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Showing posts from January, 2026

Palladium Fantasy, Pure Fun

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The best compliment I heard about Palladium Fantasy is that "It isn't D&D." I love the system; it is as far away from D&D as you can get and still be in fantasy. The casters are all different, powerful, and no two work the same way. All are OP in what they do, and completely worthless in some situations. Magic items are both powerful and completely unnecessary in a game. There are times I tire of the constant "garbage collection" in games like D&D, where magic items are overly relied on to the point where you build around them, collect junk, make wishlists, and where magic items are critical to your build and damage output. Every +1 to something counts. Every item slot needs to be filled by a magic trinket or bauble. All armor needs to be magic with special abilities imbued. Make it stop! I am sick of the MMO-ification of tabletop RPGs! I don't want 3,000 magic items in my game! It is fake; the game is balanced around it, and everything it needs ...

Rifts as Space Opera? Part One

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Can Rifts be played as a space opera-style game? Let's ignore Earth for now, and just focus on intergalactic adventures, star hopping, getting into trouble in deep space, fighting space pirates, and battling all types of space monsters on missions across the galaxy. Surprisingly, the answer is yes. And not only a weak yes, but a very strong yes. Let's start with the Dimension Book Two: Phase World, and this is the nexus of any space opera-style campaign for Rifts, since this thematically replaces Earth and acts as our intergalactic hub that connects everything together. This place connects infinite dimensions across a massive planet and city, serving as a transit point for travel from anywhere to anywhere. You are likely playing a strict MDC game here, and it will be a lot safer to deck out in MDC armor (even light MDC) when going anywhere, and carrying MDC weapons. There may be the occasional SDC encounter and need for weapons, but due to the high power level of everything in ...

Palladium Systems: DIY Gaming

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Many role-playing games fall into the trap of deciding what you will do with them. D&D is one of these games, where the entire experience should be played one way. The equipment list is engineered for dungeon crawling; all abilities are focused on dungeon crawling; all classes are rigged to dungeon crawl; all spells are crafted for dungeon crawling; the experience system is built to reward dungeon crawling; and the monsters are even perfectly designed for the dungeon crawl. As a result, the game feels perfect for dungeon crawling. But little else. There was a time when game designers considered the world first, designing systems that encompassed the entirety of a realistic, dynamic world, with no thought of it being a game, and began the design from there. Palladium is one of those games, and its default ability to simulate an entire world in its lingua franca is why we love it. While it can be dungeon crawling, and Palladium can simulate that activity inside this world, the game a...