Showing posts with label rifts. Show all posts
Showing posts with label rifts. Show all posts

Sunday, July 30, 2017

Rifts 1970


Rifts, arriving in 1990, is certainly a product of the 1980s. Could Rifts be scrubbed of its 80s chrome and be translated to another era? Why not? Let me pitch you Rifts 1970.

Now, you might say (but don't, because I will have already said it!): "Isn't Rifts 1970 just Gamma World?" Well, they're both post-apocalyptic games, but Gamma World is right down the middle of post-apocalyptic stuff, whereas Rifts wants to throw a kitchen sink at you: you've got cyberpunk, mecha, magic, Star Wars-style fascism, and the Rifts themselves that can get you pretty much anything else can appear.

In Rifts 1970, the mix is a little different, but there are analogous inspirations. Anime/Manga haven't really made a big impact in the U.S. yet, but there's kaiju films and Astro Boy. Fighting giant monsters would be a bigger thing in Rifts 1970, I think. Mecha would look more like Rog from the Doom Patrol, but the real Glitter Boy replacements might be guys with giant robot friends like Frankenstein Jr.

Cyberpunk hasn't arrived yet either, but computers have and concerns about the possibility of AI. Think Star Trek or Colossus: The Forbin Project. Cyborgs are already around like the Cybermen or the various Robotmen in DC Comics. Probably high tech equipment should be more T.H.U.N.D.E.R. Agents than Appleseed. This might push things in a bit more of a "superhero" direction, but there is an argument to be made that that's what it always has been.

Magic, of course, works well in either era. A distinctly Ditko-esque Doctor Strange vibe would set Rifts 1970 apart, though.

The Coalition and their not-stormtroopers, the Deadboys, become some other Nazi stand-ins, like HYDRA or any number of villainous comic book organizations or '50s comics alien invaders that were either Nazi or commie substitutes. Of course, Starship Troopers was written in 1959, and we saw how easy it was to paint those guys with a fascist brush in the film adaptation. Maybe the Deadboys can have their powered armor after all?


Sunday, June 15, 2014

Thinking About Rifts

Blame Blizack over at Dungeonskull Mountain. His posts about Rifts have got me thinking about how I would tweak the setting for a game. It's likely this madness will pass, but here are some of the things I've thought about:

Rifts and Zones
The areas of rifts in the fabric of reality shouldn't be just gateways to other dimensions or sources of magical energy. They ought to be really strange and dangerous; A lot like the zones in Roadside Picnic. The rifts would be alluring, though, as sources of high technology to reverse-engineered. A lot of advanced tech might have been acquired this way. There would also probably be a cargo cult element to many human societies.

Retro-Future
Rifts was published in 1990 and in its DNA is material from 70s and 80s post-apocalyptic films and comics, 80s anime and manga, and the general genre zeitgeist of the age. It wouldn't change a lot, I guess, but it might be fun to assume an alternate history where our world of smartphones and mp3s never existed. It was the future of Neuromancer and Ghost in the Shell that led to the world of Rifts. And that future looks like the Logan's Run TV series and the Kamandi comic filtered through the tech and style of Akira, Appleseed and Walter Jon William's Hardwired.

Comic book
The kitchen sink-ness of Rifts and it's big action have a real comic book sensibility. Not in the sense of superheroes (not as traditionally considered) but in the way that every character is distinctive and has their own look and schtick--and maybe even G.I. Joe style codenames. No PC should be "just a merc"--or even "just a vagabond."