RIFTS
Rifts is a roleplaying game made by the Palladium Books publishing company. Rifts takes place on earth about 300 years after a nuclear holocaust caused a magical reawakening and killed over two thirds of humanity. In the course of the apocalypse many things changed in the world, Atlantis rose out of the ocean which flooded most Atlantic coastlines (killing even more people), the four horsemen appeared in Africa (where they killed more people), the Lord of the Deep was awakened (He didn't kill anyone at the time), and most importantly Rifts began to open up which let numerous alien races spill out into the world. Where many of them were and are still being killed. Rifts, for which the game is named, are what makes Rifts Earth so incredibly crazy. These Rifts allow for dimensional travel and allow everything from friendly fluff balls to malevolent alien gods out for a stroll onto Earth. So all the while the people who thought their lives couldn't get any worse now have to compete with displaced extra-dimensional beings trapped here. Those not content with just being friends with everybody chose to fight even the nicest of DB's (Slang term for dimensional beings). Thus the Coalition was formed. Made up of a bunch of pricks who managed to take control of ancient super-city/fortresses wage constant war against Aliens, supernatural beings and magic users. Meanwhile all kinds of other horrible things go on all across Rifts Earth. This is a really shitty place to live.
Disclaimer
Every Rifts book begins with a disclaimer that warns that the book contains violence, war, magic and the supernatural. Which is redundant since every cover of every source book contains an image that shows at least one, or more commonly all four of them. The disclaimer is often accompanied by some artwork that depicts some violence or one of the other four as well. This disclaimer was a response to the wave of anti-RPG hysteria in the 80s and early 90s, and its inclusion in saner times is one of many things that shows the game's age.
Criticisms
- Every now and then the fluff makes you feel like you stopped reading the book and started smoking a joint rolled from one of the pages. Some material is really weird. Like vampires with feet on their arms and hands on their legs. There's a mix of awesome, dumb, and awesome-dumb throughout.
- The system is notorious for constantly one-upping itself. Every source book seems dedicated to making the weapons in the last source book look like a bunch of kitten launchers. It's not really a linear progression so much as up-and-down, but considering the books your players are most likely to pull out it's reputation for escalation is not unwarranted.
- It's very grimdark. Not as much as 40k- there's both good factions and hope around, some heroes would fit in well with Noblebright settings- but pretty much every continent has it's own extinction level threat or two, and the biggest power block on the planet by far is the Splugorth of Atlantis, who's leader Splynncryth is the answer to the question of "what if Cthulhu was a capitalist?". Having a continent-sized nation of interdimensional slave trading monsters under an eldritch abomination sounds like about as bad as things can get, but at least they don't want to rule everything (just raid it for live stock occasionally), and their presence discourages even worse eldritch abominations and supernatural hordes from descending on the planet en mass. They still descend upon the planet of course, just with more subtlety so they don't have to take the armies of Atlantis straight off.
- MOAR MEGADAMAGE!.
- "I just spent 10 hours making a character. Oh, shit it's 4AM. When are we going to play? Never? OK then."
- TRADEMARK ALL THE THINGS!
- While it is about complex as DnD 3.5, the layout makes it seem more complicated than it actually is.
- There is a Savage Worlds edition now, in case you want a modern ruleset.