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Posted: Fri Oct 22, 2004 4:48 pm
by Vrykolas2k
Flaming death.
A psychotic robot helicopter door-gunner who has been programmed to say lines from Vietnam movies.
Strippers.
Assassins who pretend to be strippers.
Girl scouts pretending to be assassins pretending to be strippers.
Posted: Fri Oct 22, 2004 6:22 pm
by Larsen
1. catchy come-backs not unlike web-head says.
2.don't overpower your players in the first session and kill them.
3.never make a strict plot and never get to attached to a npc that you rolled up.
4. make sure your characters have a valid reason for being where they are when the game starts and try not to use their background as plot too often it gets boring.
5. always have pizza and/ or chinese takeout on hand during a game
6. make sure its fun!!!!! < most important rule there is.
7. talk to the maker and try to bring in the 8 ft afro character at some point

Posted: Sat Oct 23, 2004 1:22 am
by Bood Samel
A good vehical fight scene ala mad max.
Something epic and horrific.
Punny references to the pre-rifts world.
Lots of shooting.
Posted: Sat Oct 23, 2004 3:34 am
by Nightbreed
It all depends on what your players like. I say start them out as coalition troops. Make them part of one of the long range patrol squads. That can be fun. Have them get in a firefight with the enemy (FoM, Splugs, renegade d-bees, etc.) Then take it from there. It's lots of fun. Makes you feel like the colonial marines in Aliens.

Posted: Sat Oct 23, 2004 7:06 pm
by RoadWarriorFWaNK
run a power game where everyone can blow the crap out of everything. Run a couple sessions of that until they either die or get bored. Once that's out of their system, run a real game.
it never fails that a new rifts player is going to gravitate to the most powerful gear, spells, psionics, and character classes they can find. If you start them off playing a normal game, they spend most of their time going through the books going "OOH, I WANT THAT GUN!!" or "HEY CAN I HAVE ONE OF THESE POWER ARMORS??!?!" or "HEY WHEN CAN WE GO SHOPPING SO I CAN GET SOME NARUNI GUNS?" or "MAN I SHOULD HAVE PLAYED A (character more powerful than their current one)!!!"
Posted: Sat Oct 23, 2004 7:21 pm
by Sir Blayse
run a power game where everyone can blow the crap out of everything. Run a couple sessions of that until they either die or get bored. Once that's out of their system, run a real game.
it never fails that a new rifts player is going to gravitate to the most powerful gear, spells, psionics, and character classes they can find. If you start them off playing a normal game, they spend most of their time going through the books going "OOH, I WANT THAT GUN!!" or "HEY CAN I HAVE ONE OF THESE POWER ARMORS??!?!" or "HEY WHEN CAN WE GO SHOPPING SO I CAN GET SOME NARUNI GUNS?" or "MAN I SHOULD HAVE PLAYED A (character more powerful than their current one)!!!"
Wow, that sounds like one of my guys who always wanted to create his own class, race, and weapons. Never normal stuff either- some of it outrageous.
Re: The ideal Rifts adventure
Posted: Wed Oct 27, 2004 2:46 pm
by Killer Cyborg
Godlessdingo wrote:I'm about to start a new Rifts campaing and my head is just swimming with ideas (not unlike a rifter's realities). So I can get some of these ideas into focus, I ask you all: What elements do you think should be in an ideal introductory Rifts adventure?
It's up to your players.
I'd suggest starting them off low-powered and having them work their way up. By Low powered, I mean stuff from the main book... and the low-end stuff at that.
It may give them a perspective on things that they wouldn't get if they start off as truly powerful characters.
Also, I think that Rifts should be deadly.
It should make the characters really think things through before acting, otherwise they may have to roll up a new character.