Saturday, December 23, 2017

Eleventh Game Of Christmas 2017

Previous Games of Christmas: Traveller, Heavy Gear, Exalted, Mutants & Masterminds, Rifts, Hunters of Alexandria, Stars Without Number, Monster of the Week, Rules Cyclopedia, Lady Blackbird

Many of the games of Christmas have been games I have played for years, or at least rules sets I have played for years. Today's game is a little different. I encountered it for the first time this year. I thought it was just a stripped down version of another system, but it wasn't. It is a fantastic distillation of the core concepts of the dungeon crawl experience. It does its job well and in a very brief amount of space. Lets dig into...

The Black Hack

This game is a fine example of its craft. It does its job with almost no superfluous mechanics or cruft of any sort. It is minimalist and yet it works for me. I read through this as a primer on how to minimize space used while still retaining explanatory power.

Peritextual Elements
The cover makes me think of the movie, This Is Spinal Tap. Its like, "How much more black could it be, " and I'm like, "None...it could be none more black." There is no real art within the book. The layout is simple and utilitarian, with just enough style to make the game feel like itself without calling back to other games. The character sheet is well designed and focused around the play experience. It has a drawing of your characters backpack with a grid for figuring out how everything fits back there.

Mechanics
The mechanics are super simple. Your character has six attributes(Str, Dex, Con, Int, Wis, Cha). To accomplish a task or make a save you must roll a d20 and get a number lower than the appropriate attribute rating. Sometimes you will have a situation where you have an edge or where you have disadvantage. If you have advantage you roll 2d20 and take the lower of the two rolls. If you have disadvantage you do the same but take the higher of the two rolls. There are specific rules for combat and the like, but that is the basics. Really solid. The classes each take one page, they have a special ability, areas they gain advantage in, and how they advance in level. There are one page spell lists for the cleric and the conjurer classes and a solid bestiary. All of this is in less than 20 pages. Solid design, solid mechanics.

Setting
The setting is not explicit. However there are certain setting assumptions built into the mechanics of the game. The bestiary covers the standard monsters you would expect from a fantasy dungeon crawl. The setting has magic and monsters and you fight monster to gain treasure of a sort. But by and large there is not much of a setting. There are also a bunch of hacks of the black hack, some of them official some are made by others. They cover a lot of ground, you can find what you are looking for within the mechanical paradigm of the game. Check it out, its fun and interesting.

Now we are through the penultimate game of Christmas. Tomorrow the final game of Christmas...

Marvel Super Heroes Adventure Game


Friday, December 22, 2017

Tenth Game of Christmas 2017

Previous Games of Christmas: Traveller, Heavy Gear, Exalted, Mutants & Masterminds, Rifts, Hunters of Alexandria, Stars Without Number, Monster of the Week, Rules Cyclopedia

Today's game is the smallest game I have done in the series so far. It is only 16 pages long. However it is a fun and unique experience. If you like Steampunk, Firefly, a solid campaign, Magic, or loads of fun adventure this game might be for you. Lets dig into...

Lady Blackbird

I ran into this game a number of years ago. For a while it was all the rage online. It was short, but boy howdy is it evocative. It was interesting as you didn't play classes or make a character, instead you chose from a number of premade characters and played out a very specific scenario, yet somehow it was often very unique. You could play through the game in a few hours or extend it out  to take up a massive campaign that takes months. The best part is it is free.

Peritextual Elements
This is a striking book(er...booklet?), excellent formatting and even a couple of solid bits of art. There is a nice rendered image of the character's ship as well as silhouettes letting you see how big it is in comparison to the enemies ship, or a sky squid(yes its exactly as terrifying as that sounds). There is also a really spiffy map of the game world. The art and layout is pretty simple, but its simplicity is one of elegance rather than a lack of ability. The fonts are clear and easy to read and the rules are placed at the bottom of each play sheet, which is handy. It has solidly designed character sheets as well.

Mechanics
The mechanics of the game are very fluid and kind of fun to play around with. Your character is defined by Traits and tags. Each trait defines an area of competence and each trait has a bunch of tags listed within it. When you wish to accomplish some dramatic action you build a dice pool of D6s. You roll one die automatically and can add another die if you have an appropriate trait and another die if you have an appropriate tag. You also have a pool of free dice you may use to enhance any roll you want, it starts at seven dice. Any die that comes up as a 4 or better is a hit, and success is measured by number of hits(2 easy, 3 difficult, 4 challenging, 5 extreme). If you fail the roll you mark off a condition, which is a negative repercussion that the GM will use against you in the game.  Your character also has keys and secrets. Secrets add special abilities and areas f expertise. Basically they are small little rules exceptions that apply only to your character. Keys are just fantastic I originally ran into them in The Shadow of Yesterday, and ever since I knew they were one of the most interesting and innovative pieces f game design in decades. I might be exaggerating...a little. Keys are a method for creating drama and putting experience rewards in the players hands rather than in the GMs. Each key give you a specific circumstance that triggers the key, if you do what the key wants you gain an experience point or gain an additional die to your free pool, double that if doing what the key wants leads to danger. when you have gained 5 XP you gain an advance, which allows you to add new traits, tags, keys, or secrets. Each key also has a buyoff which, if the situation hits and you go with the buy off you lose the key and gain two advances. This makes the game very much about facing your true desires and fears and choosing whether to follow them or go against them. Its super fun.  The game mechanics are super simple, but pretty fun, and they have a lot of room for advancement.

Setting
The setting is spread throughout the whole book, each character is tied to it and defines it in some way. And due to the loose definitions of everything, you can have vastly different settings with different groups. The basics take up only half a page. The world is called the Wild Blue, a vast expanse of breathable void with island and the like floating in it. The lower depths are filled with corrosive gasses and dangerous creatures. You play crew members, or passengers, of the Sky Ship, the Owl. You are on the run from Imperial Forces, as the Lady Blackbird has run away t join up with her lover the pirate king...who she only met, like once. There is magic and guns, and all sorts of other cool steampunk stuff. I like the setting, but I think I like it most because I get to define a lot of it in play.  Check it out, give it a read, give it a try. Worst case scenario you will wast no money and a little time.

Now that we got those Lords a Leaping out of the way, we can call this game of Christmas complete. Tomorrow...

The Black Hack

Thursday, December 21, 2017

Ninth Game Of Christmas 2017

Previous Games of Christmas: Traveller, Heavy Gear, Exalted, Mutants & Masterminds, Rifts, Hunters of Alexandria, Stars Without Number, Monster of the Week

I am not sure if I like this game in total, but I do like a lot about this game, and this particular incarnation of it. It is probably the most complete game book I have ever encountered. So lets dig into the...

Rules Cyclopedia

While I had encountered Dungeons and Dragons a number of times earlier, I didn't end up playing this game until my mid twenties. Maybe that effected my tastes in gaming, or perhaps I didn't play it earlier do t my tastes in gaming. Sort of a chicken and egg thing. A pair of ducks, as they say. I will say this though, the Rules Cyclopedia is complete in ways that you just don't see in games anymore. I don't want to get into the whole old school vs new school debate, as I think that is kind of pointless. However I think they did make games with different goals back in the day. Why in my day you had to climb up hill both ways through ten feet of snow in order to play games. You kids nowadays, with your pocket monsters and your tweeters, don't know how good you have it. Joking aside, back in the late eighties to early nineties there was a bit of a trend in games for the complete game book. A book that had all the things necessary for play: game rules, character creation, GM section, bestiary, and a setting. It is an interesting concept. I get why it was a popular idea in design, though. It would mean that everyone with the game would have the all the basics needed to play the game.

Peritextual Elements
The game has a beautiful cover, just stunning. It is hardback, 8x11, with black and white interior. The amount of text and information packed in this one book is amazing. The font is solid and easy to read. The interior art is black and white line art, the quality varies from adequate to terrible, but all of it works. I think the art works because it is full of humor and personality, even if the art is not of the highest quality. The tables and charts in the book are a bit mashed together and less than easy to read. It's not super bad or anything, but it is very clear that this book was laid out using earlier techniques than many newer books. Just something to bear in mind.

Mechanics
This is old school. It combines all the various rules and addenda for D&D Basic, which started with the Holmes edition and throughout the eighties built up quite a lot of setting and rules. The rules are pretty darn basic. Roll 3D6 for each attribute(Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) You choose a class(Cleric, Fighter, Magic-User, Thief, Dwarf, Elf, Halfling, Druid, or Mystic), this grants you your special abilities and your saves and attack bonuses. Each class also has maximum level, Dwarfs, Elfs, and Halflings have severely limited maximum levels, whereas the human classes can go to 36, though I have never seen anyone play a game long enough to reach that level. I have heard stories f games that go from level one through 36, but I am unsure if I believe them. Also the non-human classes have pseudo-levels where they get abilities at certain experience amounts beyond their maximum level. I am not sure why they went this route rather than just making the class go to higher levels but making those levels cost way more experience. Most of the mechanics revolve around combat and exploration. For combat you roll a D20 add any pertinent bonuses and subtract any pertinent penalties then compare the result to the Attack Roll Table(find the column for the targets AC). Low AC is better than high AC. Combat is pretty chart heavy, be prepared for that. There are also a bunch of rules for travel and exploration, as well as loads of conditional rules fr fighting underwater, while in flight, mass combat and a while bunch of their scenarios. The rules are very complete, though they can kind of be all over the place mechanically. Monsters have fairly easy to read stat blocks and it is pretty to "right size" the combat encounters, though it can get a little finicky from time to time.

Setting
You would think with all the rules included in the book they wouldn't have room for setting, but you would be wrong. The setting is The Known World. This would later be called Mystara, and it is kind of weird, even for D&D. The setting involves Space Aliens, Time Travel, Immortal Champions fighting against each other for power and also trying to hold back the great old ones who dwell beyond time and space. Also the world is hollow and the inside is even weirder. Their are n gods really, but the Immortals often fill that role in the setting, but the rules are clear Immortals are not gods. There are even rules for playing Immortals. Elfs can build ships that ride on moon beams and live in cities of living trees. Halflings river folk who live in hills and are ruled by sheriffs. Dwarfs dwell in the depths and are builders of artifacts and find stonework. The human lands are diverse and dominate the map. They have all sorts of cultures and nations. Most of the game focuses around the Grand Duchy of Karameikos(or maybe that was just my games, but it always felt like this was the central hub of adventure). There are also a bunch of other planes of existence that are connected to the Known World, and beyond that are uncounted dimensions each with there own planes and rules and all that. I can't really do the setting justice, but it is zany and fun, yet still familiar enough to those who play D&D to make it understandable.

And so we close out on the Ninth Game of Christmas. Tomorrow...

Lady Blackbird



Wednesday, December 20, 2017

Eighth Game of Christmas 2017

Previous Games of Christmas: Traveller, Heavy Gear, Exalted, Mutants & Masterminds, Rifts, Hunters of Alexandria, Stars Without Number
When I was a teenager I was a huge fan of a couple of shows. You may have heard of them, X-Files and Buffy the Vampire Slayer. I know, I know, kind of esoteric shows, but some uber nerds out there might get the references. 😆 Anyway I have always been looking for a game that fits that monster hunting and exploration of strangeness vibe I wanted. Overall I have yet to find a game that properly fits what it is I am looking for. Some have come close, Dresden Files, Monster Hearts, and a couple others have very nearly matched what I am looking for. I even tried my hand at designing a game to fit my needs, though that project has been on the back burner for a while. I think the closest I have found to my ideal is today's game of Christmas, though it doesn't quite do what I want...or I am just bad at playing it...could be that. Anyway, lets dig into...

Monster of the Week

Apocalypse World changed a lot in the world of gaming. It was like a meditation on the use of classes and GM methodology. It swept through the gaming sphere like a storm, depositing interesting ideas wherever it strikes. Monster of the Week is one of those expansions on the basic mechanics and ideas of Apocalypse world. I really dig how this game works on a number of levels, but I do have some...not complaints really, but areas of possible concern. We'll get to that as we look through it all.

Peritextual Elements
The book is single column and black and white art and text. The art is solidly done, black and white with lots of negative space. By and large it is serviceable and well done. There isn't a whole lot to say about the art, layout, or font.

Mechanics
The mechanics are really simple and have a fair degree of depth in spite of that simplicity. To accomplish your goals you must roll 2D6 and add the relevant rating(in Cool, Tough, Charm, Sharp, and Weird) and look at the results. a six r less is a failure, which means the situation will get worse. Seven to nine you get what you want but their is a complication or more badness attached. Ten or better you get what you want with a little bit of fuss. The rest of the rules are really just letting the GM know when and how to apply that simple mechanic. Players and GMs have moves, some are general moves usable by any player, some are special moves usable for specific playbooks. The playbooks are basically classes that focus on a specific type of character and style of play. The GM has a series of moves, but none of them require the rolling of dice, instead they let the GM(in this game called the keeper), most of the book is devoted to telling the GM when and how best to make their moves, and what that will mean. There is also a unique mechanic called luck. It is something you use to make rolls better or get useful positioning in the game. However if you run out of luck really bad things happen. I like this mechanic a lot. It really fits the the genre it is trying to emulate.

I think this is where my issues start with this. It has a lot of action elements to the game. The fiction this game tries to present is very action heavy with somewhat larger than life heroes fighting villains. However, the mechanics don't fully support that always. If you get into fights you are going to take damage, and damage(called Harm) builds up pretty quickly and it can get quite detrimental. We ran into this issue in a couple of games we played a whale back. I don't think that it is necessarily a bad design choice, but it is something to bear in mind when you play the game. The other issue is that the mechanics for dealing with a mystery never quite felt like they were...enough? Its hard to say exactly why that is. Maybe I just got spoiled with the Gumshoe system, and anything less just felt like not enough. I think this might be a personal issue I have with the game and not a full blown criticism.

Setting
The setting is highly dependent on what play books are chosen by the players. You could end up with something that feels like Buffy, Angel, The X-Files, Supernatural, Dresden Files, or even Kolchak the Nightstalker(My favorite show of all time). The setting is basically the world as we know it, but with a layer f supernatural weirdness on top of it. It tends toward a monster of the week style play, which is not a surprise as it is the name of the game. You can build arcs in and all that, but the main thrust will be on defeating individual monsters and dealing with the mundane and supernatural fallout from doing so. As you play you will be building a mythos and a world that is like those other stories, but is not them.

Thus ends the Eighth Game of Christmas. Tomorrow...

Rules Cyclopedia

Tuesday, December 19, 2017

Seventh Game Of Christmas 2017

Previous Games of Christmas: Traveller, Heavy Gear, Exalted, Mutants & Masterminds, Rifts, Hunters of Alexandria
This game was a game changer for me. Until I played it I had no real interest in the Old School gaming. This game changed my mind on that. It changed my mind on a lot of things. Man...I wish I was as good a designer as +Kevin Crawford every time he designs a new game, or even a new expansion on an existing game he kind of shakes my paradigm. All that aside, lets dig into...

Stars Without Number

There are two editions of this game. I will be dealing with second edition here. Though it is fully compatible with first edition, it is much clearer with more options and far better layout and art. Second edition just carries forward the excellent work of the first edition and just improves the mechanics and polish. I am a bit of a fan. The best bit, is that you can get the game for free. Probably the best value for money in gaming.

Peritextual Elements
The book is beautiful, full color and two column layout. The art is striking, full color, and has a painterly quality. It really gets the high action science fiction vibe across while hinting at those classic sci-fi book covers. Giant robots, aliens, and space ships all the way through. I like the art a lot. The font choice is solid, very readable. The charts and such are also very clean and well done. This is a book that is designed for ease of use and I like the choices made.

Mechanics
The basic mechanics of the game a pretty simple. There are saving throws, skill use, and combat actions. Saving throws are a d20 vs a set difficulty. You roll skills with 2D6 plus the relevant skill rating vs a target number. Combat is pretty solidly in the D20 bailiwick, roll a D20 fr initiative and attack(vs armor class). It has ascending AC, which I am pretty sure is a change over the previous edition(I am pretty sure it was a descending AC in the old version). Character creation is pretty simple as well. Roll your attributes(Str, Dex, Con, Int, Wis, Cha), Choose a background(Grants you a skill), pick or roll for additional skills(rolling is more fun and better), Choose your class(Warrior, Expert, Psychic, or Adventurer which I can have abilities from two separate classes), Choose your foci(grants a special talent), and then do some basic followup stuff. It is set out very neatly and explained well. It is a bit more complex than some other Old School games, but it works well. The main mechanical draw of the game for me though is the GM tools. It really focuses on making the GMs job easier and explaining how to generate adventures and the things you will need within the adventures. Even if you have no intention of playing this game, I would recommend getting it just for the GM tools. They are a delight.

Setting
The setting is solidly generic sci fi. In the future mankind has expanded to unknown numbers of stars. Psychic powers were well mapped and somehow related to FTL travel. Technology evolved to the point where all the really powerful and useful stuff was psychic of one sort or another. Then came the Scream, it killed or drove mad all the psychic in the galaxy and shut down all the big important technology. Now it has been a long time since the scream and mankind has crawled its way back up t the ability to travel the stars once again. So we have a high tech post apocalyptic galaxy filled with hidden ancient super tech and knowledge. It is a solid setting and it lets you have a lot of interesting adventures. I would love for there to be a supplement on how to play in the pre scream era, but I am not sure if that would be as fun as it sounds in my head.

And there ends the seventh game of Christmas. Tomorrow...

Monster of the Week

Monday, December 18, 2017

Sixth Game Of Christmas 2017

Previous Games Of Christmas: Traveller, Heavy Gear, Exalted, Mutants & Masterminds, Rifts

I dig Fate. I know, big surprise. The fun part of Fate, for me, is that it is a very malleable system. You can really play around with the mechanics and really push what is possible. Last year I broke down my views on Fate Core for last year's Games of Christmas. This year I will be digging into a specific version of Fate Core that pushes into interesting territory. Then lets dig into...

Hunters of Alexandria

Before we get started this game was designed by a friend of mine and uses a system I helped design. I will try to remain unbiased, but it may be difficult. I love the setting a great deal and the ideas present in the game. I like the game, and I would like it even if it wasn't written by +Paul Mitchener. So I am pretty excited about it.

Peritextual Elements
The book is pretty slim, especially considering it has the full rules to play in it as well as a complete setting and an adventure in the setting. There is a lot packed into this. The art is pretty sparse, but it is adequate for the purposes and fits the style of the game. There is also a very nice map of Alexandria in the first century. By and large the look of the book is serviceable.

Mechanics
The basics of Fate are the same here as in other Fate games. You roll four Fate(or Fudge) dice and add a skill rating t the result. In Hunters f Alexandria you have professions rather than the normal skill list in Fate. You begin with up to five professions out of a total of ten professions. Professions work a lot like broad areas of aptitude as well as lose definitions of who your character is within the world he inhabits. I like professions a lot, We used them in Jadepunk, but it was a smaller list than in this one. I like this concept, with a larger list and a narrower choice, it allows for more niche style play, while keeping the number of choices lower. I think I will play around with that idea a bit in some of my future designs, but that is tomorrow's challenge. It also uses a stripped down version of the Assets system from Jadepunk. You build custom extras for your character, either devices, techniques, and supernatural abilities. Basically these are variable cost stunts that allow for all sorts of magical shenanigans.

Setting
The setting is a fantastical version of first century Alexandria. You play members of the Venetores roman monster hunters. Basically you are cleaning p the mess made by monsters and magicians of the city and surrounding area. There is a solid breakdown on the demographics of the city as well as the various religions and factions and how they interact. There is also a solid breakdown of the geography of Alexandria and how the city is arranged. It also has a solid breakdown of the major personalities in the town and the monsters you might face. It is a solid setting, full of interesting fun. When I first read through it it was Like Paul had been inside my head, I had been running a very similar to a bunch of games I ran back in the nineties. I like it.

And there is my take on Hunters of Alexandria. Next up...

Stars Without Number

Sunday, December 17, 2017

Fifth Game of Christmas 2017

Previous Games of Christmas: Traveller, Heavy Gear, Exalted, Mutants & Masterminds

Do you love robots? D'you love skeletons?! How about Magic Spells?! Dragons? Rocket Bikes? Mutants, Time Travel, Spaceships, Alien Invasions, Fighting Illinois Nazis, Dinosaurs, Jedi, Cowboys, Green Lantern(But with magic swords), Lasers, Rail Guns, Demons, Monsters, A Gargoyle Empire, Vampires, A Living Planet made of Cthulu, SO MUCH STUFF!!! Holy Crap! I do not think you are ready for this. I don't think I am ready for this. But let's get t it, yeah? Lets dig into....

RIFTS

This was the first game I played. I had been running games for about a year, but I had never managed to play in one yet. I managed to run into a friend of mine who was thinking of starting a game of Rifts and I was able to get in. I was very exited, in my mind I was going to be so in character that method actors would be coming to me for tips. In reality we herded dinosaurs and fought giant robots, so...not sure how in character I needed to be for that. I played Yukon Cornelius an escaped Coalition Dog Boy who smoked a pipe and wore a sombrero. It was pretty awesome. There are technically two editions of the game, but the mechanics have no serious changes, and all the changes were pretty bad(except for the perception rules, though I think there is a simpler way to do that). As that is the case it doesn't really matter which edition you use. Unlimited Edition has a bunch of clarifications on the rules, but it lacks the GM section of the original which had a random monster creation tool as well as some short form monsters and villains, which are super handy. Kind of a toss up, but I like the original a bit more.

Peritextual Elements
It is kind of a glorious mess. Two column format, Times New Roman font and back and white line art throughout. The art is very evocative and sets a cool tone for the game. However nothing is organized in any logical fashion, there is no index, and the table of contents is slid, but if you don't know what you are looking for it is very difficult t find. Even if you know what you are looking for it can be very, VERY, difficult to find. The books are perfect bound large form paperbacks, but the laminate n the cover starts to peal after a bit and it can curl with time. While it is not the worst I have seen, it is not a selling point. I recently went back through and reread all my books attempting to get the sense of how I learned to play, and for the life of me I cannot figure out how I learned to play this game.

Mechanics
There is no core mechanic for this game. Combat is handled one way, skills are handled another, vehicle combat is handled another way, and there is no real instruction on how best to have these subsystems all interact with each other. Combat is a series of d20 rolls. Attacker rolls to strike, defender rolls to defend, if they fail defense they can try to roll with the punch t take less damage(sometimes), If the attacker hits he then rolls damage which is based on the weapon and then the next person goes. Damage is either normal(SDC) or Mega Damage(MDC). SDC weapons do no damage to MDC targets. MDC damage dos one hundred times damage to SDC targets. Everyone starts withe MDC weapons and Armor. This leads to odd moments of Emergent play that I think were not anticipated by the designers. I say this because a lot of the add on rules and rules explanations in later books would attempt t explain why anyone would ever need SDC weapons or armor and often the designer would wonder why people kept asking the same sort of questions about MDC.  Initiative is broken down int 15 second rounds where each person gets a number of actions, sometimes things take up several actions to do, and it rotates through from highest initiative  to lowest for the first action, then back to the highest again and it rotates around. Dodging uses up an action, parrying doesn't. The rules for dodging bullets is arcane and really confusing, I think you take a -10 to your roll plus any dodge bonuses you have, but it might be a raw die roll -10, r it might be impossible. There has been a lot written on the subject and none of it has ever made any sense to me. Skills are a bit funny. They are a percentile roll, and I assume you are supposed to roll under the percentile of your skill. I say, "I assume," as there is no instruction on how to use skills in the book. It is just assumed you know how they work. Also there are 305 skills(According to my last count, there are probably more now). There are almost no social skills. This game has a serious amount of skill bloat, especially as how skills work and how long it takes to do a skill and what is possible within a skill are all kind of nebulous. Vehicle combat is combination of Combat and skill usage, but it doesn't fully explain how that works or what you are rolling t hit. Like there is a Vehicle Weapons skill that is percentile based, do you use it to hit the opponent with your vehicle weapons? What do they use to defend? How does defense work? It is all very confusing. All that said, there are answers to these questions, but they are buried all around the books. The main problem with the Palladium house system is not so much that it sucks, or that it is complex, but that it is probably the worst organized I have ever scene in a big name game. Finding anything can be a real chore, and I have been playing since 1993. The game is quirky and fun, but it needs some serious streamlining and reorganizing.

Setting
Um...yeah, the setting is everything a 13 year old from the eighties loves. The basics are as follows. Some pint in the near future there is a major technological revolution that leads to all sorts f cybernetics, human augmentation, and genetic engineering. At the peak of this golden age, a nuclear war of some sort starts and all the mass death reawakens the magic of the earth and tears reality apart a little, magic, demons, and extra dimensional creatures of all sorts roam the land. It is now four hundred years after this event and the world has rebuilt itself a bit. Magic has been harnessed by some and by other technology is the key. The big bad of the setting is the Coalition, basically future Nazis living near the ruins of Chicago. They hate everything non-human and magical, and they have a massive technologically advanced army. Also the magic level is ridiculously high and s the Earth is linked t other dimensions through rifts that periodically pop up. There are loads of books on the various parts of the world and on other worlds that are filled with cool adventures. You don't need a whole lot to make the setting books work, just the main book and the book for the area you are in(if you want it) My favorite dimension and world books are: Underseas, Phase World, Lone Star, New West, and South America 1 & 2(South America  is probably my favorite of all the Rifts book bar none). Atlantis and the Vampire Kingdoms are also pretty good for giving you big villains to fight. You might also want to get the Conversion Books, as they are far closer to a series of Monster Manuals than anything else.

Thus endeth the Fifth Game of Christmas. Tomorrow...

Hunters of Aexandria