Roots: What we can learn from a traditional Pen & Paper RPG
I. Introduction
Over the weekend I was able to take part in a Palladium RIFTS campaign. With no previous experience with any Palladium product, I was excited to get the chance to check out some new mechanics and systems. For those of you who are unaware, RIFTS is a multi-genre system with an absolutely huge game world. The game describes it as the megaverse, just to give you some idea of how grand it takes itself to be. The basic premise of the game is that in the near future, ley lines begin to manifest on the surface of the Earth, and dimensional rifts begin to open. The planet becomes a galactic crossroads of sorts, and all kinds of bizarreness that can be expected from that follows.
To begin, characters are created by choosing a O(ccupational).C(haracter).C(class). or R(acial).C.C. and rolling, choosing, and buying things to flesh out the character. The sheer number of O/R.C.C.s is staggering; I would estimate that within all of the source books there are more than a hundred to choose from. Everything from summoners, techno-wizards, government agents and shapeshifters exist in the RIFTS megaverse. Similarly, items, weapons, and armor of every shape, size, and type can be found and used.
After creating a character, adventuring begins. There are a large assortment of magic, psionics, and skills to choose from, with a good balance of combat and non-combat uses. Depending on how the game is GM’d, you may find yourself sleuthing around settlements looking for clues to a mystery, or engaging in combat with who-knows-what kind of baddies. Combat can be summed up as every hollywood action movie you’ve ever seen, combined into one: Telepaths throwing people around with their minds, mages throwing fireballs everywhere, and super-soldiers wielding massive particle beams. The GM’s ability to keep the game under control is critical in RIFTS; without keeping a rein on things, combat can get out of control if players try to push the envelope.
II. Character Design
One of the most interesting parts about the RIFTS system was the character design. With the premise that essentially everything is available, you have some very unique choices as to what kind of character you want to be. A party may consist of a telepath, demon summoner, and old west sheriff. The classes are basically a set of stat bonuses, maybe a special mechanic or two, and a list of available skills (some of which you get a bonus to). For example, a detective may get bonuses to any espionage and lore (knowledge) skills he picks, as well as some street skills and basic gun knowledge. For secondary skills you may choose anything, but they are considered amateur-level and usually RP-oriented.
There are a couple interesting implications from this system. The first is that there is a balance between the number of choices and freedom. You are given a huge set of choices, but each of those choices are defined concretely and set the boundaries of your character. This does a lot to control in-game balance: while RIFTS is inherently “powerful”, it keeps characters within roughly the same order of magnitude. This level of freedom coupled with control is fantastic, it allows most players to find something near-exact to what they want, but keep the game fair to all.
To get this same level of balance and freedom in a computer or console RPG, you could start by creating a very wide class system. A huge set of skills (both combat and non-combat) and equipment assigned into many (20+) unique class chunks with strong story/roleplay backgrounds. Players get to choose something that suits their style, while staying within the boundaries of the game. This has been implemented on a smaller scale in some D&D-based computer games; coincidentally those particular games have typically earned very strong reviews. Increasing this even further would create even more player satisfaction; the ability to be exactly what you imagine and immerse yourself in that role is one of the hallmarks of a good RPG.
III. World Design
The second concept from RIFTS that I found interesting to study was the world design. With such an unimaginably huge world with nearly everything available, you would think there would be nothing more than utter chaos. While this may occur in a poorly GM’d game, for the most part there are enough checks and balances that even a world as vast as RIFTS stays under control while offering nearly everything to the players. The true value in the design isn’t so much the scope of the universe; it is the depth that it goes into each genre/area. If you don’t believe me, consider this: the core rulebook has rules for hand-to-hand robot fights; it also has skills related to branding and herding cattle.
This isn’t to say that every game needs to be multi-genre like RIFTS. In fact, RIFTS is one of the few roleplaying worlds where it actually works. Regardless of how wide or narrow the theme of a game is, depth is critical to creating a believable and immersive world. Let’s take a traditional fantasy game for example. We’ve all played fantasy games where dragons, elves, dwarves, and magic were front and center. In fact, let’s make it even more specific and focus on magic.
How does the game define magic? Who can use it? Where did/does it come from? What are the implications on society? How powerful is it? How often can it be used? How many types of magic are there? Are their any ill-effects to using magic? I would be shocked if more than 10% of fantasy games addressed these types of questions. The rest simply gloss over them by saying, “It’s magic. You know, the stuff you’ve been using in every RPG for the last twenty years?” On the other hand, RIFTS fully explains magic in such volume and depth that only the most dedicated will know all its intricacies.
This amount of depth is critical to a world environment that feels real, that players respond to. Even a simple world can be given depth by exploring what makes the world so simple. An RPG focused around a single kingdom can be many times more immersive than one that spans seven worlds if that single kingdom is given the proper treatment and depth. Giving players unique characters to roleplay has no value if there isn’t an appropriate stage to play on. If there is a single kingdom, fine, we will take it. But we want to know everything about it.
IV. Final Thoughts
The biggest thing I took away from my RIFTS session was that characters and the world they inhabit are what make or break a game. RIFTS doesn’t have the most refined systems; combat can be clunky at times and certain things are quite arcane to the new player. Regardless of that, the game I played was highly enjoyable: the characters were unique and we were in a place that was truly interesting and immersive. Players will make a game work if they are interested enough in the characters and universe.
How many games out there have received good or great reviews based on the quality of the characters and world, while possessing a subpar UI and mechanics system? Quite a few. How many games have received similar reviews based on the quality of the UI and mechanics while possessing subpar characters and world? None.
People buy games to be immersed…not to see a shiny system move paper cutouts around a featureless world.
The second aspect of the presentation that excelled was the artistic style. It seems almost too easy for developers to fall into the traditional fantasy theme (I’m looking at you, Oblivion). Morrowind had a much more dark, alien world to it. Sure there were swords, magic, and castles, but there were also organic pod cities full of mages and bizarre domed cities.
“But Dan,” you may ask, “you said this was similar to [see introduction].” In time, dear reader. You see, to understand DF, you must play it. The learning curve is approximately 1.7 miles high and covered in jagged spikes, but at the top sits 



Most apparent (and boyishly appealing) to me in my first play through was the sound of the explosions. Instead of the typical roaring explosions you hear in most games, the sounds of fuel barrels, grenades, and gas canisters all have a convincing pop. The explosions have as strong percussiveness that seems very real. In addition to the sound of the explosion itself, an audio affect of temporary sound dampening is used if you are too close to something that explodes. This takes the explosions from mere action eye-candy to events that you don’t just see, you hear and experience.


