September 27, 2009

Underground Influences: Rifts

This is the first in a series of posts that I'll use to talk about various games and media that have influenced the design of Unity Underground.

Rifts
The most direct influence on Unity Underground comes from Rifts by Kevin Siembieda. Rifts was the first role-playing game that I ever played and it has profoundly affected the way that I've thought about games since.

In many ways Unity Underground is my second attempt to create an homage to Rifts (the first being Empire of Dust).

So, what's cool about Rifts that's worth incorporating into Unity Underground?

1) A Strong Premise With Great Villains
The Coalition: A powerful regime of pro-human, fascist, pseudo-Nazis who hate psychics, magic-users, and extra-dimensional beings.

Your character: a psychic, magic-user, or extra-dimensional being.

The Result: A great built in premise (even though it's not overtly stated as such). The Coalition also makes for a great sympathetic villain, because their pro-human fascism is arguably justifiable given the situation they are in (humanity is beset by evil extra-dimensional monsters). The Coalition is the direct model for the "Union of Man" in Unity Underground.

2) Gear Porn Galore
Rifts has great gear porn. A big part of character generation was digging through the different rule books trying to find the coolest energy rifle or transport vehicle (all lavishly illustrated) . I really like game settings that have a well defined material culture. As I see it, a well wrought equipment list can provide a lot of insight into a setting. Character equipment informs the reader about the feel of the setting in much the same way that a clay pot can inform an archeologist about day to day life in an ancient civilization. Plus, comparing the finer points of various speculative firearms just good old-fashioned nerdy fun.

3) Fantastic Artwork
I saw a forum post somewhere that said something like "Rifts is an art book with rpg rules scribbled in the margins." That's actually a pretty good description. The entire series is packed with great artwork (I particularly enjoy Kevin Long's stuff). The artwork is really the selling point of the game. Even though the rules can be a bit questionable, you are compelled to play because everything just looks so damn cool.

4) Good old fashioned fun
Rifts is fucking gonzo. It was created before the time that rpgs took themselves too seriously and got all artsy and pretentious. Rifts is inspiring because it delivers the entertainment factor that I want my games to have. It's ridiculously over-the-top, unbalanced, and often ridiculous, but at least it's not boring.

5) Kevin Siembieda
I have a great respect for Kevin Siembieda, the creator of Rifts. Not only is he the architect of the formative rpg of my youth, but he is a great example of the type of creator that I want to be. Kevin is barraged by a choir of naysayers every time he scratches his ass, and yet he takes it in stride and just keeps on doing his thing. He has always stayed true to his vision, for better or worse. In short, the man has balls. From my perspective in the small-press rpg scene, which is plagued by identity politics and creative conformity, he's a refreshing example of a passionate, unapologetic creator who trusts his gut and isn't afraid to diverge from the cool kids.

It's not all daisies and sunshine . . .
Of course, my opinion of Rifts is not 100% positive. In fact, I really don't enjoy playing it any more (trust me, I've tried). The system (or at least the common interpretation of the system) essentially boils down to rolling dice for no reason while the GM decides what happens next. A lot of the setting elements make little or no sense and the rules differ greatly depending on which book you happen to consult. While I've got no beef with anyone who still plays and enjoys Rifts, my personal taste has gone in a different direction. Most of my game design ideas stem from frustrations with existing games and that is certainly true in this case.

In Summary
Unity Underground is very much an homage to the elements of Rifts that I like. If you're a fan of Rifts (or at least see some truth in the points raised above), I think you'll also find something to like about Unity.

SETTING INFLUENCE FACTOR: Very High

RULES INFLUENCE FACTOR:
Very Low

Have memories or opinions about Rifts? I'd love to hear them. Feel free to drop a comment.

1 comments:

  1. Some of my most roleplayingest memories were from RIFTS, and I agree with your comments except for the art. It seemed to me to be all over the place, and didn't do anything to establish mood or setting. Long's art (if I remember correctly) I found particularly dry and uninspiring. That's just me, though.

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