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Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Oh man, Rifts.

My friends and I picked up a whole load of Rifts books for super cheap at a convention auction. We pretty much ignored most of the rules, to be honest, and ran things loosely like a D20 game. Even so the balance was pretty terrible. One of the characters started off the game with supernatural strength and complete immunity to magic. But we had a lot of fun with it. Our GM never planned anything and, as a music student, was usually stupidly tired anytime we ran a game, so nothing ever made sense. It was pretty much perfect for Rifts. The plot ended up involving pocket-dimensions, time-travel, immortal vampire lords formed from the body parts of another immortal vampire lords (one, "the Toe" was friendly), and a world destroying baby.

Same guy also ran a Rifts Western campaign (cyber cowboys basically), that was supposed to be more grounded but quickly descended into total madness. We played a bit of Nightbane too. This one he actually planned out and is one of my favourite games I've been in. The setting has a lot of potential and you can make some pretty weird and fun characters. My shark/man/gangster could turn into a living shadow with a chesire cat style grin and plant his teeth as magical recording devices and another guy was a living doll with insane superstrength who used manhole covers as shields.

Basically Palladium is totally awesome as long as you completely ignore the rules and don't take things too seriously. I always meant to run an After the Bomb campaign but never got around to it. And stories about Siembeda never get old.

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