and marshals vs. sheriffs vs. judges. It's just a very handy section that helps glue the setting together.
  • The big rule section covers western type things like high noon gunfight duels, hangings, and cattle stampedes as well as all of the archetype special rules for the arcane backgrounds and the not-so-arcane backgrounds like Texas Rangers. 
  • The latter third or so of the book is all GM stuff - Monsters, NPC's, GM details on all of the arcane backgrounds and ghost rock etc. and a bunch more information on locations within  the setting. 
It's a solid, solid presentation of a really fun setting and it's the best looking version of Deadlands as well. Pinnacle has gotten really good at presentation and I would say this is their best effort to date.  



Now there is a nice fancy boxed set with a lot of cool stuff in it - that's it up there - but you don't need anything in it to run the game. It's a lot of themed nice to have stuff and I ended up getting it but it's all bonus - nothing essential.  

One thing is that the timeline has advanced and there are several reasons for this. The original game started in 1876 and the new version sets the time to 1884. The big change is that the Civil War, which was ongoing in all prior editions of the game, is now said to have ended in 1871. There is an in-setting explanation for this retcon and yes, some people in-setting do know that it changed so it's not just hand-waved away. The larger reason for the change is that having the Confederacy as an active part of your RPG setting nowadays is going to bring some negative attention, especially when you've already messed with the historical timeline. I'm not sure I would have handled it the same way they did but I can understand why they did it.

The other impact of the timeline jump is that it is now assumed that all four of the big servitor plot point campaigns were completed - The Flood, Good Intentions, Stone and a Hard Place, and Last Sons. I suppose it makes sense but if you were running or intending to run any of those you're going to have to reconcile the "when" of things a bit here. I am still going to use them and I'll just be setting things back a bit and starting my games in 1879 or so. 


So I love this setting, I love how Pinnacle has handle it over the years, and I am a big fan of Savage Worlds and have been since it came out. That said I have two issues ...

One, I saw an online discussion wondering if this update took too much of the conflict out of the setting. The Civil War is over. The four big Servitors have been thwarted. Pinnacle is taking a different approach with this version and focusing on smaller scale local problems with their campaigns making for less metaplot and making it more about your group of PC's cleaning up a town or a region. Is that what people want? Most D&D type games seem to focus on publishing big time epic save the world adventures for full campaigns. I don't hate the idea of scaling it back and I think a western game is the right setting for saving the town - or the ranch - whether it's from the greedy land baron or a pack of werewolves. That said there is a bit of feeling like maybe the big story already happened on some level.

My biggest annoyance, and it is a small one in the larger scheme of things, is the "Twilight Legion". Yet another in the growing line of "retconned organizations that hand out missions to player characters in a setting that doesn't need them". It's been creeping in since at least The Flood and now it's a full-blown default assumption that your players will inevitably join the secret organization that's been fighting a secret war in secret since medieval/ancient/the dawn of time(s). We played in this world for a decade or two before this became a thing - why do we need this now?

The argument is usually that it's an easy hook for new GMs and new players. Sure. Let's just have someone tell them what to do. Since when is that how RPG's work? For a Trek game sure, it's fine. For a western? With zombies? Does the GM not have any ideas here? Do the players not have any?

I would say it's just an optional thing discussed in the book but I've seen two of the new adventures published for this edition and they both assume that the party is working for the Twilight Legion. With one of them you might as well be part of MI6 - "Hello 007. 003 went to Malta last month and has not reported in since arriving. We need you to go and see what has happened to him" - it's pretty much a cowboy version of that!

It's heavy handed and it's lazy. Star Trek gets away with that because it's built in. In Star Wars the Jedi Council might ask some Jedi to investigate something like a trade dispute. You are creating characters or a whole party that is tied to an organization. In Deadlands we usually end up with a gunfighter, a huckster, a mad scientist, and some other random character type. If you create a Ranger or a member of The Agency then you have some baggage and strings but you knew that going in. Assuming at the start of every published adventure that the party is a member of the legion and is obligated in some way to do as they are told is just ... lazy. No need for interesting hooks. No need to write up different reasons for different characters to want to get involved. No need to invoke family connections or contacts or rumors or Hero-style hunteds. No need to get creative here at all. 

Sure, a good GM can (and likely will) come up with an alternate approach. My point is that you shouldn't have to by default. There should be a little more effort in the kickoff than "mission received". 


Now I don't want my rant to drive anyone away from this game. For one you can work around it and also, if you don't run the published adventures then it really doesn't matter. I usually try to work them in when I can but I'm not sure about these right now. 

To reiterate: this is a great setting with excellent support and a tight very playable set of rules. I've found that it's very difficult not to have a good time with this game. If I can get one going again soon I will be posting it up here on the blog. 


 

Tuesday, June 22, 2021

Rifts Savage Worlds Kickstarter - Atlantis!

 


Well it's time for another Savage Worlds Kickstarter, in fact another Rifts Savage Worlds Kickstarter. The first run was in 2016, then another one in 2019 to expand the books with Magic, Coalition, and regional stuff books, plus an upgrade of the original to the new Adventure edition of Savage Worlds. 

This time it's for Atlantis for this version of Rifts. I always thought Atlantis was one of the cooler areas of Rifts and one of the cooler books for it as well - magic items, races, tattoo magic, plus all of the worldbuilding and backstory that came along with it ... it was a very strong early entry in making Rifts Rifts. 


Now I never did much with it in my games as far as the region. It seemed horrifically dangerous for most characters to approach, much less enter, sort of like going to the Nine Hells in a D&D game. It was more an "aspirational" destination than a likely one at low to medium levels. With the Savage Worlds version of the game levelling the playing field a bit I can see where it might actually get used at some point. 

The short version is that the original Atlanteans look very much like humans but they were driven out or enslaved when the Splugorth invaded a long time ago.  The city magically TARDIS-d out when magic diminshed on Earth but it returned when the rifts opened up and magic flooded the world again. This is one of the major evil powers of the setting so it's a dangerous place but there is a sort of underground rebellion of True Atlanteans active there as well. Oh and it's also full of dragons. 

It's awesome but deadly. I've used Atlantean slavers several times as a campaign opener so maybe next time they won't go somewhere else - maybe they will go back to the big island.

The good news is that Pinnacle knows how to run a Kickstarter and I am absolutely sure this one will run smoothly and deliver what it promises pretty much on time. 

The part that bothers me a bit is that Pinnacle has a ridiculous amount of KS experience because pretty much everything they publish these days is done via Kickstarter. I know I know, it's rough for small publishers out there these days and doing it this way makes sense. Doesn't it seem like today, though, with 5E doing this record business for several years now, that the RPG market should be better? There were a ton of smaller publishers in the 80's and 90's and early 2000's who supported game lines for years before crowdfunding ... shouldn't it be easier now? Shouldn't an experienced, respected, well-liked company be able to sustain their main game line without having to crowdfund?

Who knows, maybe they could but they know this is just better - more predictable at least. 


The downside of doing it this way is that you can't just buy a $30 book like you can with many other games. No, you are going to get the book, some character cards, and a poster map. Now the basic digital-only version is pretty reasonable but if you just want a printed Savage Rifts Atlantis Book you're in for the $45 package. If that's all you want your best bet is to wait until after the campaign, whenever it's printed and shipped and you can buy it at the FLGS or online for the cover price or less. 

The other stuff in this campaign include a set of cardboard stand-up pawns, like Pathfinder pawns apparently, and a couple of map packs along with the book and the cards and the poster map. It's all cool stuff, it's just the forced bundling that itches just a bit and granted that is a temporary state that will only last until it's all released separately, likely early next year given what they are saying on the KS page.  

So yes, I will probably back it at some level - Rifts is a great setting and Savage Worlds is a great set of rules that works well for it. I like a ton of what Pinnacle does so I try to support them directly like this when they make something I like. If you have some similar inclinations then go check this one out. 


 

Wednesday, March 13, 2019

Savage Worlds - Adventure Edition




I've been interested in the Savage Worlds game since the earliest days of its existence - maybe before if we're going back to Deadlands and the Great Rail Wars days. I played and ran some Deadlands in its original form, picking up pretty much all of the books and the Deadlands: Hell on Earth setting and books as well. I dove into GRW a little later and picked up a bunch of the miniatures and books for that too. I was on the Deadlands email list in the late 90's/early 2000's and followed the development of the system as bits came out there - you can see a more extensive version of that info here.



In my experience it's a great system with great support and I've had a ton of fun with it over the years. A lot of this is in the actual play of course. It's also in the way the game is supported - for the most part they do not publish 20 books on one setting - they publish 1 book for 20 different settings. Deadlands is the exception here as it's been a thing since before SW existed but most of their settings are a plot-point campaign book that has all you need to run games in a world for probably a year or more if you desire to. It doesn't feel like you're signing on for a long term subscription just to keep up with a particular setting. Recently a lot of their efforts have been published via Kickstarter and while I have some mixed feelings about that it does mean you can get a more complete set of  "stuff" for whatever setting is being presented - custom bennies, cards, extra books, maps, etc.

The last big Kickstarter was for a new edition of the rules - the Adventure Edition. Pinnacle has said before that they don't usually do new editions to dramatically change the rules. It's more about when they need to do a new print run and decide it's time for a revamp of the presentation and of some of the rules tweaks they've been trying out since the last one. I can vouch for this - I have at least one of each version and the rules changes from one to the next are fairly minor.



After reading it I can say that the Adventure Edition is still Savage Worlds. That said, let me talk about the changes:

  • Default Skills or "Core" skills - Everyone gets a d4 for free in Athletics, Common Knowledge, Notice, Persuasion, and Stealth. I get this and it's fine by me. 
    • Athletics is a consolidation of Climbing, Swimming, and Jumping into a single skill and that's fine too. 
    • Common Knowledge is new too. This sort of thing used to be a Smarts roll but they are trying to make things you typically make active rolls with an actual skill and not a stat.
    • Notice, Persuasion, and Stealth are all very commonly used skills in any given session and now new characters will start with a d4 instead of a d4-2. I'm fine with starting characters being a little more competent in these areas.
  • The Shaken change - technically this came out in 2015 but it hasn't been in the main rulebook until now. Previously when rolling to "unshake" success meant you were unshaken but could not act, while a raise let you act normally. Now a success = unshake and act normally. It's good for players when a character does it but less good for them when a monster/bad guy does it so ... I'm fine with it I suppose. 
  •  Experience: The old rule was the GM awards 1-3 XP per session and every 5XP is an Advance which lets the character upgrade in some way. The new approach is to drop XP and just talk over with your players at the beginning of the campaign how quickly you want to advance - every session? every other? every third? This one is the one that grates on me the most despite being the least important in many ways. I think it affects the tone of the game. 1-3 XP shows some evaluation of how much the group accomplished in a session. The set rate of advancement approach devalues that in my opinion. Its not a game breaker for me, it's just a change in approach I dislike. 
  • There are changes to various Edges and Hindrances - to be expected in a new edition. I don't worry about these too much until I'm running a character that has them so I won't go into any detail here. 
  • Lots of new conditions, or Statuses: Distracted, Vulnerable, Bound, Entangled, and Stunned.These consolidate a lot of separate very similar rules, weapons, and powers into a few set conditions. It's a smart change and one many other games have benefited from.
There are a lot of other changes as well. The chase rules changed again, as they do in pretty much every edition. There are short sections that present other ways to handle a scene or a task: Mass Combat, Quick Encounters, Social Conflicts, and abstracted travel and wealth rules. Some of them I like better than others and that's partly because I know what my players like and also because I know how I like to run things. At the very least though they give you something to push against if you want to explore some alternate approaches. 


One other positive thing that stood out is that there does seem to be more explanation on why things are the way they are. Pinnacle has been good about this in most editions of the game but this one feels even more so to me.

Visually the PDF looks great and I am looking forward to getting my hands on the hardcover in the near future. Then of course the question is "what will I run next and will it use these rules?" and the answer is "I don't know but probably so".

Anyway, more to come.






Thursday, March 7, 2019

RPG Stuff: Our 50 Fathoms Campaign Log



So I'm actually playing in two ... that's TWO (!) ongoing campaigns now - and have been for a few months! I could not tell you the last time that happened. I've been playing in one for about 5 years now - more on that in another post - and I've had a few one or two-shot games in that time but it's been longer than that since I played in two sustained games at the same time. I'm also still running a campaign or two myself so it's a really cool situation I find myself in game-wise right now.

I'm playing a kraken water-mage who is also an expert swordsman and it's been a lot of fun. The setting is roughly 1700's tech plus magic and some non-traditional fantasy races (like mine!). There is some one-way crossover with Earth of the same time period so we have the East India Company running around among other familiar landmarks. In the group we have the gun-nut, the trade specialist, the recon/sniper character, and out fearless monkey-cursed captain. So far it's been a little reminiscent of some old Traveller campaigns - lots of trading between different ports while following up on local problems/quests/missions and connecting some larger threads, all while trying to make some money so we can tackle larger issues.

Anyway here's a link to the session logs so far if anyone wants to see how a campaign like this can go: The Caribdus Cruise



Monday, January 28, 2019

The RPG Catch-Up post




Despite the silence this month I have managed to get in some games - here's what's been going on at the beginning of the new year:


  • I'm actually playing in two games! At the same time! Not literally!
    • Paladin Steve's Pathfinder campaign is about to make it's 5th anniversary. We're 10th level now and even playing once a month, roughly, it does feel like a nice long continuous campaign. It's clearly going to outlive the system that spawned it ... and I don't care at all.  
    • Variable Dave has been running his 50 Fathoms campaign weekly for around 10 sessions now and it's going really well. I have not played in an extended Savage Worlds game in a very long time - actually never this long - and it's cool to see the intended progression at work. Playing a squid-faced water mage and ace swordsman has been a ton of fun. People always know when I'm speaking in character because I put my hand in front of my face and wiggle my fingers like tentacles and it cracks us up every time.
    • In general it's really nice to be playing in some games regularly for a change. I've been a constant DM for so long it's good to have that perspective from the other side of the table and it helps remind me of the way the fun works on that side of things too.
  • The main campaign which has run mostly consistently every two weeks is the "Classic Cormyr" 5th Edition D&D game. 
    • I really liked running Storm King's Thunder but I felt like I needed to focus on just running one D&D game for a while -not the 3 I was attempting- to keep on some kind of regular schedule. The players liked playing through Keep on the Borderlands and when I explained my thinking on what other old classic modules we could play through as this campaign the immediately voted to make it "the game". Most of them have not played through these old adventures because they are too young or if they did it was back in 1st or 2nd edition and it's pretty fuzzy. 
    • It's fun for me because it gives me a framework to build around but the process of updating to 5th gives me some space to flex my creative muscles in tweaking the encounters and working up some hopefully memorable characters to encounter, both good and bad.
    • They are now finished with the Keep and next on the agenda is The Isle of Dread which starts later this week! Down the road we will probably encounter some Giants and then likely Descend into the Depths of the Earth.
  • As a holiday one-off I ran Day of the Swarm for ICONS - yes, a Supers game again! It went pretty well so I expect ICONS will show up again as an ad-hoc game.
  • I also managed to run another session of our extremely intermittent Marvel Heroic game! I will write it up in the future but the start of a new Event saw the return of Hercules, new writers for Colossus and Iron Man, and the first appearance of Wolverine. It took some time to shake off the rust but we had fun and this may turn into a once-a-month game to try and keep the rust off.
For the rest of the year I would like to keep these things stable and work in more as much as I can. Hopefully SKT will drop back into the rotation at some point, Savage Rifts is still being asked for regularly, and I'd love to run another fixed-run Star Wars game. We will see but it all looks pretty promising at this point. 

Monday, December 24, 2018

Greatest Hits #24 - Starting Concepts for a Rifts Campaign

Early thinking for my own campaign ...



With Savage Worlds Rifts a real thing now I thought I would share the three ways I have started and run a Rifts campaign. It's a post-apocalyptic game, but one where there is some organized technological /magical society and industry (unlike Twilight 2000 and most Gamma World campaigns) and most of the world has been covered at some point so I know it can be tricky trying to decide how to start a game in a way that makes sense.


Option 1: The North America opening - This is how my last campaign started. The idea is to limit the character types and the setting to the core rulebook and let things expand from there. The starting line from my email to the group that last time: Welcome to Horseshoe Bend, Arkansas, 2400 A.D. No flying cars, and not much indoor plumbing either.  It was a backwater town with some local problems where the PC's were drawn in and things gradually expanded from there. It's a classic "bullseye" type campaign where you have a fairly high level of detail for the town, some detail on the surrounding area (say a day or two of travel for normal folks), and a general idea of what's outside of that. The main premise here is that it's easier to add things to the game than it is to take things away from the game. It's easier on the GM and it's easier on the players too. Plus it makes no assumptions about where the campaign is going - it's just a starting point and once the party finds their feet it could go anywhere. Maybe they end up headed for Tolkeen. Maybe they become heavily invested in the town and the local NPCs and become local champions and defenders. Maybe they take it over and rule. It's wide open once things get rolling and it's largely player-driven at that point.


Specifics: I liked Arkansas as it was near parts of the Coalition, Texas (and so vampires), the Federation of Magic, and it's not all that far from Florida and Dinosaur Swamp. I prefer an area that's not in the middle of some heavily detailed region or plotline but is close enough that the party could dive into those if they wanted to. Parts of Texas, Iowa, and Pennsylvania would work well here too.



Option 2: The Epic Quest - I used this for my longest-running campaign. The concept goes back to everything from  Jason and the Argonauts to Sinbad to Lord of the Rings. Heroes from all over gather when a call goes out to join an expedition into mysterious territory.  In my case a wealthy patron wanted to travel across half of North America from Arkansas to the ruins of Detroit to retrieve some legendary artifacts. You can read more about it here.  The thing to keep in mind is that just because the Rifts allow instant travel to other places you don't always know where they go or how long they will last. People are still going to travel the hard way and the epic quest is based on doing just that.

This opens things up for the players to bring in almost any character type as a "wandering adventurer" with any motivation from a worthy goal to revenge to a simple payday. It keeps the GM sane though as you're not required to explain why all of these disparate characters are working together - it's built into the concept and it's up to the players to explain why they are joining up! So if you end up with a juicer from Texas, a Triax full conversion borg, a Japanese cyber-samurai, and a Venezuelan anti-monster, that's perfectly fine. Maybe they traveled by ship, maybe they came through a Rift, maybe they want to get home, or maybe they don't remember how they got here - it all works! It gives all of you time to discover the backstory of each character if you want to without having to know everything up front.


For the GM it puts the "why" on the players and let's you focus on developing the "where". You have a major quest goal that is the long term focus of the campaign but while everyone is traveling there you can have impromptu side adventures. It also puts a definite end point to the campaign when the quest is achieved. After that you can reset the campaign with a new situation and some or all new characters as desired. If you think of your game as having "seasons" like a TV show then this would be a great way to start and finish a coherent storyline or season. It's also a good way to explore another area of the world if you have veteran Rifts players. Maybe North America is something you've all played before and you want to go somewhere different - the quest for the heart of Africa (meet the Egyptian gods? Take on the Four Horsemen?) is a definite change up. The team could outfit in NA in relative peace, then board a ship (or a fleet) which would utilize Rifts Undersea/Coalition Navy for some adventures along the way/ once they land in Africa there's a whole support book plus material online and something besides Coalition Troopers to bash.

Specifics:

  • "Expedition to Africa" as described above
  • "To the End of the World" - NA expedition to Antarctica via South America. Could take a ship down the coast, could take a giant robot over land - either one could be interesting.
  • "Transcontinental Transport" - it doesn't always have to be a one-way  traveling quest. What if someone gets an idea to rebuild a transport network across the continent? Part of the campaign would be talking to locals and working out deals along the way to extend the line, and part of it would be defending what you've already built. This could be a crazy back and forth campaign and could easily accommodate multiple groups of players and characters if you're fortunate enough to have multiple groups. It gives them a chance to change the landscape of the world in a notable way and gives them plenty of diplomacy and combat as well. Keep in mind it doesn't have to go east-west either - maybe Northern Gun wants to ship products to Mexico - or Chile!
  • "Moonshot!" - Mutants in Orbit gave us details about what's going on up on Luna. It's kind of a wasted book if no one goes there, right? Maybe someone on Rifts Earth is convinced that pre-Rifts civilization survives on the moon and thinks humanity's last hope is to establish contact with them and get some help.  This could be a 3-stage quest: First, getting to Florida to what was North America's major spaceport. Second, taking control of the facility and figuring out how to get to space. Third, launching for the moon, landing, and finding out what's there. If all goes well then you might have set up your next campaign: "Red Planet". 




Option 3: Slave Ship - All of the characters begin the game on an Atlantean slaver. First session it comes under attack, the players break out, get to land, and begin exploring the area. There are some similarities to both of the previous options.

  1. Player character choices are wide open. The Splugorth trade and raid across the multiverse, so if it's in a Rifts book (or any Palladium book really) you can justify it showing up here. Bring on your Robotech characters and Ninja Turtles! Characters from prior campaigns could even appear in this one with nothing more than "I passed out in a bar and then I woke up here".
  2. The GM gets to pick the setting - I used this kickoff to explore those shiny new South America books back when they were shiny and new. Want to run around Russia or Australia or Japan for a while? Here's a great way to do it. You can assume your players will be spending a fair amount of time at the beginning just figuring out where they are and what they want to do so you can dive into that area of Rifts earth that interests you but has never made sense to include in your previous games. 
  3.  ...but the players drive the campaign forward - once they have their bearings what do they want to do? Take over? Help the locals against those oppressive jerks from the kingdom next door? Find their way home? Pay back Atlantis for what they have done?  It's totally wide open at this point and it's mainly up to them. Sure, the GM can plant interesting rumors about a pre-Rifts city that's intact up in the mountains, or a powerful magic item hidden in a tomb in the desert, or a really nasty monster that dominates a local region, but the direction of the campaign is all about what the players want to do.  

Specifics: Pick a book! Any non-North America book, or any book that doesn't cover a region you've already played through. Talk to your players in advance about what areas of Rifts Earth they are interested in - veteran players will probably have some ideas. I don't know that I would open this way with a group of players totally new to Rifts but for vets it should be a blast.



So there are 3 ideas to help get a Rifts campaign organized and off the ground. They all worked for me when I tried them out so I believe they can work for other people too. It's hard to predict where a campaign will go most of the time so these are mainly focused on "how do I get started?" After that, hopefully, you won't need much help. If you do try some version of them out, let me know how it goes!