What made RIFTS different from every other post-apocalyptic RPG? It wasn’t the Glitter Boys. It wasn’t the Coalition and it certainly wasn’t the dragons.
What made RIFTS different from every other post-apocalyptic RPG? It wasn’t the Glitter Boys. It wasn’t the Coalition and it certainly wasn’t the dragons.
Railguns & Dragons: Robotech explores the Palladium Robotech RPG through the history, technology, characters, and events of the Robotech universe. Using the television series, Palladium sourcebooks, and official reference material, each episode provides the background and context that bring the RPG setting to life. Whether you're running a campaign, creating a character, or rediscovering Robotech, this podcast helps you explore the world behind the game.
Episode 1 is up and ready to be listened to, Episode 2 will be an exclusive audio podcast and will cover, the Story of the Macross Saga. Its probably going to be the longest episode of this season, only because there is a quite a bit to cover!
This is the start of a mini-series here on the podcast, a primer so to speak... Where should a new player begin with RIFTS? Most people will point you to the main rulebook. I think there’s a better place to start.
Most people remember RIFTS for the things that are impossible to ignore. Giant robots trading fire with dragons. Glitter Boys leveling buildings with a single shot. Demons pouring out of dimensional rifts while Coalition Dead Boys march across the landscape in black armor and skull helmets. It is a setting built on excess, and that’s usually the part that sticks with you years later.
One of the questions I've been asked more than any other since bringing RIFTS back to the channel is surprisingly simple.
"Where do I start?"
At first, I thought the answer was obvious. Buy the main RIFTS rulebook and just start reading. Then I stopped and thought about it. That was easy advice for someone like me because I've been around RIFTS for decades. I already know the Coalition States. I know what a Glitter Boy is. I know why Mega Damage matters. I know what a ley line is. I know what happens when a Rift opens.
New day, new podcast, and this week, we're introducing a new feature called "One Page at a Time." In this segment, I'll randomly select a page from a RIFTS book and discuss its significance. Think back to those moments when you were sitting with friends, deciding on a game to play, and flipping through books that the GM permitted. There was always that one page that caught your attention and made you pause and ponder. Well, that's the essence of this podcast... a random page that sparks thought and discussion.
I've decided to rebrand the podcast and focus on RIFTS. It's something I've always wanted to do when I first made up this website, so now it's here. Episode 1 is ready to listen to. So take a trip down memory lane and let's chat about RIFTS!
Hey folks, just wanted to give you a quick update that the summary circle podcast has come to an end. The experiment is over and it's time to move on as there are more than enough podcast out there that cover palladium stuff as of right now after seeing that they were more than what's needed it's a small niche market and I don't wish to compete since I'm unable to find a cohost at the time and running a solo podcast. Isn't what a lot of people enjoy so I'm here to say thank you for listening to those few people that did and I appreciate some of the feedback that some people gave me. I hope you guys have a great day and the blog will continue to have various updates and posts about Palladium fantasy as I work my way through the book and post up ideas as I see them but as of right now, the podcast is done. Thank you for understanding this and hope you have a great day.
Edit: As of 7/15 - the Reborn podcast is back, focusing on Rifts!
Travel in Palladium Fantasy 2e is not filler.
That is the thing.
A lot of games treat the road like a gap between scenes. You leave town. You roll once or twice. You reach the next place. Done.
Palladium does not really do that. Not if you actually read it.
This one came from a problem I kept running into.
Every time Palladium Fantasy 2e comes up, the same thing happens. New players get interested, they open the book, and then they stall. Not because the game is bad, but because it is dense. It throws a lot at you all at once. Classes, skills, combat, magic, all layered together without really telling you where to start. So people either bounce off it, or they overthink it and never actually play.
In Episode 8, we sit down and talk about six ready-to-run adventure hooks that can kickstart a Palladium Fantasy campaign tonight. No long prep. No giant plot outline. Just six situations that drop characters straight into danger. You will hear about missing caravans, strange ruins, cursed villages, and places where something old is starting to wake up. Each idea is designed to give Game Masters a strong starting point and plenty of room to build the story at the table. If you run Palladium Fantasy Second Edition, or you have been thinking about starting a campaign, this episode gives you a handful of adventure sparks you can use right away. Grab your dice, gather your players, and step into the circle.
Book Two: Old Ones is one of the most misunderstood books in Palladium Fantasy Second Edition. It looks like a monster book, but it isn’t. In this episode of The Summoner’s Circle Podcast, Vince digs into what the Old Ones really are, not bosses to be fought, but consequences that shape regions, magic, cults, and entire campaigns.
In this episode of the Summoner’s Circle, you get a straight, usable guide to making characters in Palladium Fantasy. Vince walks you through a better order than the one in the book on page 14. You start with the world overview on page 282 so you actually know where your character lives. Then you pick your race before you roll attributes, because races use different dice pools. That step alone saves mistakes and rerolls later.