I am *almost* sure that I saw a post around here (may be not in Rifts topic directly, but I am sure it is in the forums of the Megaverse...) where people tossed their personal lists of Rifts books needed for a campaign, having into account the specific geographical region you want to play in, character classes, general theme (magic, combat, CS, Vampires, etc..) and such.
I tried searching the forums but I am not able to find it.
Has anyone seen such a list here or somewhere else?
If not, can anyone post their particular choices?
List of recomended books
Moderators: Immortals, Supreme Beings, Old Ones
List of recomended books
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- Dustin Fireblade
- Knight
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Great suggestion Dustin, thank you....
Well, I have to admit I was very very wrong....
The list I mention is NOT in the forums..... I saw it in the "Palladium Fan FAQ" in Basara's website (a regular around these forums), written by a lot of people...
I will take the liberty to repost here the section I am refering to. (If I am doing something wrong, by all means please correct me).
I would love to have contributions from other player/GM to complete the list concerning geographical settings or other possible categorization, including the new books appeared since Nov 2002.
***START HERE***
What books are good?/What books are vital to a Rifts game?
Everyone has differing opinions on these. What is vital and interesting to one, is hackneyed and boring to another. So, I'm going to concentrate on what items really are necessary for a game.
Core Books:
* Main Book
* Rifts Game Master Guide
* Rifts Book of Magic
* Conversion Book One
* Game Shields
* Rifts Adventure Guide (for the P.A. 109 world updates)
For a North American Campaign (Coalition-Centered):
Initially -
* Source Book 1
* World Book 1
* World Book 2
* Source Book 2
* Mercenaries
After the game gets underway -
* World Books 10-13
* World Book 16
* World Books 20-23
* And, once you've played your way from PA 101 up to PA 105, The Coalition Wars series.
Optional -
* World Book 7
* World Book 14
* World Book 15
* The Chaos Earth RPG in Rifters #17-21
European Setting Games (NGR-Centered):
Initially -
* World Books 2-5
* Source Book 3
After the game gets underway -
* World Book 17
* World Book 18
* World Book 21
Optional -
* The Rifter #1 (for The New Roman Republic)
* World Book 7
* World Book 12 (for the psi powers)
* World Book 16 (for the magic)
* Mutants in Orbit
South American Setting Games:
* World Book 1
* World Book 2
* World Book 6
* World Book 9
After the game gets underway -
* World Book 7
* World Book 21
Optional -
* Mutants in Orbit
Pacific Setting Games:
* World Book 2
* World Books 7-9
* Mercenaries
After the game gets underway -
* Source Book 4
* World Book 5
* World Book 6
* World Book 19
Optional -
* World Book 14
* World Books 20-21
Stand-alone settings:
* Dimension Book 1: Wormwood (can tie in to Europe/Africa easily)
* Dimension Books 2-3: Phase World
* Scraypers (minor ties to Phase World)
* Rifts: Manhunter
* Mutants in Orbit (minor ties to most settings)
***END HERE***
Well, I have to admit I was very very wrong....
The list I mention is NOT in the forums..... I saw it in the "Palladium Fan FAQ" in Basara's website (a regular around these forums), written by a lot of people...
I will take the liberty to repost here the section I am refering to. (If I am doing something wrong, by all means please correct me).
I would love to have contributions from other player/GM to complete the list concerning geographical settings or other possible categorization, including the new books appeared since Nov 2002.
***START HERE***
What books are good?/What books are vital to a Rifts game?
Everyone has differing opinions on these. What is vital and interesting to one, is hackneyed and boring to another. So, I'm going to concentrate on what items really are necessary for a game.
Core Books:
* Main Book
* Rifts Game Master Guide
* Rifts Book of Magic
* Conversion Book One
* Game Shields
* Rifts Adventure Guide (for the P.A. 109 world updates)
For a North American Campaign (Coalition-Centered):
Initially -
* Source Book 1
* World Book 1
* World Book 2
* Source Book 2
* Mercenaries
After the game gets underway -
* World Books 10-13
* World Book 16
* World Books 20-23
* And, once you've played your way from PA 101 up to PA 105, The Coalition Wars series.
Optional -
* World Book 7
* World Book 14
* World Book 15
* The Chaos Earth RPG in Rifters #17-21
European Setting Games (NGR-Centered):
Initially -
* World Books 2-5
* Source Book 3
After the game gets underway -
* World Book 17
* World Book 18
* World Book 21
Optional -
* The Rifter #1 (for The New Roman Republic)
* World Book 7
* World Book 12 (for the psi powers)
* World Book 16 (for the magic)
* Mutants in Orbit
South American Setting Games:
* World Book 1
* World Book 2
* World Book 6
* World Book 9
After the game gets underway -
* World Book 7
* World Book 21
Optional -
* Mutants in Orbit
Pacific Setting Games:
* World Book 2
* World Books 7-9
* Mercenaries
After the game gets underway -
* Source Book 4
* World Book 5
* World Book 6
* World Book 19
Optional -
* World Book 14
* World Books 20-21
Stand-alone settings:
* Dimension Book 1: Wormwood (can tie in to Europe/Africa easily)
* Dimension Books 2-3: Phase World
* Scraypers (minor ties to Phase World)
* Rifts: Manhunter
* Mutants in Orbit (minor ties to most settings)
***END HERE***
*OMNIA MUTANTUR*
-Hav0k-
-Hav0k-
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- Palladium Books® Freelance Writer
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In my opinion, if you want a really great setting with very few book, play in Russia.
Warlords of Russia
Mystic Russia
Rifts Main Book
maybe Dark Conversions.
That's it. You need nothing else, although the GMG is handy, plus the BoM for your regular mages.
It's the best, most self-contained setting in all of Rifts.
Warlords of Russia
Mystic Russia
Rifts Main Book
maybe Dark Conversions.
That's it. You need nothing else, although the GMG is handy, plus the BoM for your regular mages.
It's the best, most self-contained setting in all of Rifts.
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