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The Mechanoids remains one of my favorite sourcebooks for the Rifts Roleplaying Games. Rifts North America is packed with threats and the Mechanoids are fuel on the fire. They have the potential to overwhelm everyone and everything, maybe even the whole world given enough time. Great villains with a great backstory.
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Palladium Games took a classic and very useful addition to the Rifts Roleplaying Game and made it even better. For anyone running Rifts, this is a "must have" product, imho.
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Need a way to copy the finished NPC out of there, but otherwise, this is great. Indespensable.
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This is a great sneak preview! The only thing missing is the rest of the book. :)
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The author's writing in this trilogy feels like somewhat amateurish writing. Stylistically, it often feels like a redundant style. Confusingly, I was often confused, often having to reread sentences, feeling like I read them before, then discovering I didn't after having reread them, which was confusing.
If the prior paragraph grates on you, I caution against these works: You're in a for a long night. This and Sonic Boom could have been richer and more concise. I don't yet know if I can bring myself to read Treacherous Awakenings, but I suspect the entire trilogy could have been a single novel and be better for it. Characters are copious and unidimensional. They tend to remain that way throughout, serving largely as banal vehicles to expose major plot points and catalog hot-or-not style flash judgments of attraction. As such, these works' biggest accomplishment could be to offer the reader a simulation of life in modern Junior High School, but they tragically obscur the post-cataclysmic world over which they are clumsily lain. What development those characters do experience is hackneyed and torturously protracted. This is sad, because the context provides ample opportunity for them to more thoroughly wrestle with issues like the nature of corruption, integrity versus incentives, love versus prejudice, tradition versus morality, etc.
So far, I put these somewhere beneath the TORG Possibility Wars trilogy, which suffers from similiar character development and intertwining plot complexity, but which is stylistically superior and offers better pacing.
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The author's writing in this trilogy feels like somewhat amateurish writing. Stylistically, it often feels like a redundant style. Confusingly, I was often confused, often having to reread sentences, feeling like I read them before, then discovering I didn't after having reread them, which was confusing.
If the prior paragraph grates on you, I caution against these works: You're in a for a long night. This and Deception's Web could have been richer and more concise. I don't yet know if I can bring myself to read Treacherous Awakenings, but I suspect the entire trilogy could have been a single novel and be better for it. Characters are copious and unidimensional. They tend to remain that way throughout, serving largely as banal vehicles to expose major plot points and catalog hot-or-not style flash judgments of attraction. As such, these works' biggest accomplishment could be to offer the reader a simulation of life in modern Junior High School, but they tragically obscur the post-cataclysmic world over which they are clumsily lain. What development those characters do experience is hackneyed and torturously protracted. This is sad, because the context provides ample opportunity for them to more thoroughly wrestle with issues like the nature of corruption, integrity versus incentives, love versus prejudice, tradition versus morality, etc.
So far, I put these somewhere beneath the TORG Possibility Wars trilogy, which suffers from similiar character development and intertwining plot complexity, but which is stylistically superior and offers better pacing.
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A great resource for a slew of common animals, as well as a host of the iconic creatures from the PFRPG that's easily adapted to any of their Megaversal games. A solid, reliable book.
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Great to have the Palladium Books Rifter's Back. The Colony of Gonarn has material in it that was originally supposed to be included in the Island of Lopan but it needed to be seperated and made to stand on it own. Do enjoy.
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This is a wonderful reference book for gamers and writers who want to add real weapons andand wonderous diversity of weapons and Armour to their own stories. I highly recommend it for an eye opening look at history too.
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The first 125 pages are exactly the same as the original. Including the the mis prints. Such as earth thunders conflicting mana, and mana regeneration. What they cut from the original book is spells. There were 30 pages of new exceptional spells in the old federation of magic book.
The update replaces the spells with an expansion on shops in Dweomer city, and the update after Tolkien. This creates another mis print related to dragon, and other populations in Dweomer .
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This might be one of the 'warmest' books in the Palladium Fantasy line. It sets up a great big scary surprise with one portion of the middle Lopan area, and adds a bunch of new and interesting deities to the setting that'll see some use. Pretty clean editing and incredibly evocative artwork makes it a real treat to read.
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It obviously needs a review to bring it into slightly more current times, but that's a problem that can be rectified in the future. Very useful for games in the system with less ample weapon descriptions/options or for getting some period inspiration. Fun book!
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For Heroes Unlimited fans, the Powers series is utterly essential. With perspective, I can say against systems like 'MASKS' (PBTA) this game is overly crunchy.
I however love the extra classes and options, which double my materials for Rifts (which includes a HU2 class element.)
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This is one of my favorite New West/ Vampire Mexico settings. The Demon/Devil War has only enhanced my pleasure. This setting is just large enough.
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Virtually every type of ship imaginable and a few I couldn't. Adventures all round the world. New OCC's for waterborne adventures.
Beware the Deomon ships!
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