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Palladium RolePlaying Game
Posted: Sun Sep 20, 2009 5:52 pm
by Rigon
I picked up a copy of the "revised edition" of what I'm assuming to be the 1st edition of the Palladium RPG. It was published in 1994 and is listed as the 12th printing, which is copy righted in 1983. Having only really ever played D&D with a few dabbles into White Wolf, I am impressed with this book. I was just wondering how many of you have experiance with the system and how it works in game play.
R-
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Posted: Sun Sep 20, 2009 6:32 pm
by Breakdaddy
Never played anything from Paladium aside from Rifts and Ninjas & Superspies, but I really like what Siembieda does with his background fiction. It's always interesting.
Posted: Sun Sep 20, 2009 7:02 pm
by Sir Ironside
I have played Rifts. After playing Rifts I promised myself to never play another Paladium game for the rest of my life. The rules where incoherent and just a mess. (Hell even Siembieda doesn't use the _rules_as_ written, he house rules a bunch of stuff.) I like to say that Palladium is the worst most popular game. I have no idea why this company keeps chugging along with its ancient rule set and little desire to update it.
It has only been the last few years that Siembieda moved away from doing the layouts by hand and coming over to doing via computer. (Which should help you with a inside of how his mind works.)
He treats his freelancers like dirt (There are endless stories by freelancers getting the shaft and vowing to never work for Kevin again.)
He also takes advantage of his fan base (Look up Crisis of Treachery) and I have no idea why there is such a rabid following by the same fans.
No, even if I liked the rules, I still could never support the man behind the company. I'd feel icky if I did and morally I just couldn't.
YMMV and all that.
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Posted: Sun Sep 20, 2009 9:51 pm
by CharlieRock
I played the Palladium Fantasy RPG. (a.k.a. Palladium RPG)
It was pretty fun. We did the standard (for our house) "start at level 4 or 5" because actually levelling was a bit of a chore. I actually enjoyed it more then a lot of the other Palladium games. (Except for TMNT & Other Strangeness, that game rocks).
It seemed like we didnt go "dungeon crawling" with it. Mostly just raising up a band of pirates and raiding coastal fortresses, exploring overland, and political manuevering. Kind of like it supported "low fantasy" gaming better then D&D did.
RIFTS was Over-the-Top power gaming at it's best (worst, your point of view depending). And was as far from Palladium Fantasy as you could get and still remain inside the Megaverse. *
I guess Sir Ironside has his reasons for not liking Kevin Siembieda. I've never met the guy. But I do consider myself a Palladium "fan" and havnt been taken advantage of yet. I even played a one-shot of the Palladium super hero RPG (Heroes Unlimited) a few months ago just to test it's tires.
I did like Eric Wujick's work within Palladium. He did Recon (the contemporary military RPG) and TMNT & Other Strangeness (freakin' awesome, dude!) That may be why Sir Ironside and I disagree on Palladiums gaming worth.
* The Megaverse refers to how all (except Recon) of Palladium's games share the same background setting. And beyond setting fluff, how all (again, except Recon) of Palladiums games are pretty much compatible using the same or similar character generation and combat. Palladium Fantasy RPG had to become "revised" as it's original ruleset predated the Megaverse. While similar it was not compatible. so it was "revised" to be so after the success of Palladium's other interchangeable gamesystems.
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Posted: Sun Sep 20, 2009 10:48 pm
by Rigon
Thanks CR. I'm most of the way through the book and have found some really sharp ideas in it. I like the "setting" that is contain in the book as well, at least what I've read so far. I think it would be a bit complex compared to C&C, but might be worth a one shot.
R-
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The Book of the Mind
Posted: Sun Sep 20, 2009 11:00 pm
by Omote
I have played Palladium Fantasy RPG extensively. Many people say the rules are a bit dated, but why fix what isnt broken. Palladium Fantasy does a lot of things right in how fantasy magic works and that is a massive plus for me. The many types of spellcasters, and the various types of ways to cast spells is intriguing. You can channel magical power from ley lines, sacrifices, eclipses, solstices, from powerful magic items, and the like. In fact, to cast the more powerful spells, you most certainly will need to use one or two of these alternative avenues to cast them. Magic in Palladium Fantasy (2nd edition) uses magic points not Vancian magic. Though the first edition with the gray cover and the gray/blue dragon that Rigon seems to have uses a similar, but slightly different system.
The combat system just works, though differently than C&C. In Palladium Fantasy, while in combat you keep track of every swing of the sword and every parry. Nothing is assumed, and the actions of the PCs are not an amalgam of various activities summed up in one roll. While this can make combats slow(er), the action is very cinematic, descriptive with its dice rolls, and just plain fun.
When creating a character in Palladium Fantasy, you really feel that the character at first level is deep, both mechanically and far from cookie cutter. In games like D&D, all first level fighters are generally the same. In Palladium Fantasy, a fighter type class can be extremely varied from each other. It is said that character creation in PFRPG can take a long time. This is true enough, but a benefit to the game IMO. When creating a character you can really invent a character by going through all of the steps of character creation. You might have a character concept in your head but as you go and pick skills, its easy to explode your creativity by seeing some of the options and going in various directions. Its quite neat, though some find this very cumbersome.
Overall, the system is intuitive and just plain fun even if you usually have to keep track of lots of basic math.
Good stuff.
~O
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Posted: Sun Sep 20, 2009 11:05 pm
by Traveller
The extent of my Palladium stuff is summed up as follows: Mechanoids and the Compendium of Weapons, Armor, & Castles.
If it's Mechanoids related, I probably have it, including Mechanoids for RIFTS even though I don't own RIFTS at all and would want to put my eyes out with an acid-coated red-hot poker (to borrow a phrase from a close friend) if I saw the RIFTS rulebook again. That said, the current Megaverse rules are too convoluted and heavy to suit my style of playing, but if it was the original rules in The Mechanoid Invasion, The Journey, and Homeworld, I probably wouldn't mind playing.
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Posted: Mon Sep 21, 2009 12:01 am
by moriarty777
TMNT rocks and I've played a bit of Rifts. I think Rifts requires a GM to run it with an 'iron fist' and an even hand to keep the game in check.
I wouldn't mind taking a crack at Palladium Fantasy but it certainly wouldn't replace a regular game.
M
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Posted: Mon Sep 21, 2009 12:14 am
by Rigon
moriarty777 wrote:
I wouldn't mind taking a crack at Palladium Fantasy but it certainly wouldn't replace a regular game.
M
That's what I'm feeling. Though I really like the background info for the setting that is included in the book.
Omote, thanks for the "expanded" info. I may have to see if a one shot can be put together sometime.
R-
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The Book of the Mind
Posted: Mon Sep 21, 2009 12:21 am
by CharlieRock
moriarty777 wrote:
TMNT rocks and I've played a bit of Rifts. I think Rifts requires a GM to run it with an 'iron fist' and an even hand to keep the game in check.
I wouldn't mind taking a crack at Palladium Fantasy but it certainly wouldn't replace a regular game.
M
The Palladium system (and RIFTS in particular) was the game system that kind of forced me to develop a very loose and fluid style of GMing. Just the amount of power that some characters could wield, even in Robotech, was just too much to contain in any sort of a linear plot. I've heard of the concept of "sandbox" style GMing. This brings to mind the way I ran the RIFTS and other M.D.C. games.
Basically, here is the world. There are the characters. Have enough dice? Okay, lets see what happens.
Although the basic power level of the PCs are diminished in games like CyberPunk 2.0.2.0. and Twilight 2000 this learned playing style was what really brought the fullest life from those games.
So I guess my point here is an alternative to Moriarty's ironfisted approach. That, and, Palladium was almost instrumental in my development as a GM.
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Posted: Mon Sep 21, 2009 1:55 am
by Treebore
The Paladium FANTASY setting just rocks on toast, I love it! The system is good, works much better than you will hear people say. My only problems with it is combat is slowed down by Parry rules and HP absorbtion by armor, and having your armor destroyed can really screw you over when your in the middle of no where or your broke.
Definitely buy more though, the other supplements have even better fluff.
If you want to try RIFTS just hunt down Synnibar, its much better for the kind of gaming RIFTS does.
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Posted: Mon Sep 21, 2009 2:35 am
by Rigon
I already had the Compendium of Weapons, Armor, and Castles and think that it is one of the best equipment books out there. This was the first time that I saw PRPG at the bookstore and it was only $5. Plus I picked up WEG's Star Wars Imperial Handbook ($10) and Gygax's Cosmos Builder ($15). Not a bad haul for having to go pick up leotards for the colorgaurd on a Saturday morning.
R-
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The Book of the Mind
Posted: Mon Sep 21, 2009 2:05 pm
by Taranthyll
I love Palladium Fantasy - especially the magic classes, which evoke a sinister feel. The game does a really good job of emulating the sword and sorcery genre ala Robert E. Howard, Fritz Leiber, et al. One of the nice things about play is that the characters start out "front-end-loaded" with only modest power gains as they level. So characters are competent right from the start, and gradually improve, rather than suffer from rapid power escalation. My only real objections with the game is that monsters have to be created like characters, so preparation can be time-consuming; I also find it a pain to keep track of armour S.D.C.
I've only ever played Palladium, I've never run a campaign - so my perspective is limited, but this is a game I've always had a great time playing.
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Posted: Tue Sep 22, 2009 12:38 am
by yell0w_lantern
First fantasy RPG I played. Pretty much a sandbox. Stories flow pretty naturally from it. No need for modules. Combat can drag out or be relatively quick - depends on the group.
Posted: Tue Sep 29, 2009 1:42 pm
by TheMetal1
When I say, Rifts I was determined to never get involved in it - too many books and it looked too convoluted. But as a collector, I figured, well I should at least look and then I heard about "The Crisis of Treachery" which Ironsides had mentioned. So this Christmas 2006 I decided to give Palladium a try, partly to help them out as they were going thru and partly because they were having a grab bag sale. They sent me all the stuff to play After the Bomb.
As far as rules go, Character Creation was new so it took a while, but it was pretty striaght forward. What took the longest really was the skills, just researching them to know what they add to you. As far as the mutation, they have a pretty good system for that and it's fairly easy. Though certainly nothing to give me a headache about. I finally got around to playing it, in fact I GM'd a game where my wife played an RPG for the first time. Playing it was pretty easy as well, sure I had to look up rules - heck I'm learning a new system so that is going to take time. Overall we had good time and I did not think the rules sucked at all. In fact, I actually enjoyed the Parry and Dodge rules that Palladium encorporates. It was ATB that then finally got me to try out Rifts. What I like about Palladium stuff is the background is pretty cool. I picked up a few of their other games as well, but have only run ATB and Rifts, but not for very long. I did get Palladium Fantasy and I agree with Rigon about the book, but I haven't had a chance to try out, though I did get a few sourcebooks for it.
Posted: Tue Sep 29, 2009 3:08 pm
by dutch206
re: Revised version of Palladium Fantasy
Can you say "Rifts Junior"?
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Posted: Tue Sep 29, 2009 3:25 pm
by Omote
dutch206 wrote:
re: Revised version of Palladium Fantasy
Can you say "Rifts Junior"?
No, that would be Palladium Fantasy Role Playing Game 2nd Edition.
~O
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Posted: Tue Sep 29, 2009 4:14 pm
by anglefish
Loved TMNT, played loads of it as a kid.
And I loved the amount of imagination that KS has shown over the years. The system, however, either grows on you or you start to hate it. I fall in the latter camp.
Posted: Wed Sep 30, 2009 12:35 pm
by dutch206
Omote wrote:
No, that would be Palladium Fantasy Role Playing Game 2nd Edition.
~O
Sorry, but I thought that was the version we were discussing.
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Posted: Wed Sep 30, 2009 1:29 pm
by Omote
Oh I'm sorry to confuse. This discussion is on the Palladium Fantasy Revised edition. Palladium Fantasy Revised Edition is not in the neighborhood of being Rifts Junior. It's rules are still from the 80s, prior to Rifts. Palladium Fantasy RPG 2nd Edition, did incorporate many to the rules of later Palladium products, and thus was more like Rifts than the Revised edition.
~O
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Posted: Thu Oct 01, 2009 6:13 am
by Kayolan
Rigon wrote:
I think it would be a bit complex compared to C&C, but might be worth a one shot.
R-
I have the revised 1e of Palladium but have never been able to play it due to a lack of players. If you ever do want to try it out let me know, I'd defineately be interested.
Posted: Thu Oct 01, 2009 9:37 am
by Rigon
Kayolan wrote:
I have the revised 1e of Palladium but have never been able to play it due to a lack of players. If you ever do want to try it out let me know, I'd defineately be interested.
Will do.
R-
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The Book of the Mind
Posted: Tue Oct 20, 2009 1:10 am
by Rigon
So I picked up a couple of new Palladium Fantasy books ot CotC and Jay was nice enough to get one more for me for hualing him and Glas around for the weekend (thanks again Jay!). I have to read through them yet, but I think I definately want to give it a try. Have to see were things go with the Sunday crew.
R-
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The Book of the Mind
Posted: Tue Oct 20, 2009 1:17 am
by serleran
I saw you reading...
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Posted: Tue Oct 20, 2009 1:25 am
by Omote
Man, perhaps at one of these conventions were going ot have to sit down and get a PFRPG game going!
~O
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Posted: Tue Oct 20, 2009 1:29 am
by Rigon
serleran wrote:
I saw you reading...
Browsing.
Omote wrote:
Man, perhaps at one of these conventions were going ot have to sit down and get a PFRPG game going!
~O
Hellz yeah! Maybe by next year at CotC, I'll have something done up.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Tue Oct 20, 2009 1:31 am
by Rigon
Since I'm just sitting wsting time on the forums, I should just go get them out of the truck and start reading. I have a few hours before I have to go to sleep.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind
Posted: Tue Oct 20, 2009 7:06 pm
by jaybird216
I never played Palladium's fantasy RPG, but we played the hell out of Recon, TMNT and Beyond the Supernatural. We did a bit of Rifts, too, blended with the TMNT, but that was never quite my style. I'm not much for Megadamage.
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Posted: Tue Oct 20, 2009 9:00 pm
by Rigon
jaybird216 wrote:
I never played Palladium's fantasy RPG, but we played the hell out of Recon, TMNT and Beyond the Supernatural. We did a bit of Rifts, too, blended with the TMNT, but that was never quite my style. I'm not much for Megadamage.
I'll probably simplify it so it is more like C&C.
R-
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The Book of the Mind
Posted: Tue Oct 20, 2009 10:01 pm
by Omote
TMNT & Other Strangeness is one of the best RPGs ever written. Simply amazing. I love that game.
~O
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