Hinterland

Yesterday Titled Mills released the computer game “Hinterland” over Steam. In that game you play a character that was tasked by the king to build a new town in the hinterlands of his country. You do that by cleaning the area of monsters, bandits and the undead (Diablo-style), building houses for new settlers and equipping them with the best equipment possible. Although the game is pretty simple graphics- and gamplay-wise, it’s much fun seeing you small community grow. You can even ask your settlers to join you on your adventures into the wilderness.

Playing that game got me thinking. The gameplay of Hinterland should be easily adopted to fantasy roleplaying. A whole campaign could revolve around the building of a town somewhere in the wilderness, perhaps at the frontier of a once powerful kingdom. Did someone say “Points of Light”? In my opinion this kind of campaign could be perfectly suited for the new D&D 4th Edition. And with having a small village that the players are tasked to protect and develop further, you not only give them a home base but there’s much to do.

You can have them secure the area, try to establish diplomatic relations with the barbarian tribes/dwarven clans/elven communities in the area, destroy the evil wizard/lich/warlord/whatever that has build his tower near the town, secure access to certain resources like a spring, gold mine, whatever the town needs to grow and prosper. They will also have to maintain peace inside the town and even recruit new settlers and some guards to help defend the town when they are away adventuring.

Of course this could also be adopted to other genres like Western, SF, et cetera. In a western game you have the classic western frontier town and the players are perhaps the town’s mayor, sherrif and the deputies trying to help the town survive. In a SF setting you can expand the town to a whole colony world. You can let the group scout and survey the world, protect colony ships full of settlers, fend of space pirates and explore the ancient ruins left over by an ancient and highly advanced specues!

Free solitaire game: Inquisition

Perhaps you know 1KM1KT, an excellent site that publishes new free roleplaying games on a regular basis. Today they made Inquisition available, a solitaire game set into the Warhammer 40,000 universe. The game was created by Neuicon and Sean Daniels and it’s available as PDF download.

Inquisition: Purge the Unclean is a solitaire game, taking place in the Warhammer 40,000 universe. In this game, you’ll be taking on the role of an Inquisitor; your mission is to eliminate all threats that occupy an underground base in Hive World Golgotha XVII. 

In order to play Inquisition: Purge the Unclean you’ll need a few six-sided dice, these rules and some scratch paper to track the Inquisitor’s attributes and any other information.

The complete game fits one page and  although I haven’t tried it out yet, but it seems to be an interesting past-time.

RIFTS Ultimate Edition – Just my two cents

When I today opened my mailbox I found an US airmail envelope with the RIFTS Ultimate Edition inside it. I ordered it some time ago after writing about my favorite post-apocalyptic settings. The first thing that surprised me was the hardcover format. I’ve owned a few Palladium Book titles in the past and they all have been softcover books and this is a welcome change. My original RIFTS book is already on the verge of falling and the hardcover book looks much sturdier.

But I was not surprised to see that the look and layout of RIFTS hasn’t changed much. Kevin Siembieda still uses the same font throughout the book he always used and the layout is still the two-column layout we all have seen so many times in all these years. So, even if the cover is brand new, the insides are all the same. Or is there still a glimpse of hope?

There is actually quite some new material and the organisation of the chapters has changed a bit. The book now starts with the information on the setting, followed by the O.C.C.s (Occupational Character Classes) and R.C.C.s (Racial Character Classes). A bit strange is the detail, that Siembieda gives details on Magic etc. before explaining the rules and some background information on Chi-Town is thrown in somewhere between magic and equipment.  But if you have successfully run a RIFTS campaign before you know what I mean.

The book is mainly black and white on normal paper with some color pages on glossy paper thrown in. There is some new art (at least I haven’t seen it), but there is a lot of art that has been used in the original RIFTS book. When you are used to roleplaying rulebooks like the more recent D&D 4E books you will be surely disappointed by this book. My copy is from the Third Printing dated July 2008 and it looks like from 20 years ago.

The rules are old-school as well. RIFTS contains quite a large number of tables and every class has it’s own levelling chart. If you are a friend of modern and streamlined rules systems you should avoid RIFTS (and every other Palladium Books game) like the plague. Especially the combat rules still are broken in my opinion. And it’s totally beyond me, why they forgot to include a character record sheet.

Ok, when you’ve read this post to this point, you obviously think that I hate RIFTS to the bottom of my heart. But that’s not true. I just LOVE the setting. The RIFTS Earth is a great place to do campaigns in and some of my most fond roleplaying memories are connected to RIFTS. I just can’t understand why Palladium Books is still clinging to these broken rules and why their books still look like they were layouted by an amateur during the late 80s. When I look at this book I get the feeling Kevin Siembieda was sitting at his desk with scissors and glue tinkering the book together. 

Another thing that annoys me is the fact that they never forget to put all that legal mumbo-jumpo all over the text. It’s just no fun to read an O.C.C.s description when there are (C), (R), and TMs all over the text. I understand that a company has to defend it’s intellectual property, but Palladium Books is just going to far.

I think that the Ultimate Edition looks better than the original RIFTS book but it’s far from being a perfect product. The over 375 pages long book is still worth it’s money if you can live with the subpar looks and the Palladium rules system. The setting has some very cool elements and opens up an endless playground for a creative GM.

A Roleplaying Games blog

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