Rifts RPG Meta-Arc Adventures #2


We’ve introduced a four-part introduction series for GMs to use as guidelines for running their own Rifts Campaign. The expanding idea is to follow the established events presented in the books that constitute the prime timeline of Palladium Rifts.

We’ve turned back the clocks to 93 pa to help players build their characters as they make multiple excursions into the Vampire Kingdoms of Mexico.

The original material places the start of the game between 101 pa and 103 pa, following the Coalition of Humanity’s arc and their quest to build an empire. Those events are kicked off by the Juicer Uprising and eventually continue into their expansion into Tolkeen. But we wanted to foster more of an adventure-styled campaign for GMs, where they can encourage players to explore various Character Classes. The idea was also to curate the weapons and armor selection players have access to, helping the story evolve in pace with the books as they were introduced in progression over the past 30+ years.

Additional material will be published and made available for fans of Palladium Rifts, and we hope to introduce additional supplemental material that will help both game masters and players alike. We’ll also publish discussions and opinion pieces that might help inspire players and deepen their game experience as they explore the Megaverse of Rifts.

Also follow our Dicegazers Podcast on Youtube for basic game rules, GM tips, game creation tips, opinions, and further expansion of our experience developing and playing Rifts. We’re looking forward to publishing more videos and useful content here.

Inspiring rifts RPG storylines and how to use them– If you are new or returning to either the Rifts RPG or tabletop roleplaying games check out this article to learn more about Rifts storylines, how to use them and other articles to start with on the site.

Additional resources moving forward.

The assumption is that players joining the Rifts RPG may not have all the books yet. We’ve curated our adventure for GM’s who don’t have a complete library of books. But as the game expands, players will need more books.

In our future installments of the Doc Reid’s Rangers Meta-Arc, players will need the Rifts Adventure Book, which contains various Hook, Lines and Sinkers. It’s a small pamphlet sized books with nearly a 100 pieces of adventure ideas. Also, players will need Rifts Index and Additional Adventures – Volumes 1&2, for additional sources. These books have short game ideas that can be added to the existing arc as ‘filler’ material to help establish the players and gain access to additional equipment, weapons and armor. GMs should rely on these tools to help craft their games.

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