Running the Game: Creating Adventures in Rifts Earth
The Savage Worlds Way
Savage Worlds is called "Fast, Furious, Fun" for a reason. Combat should feel like an action movie - quick, dramatic, and decisive. In Rifts, this means even with all the mega-damage weapons and supernatural powers, fights shouldn't drag on for hours. When a Glitter Boy opens up with its Boom Gun, things should explode spectacularly.
The Initiative Deck: Chaos in Order
Instead of rolling for initiative, Savage Worlds uses a deck of cards. This isn't just a gimmick - it creates natural tension and excitement. When someone draws a Joker, they get to go whenever they want AND get a bonus to all rolls that round. It's like time slowing down for the hero's big moment.
Bennies: The Currency of Awesome
Bennies (benefit tokens) are Savage Worlds' way of letting players be heroes. Start with three, spend them to reroll dice, soak damage, or recover from being Shaken. The key is earning more - the GM should hand them out for great roleplaying, clever ideas, or making everyone laugh. In Rifts, pulling off something cinematically awesome should always earn a Benny.
graph TD
A[Bennies] --> B[Reroll Any Trait]
A --> C[Soak Wounds]
A --> D[Recover from Shaken]
A --> E[Influence Story]
F[Earn More By] --> G[Great Roleplay]
F --> H[Clever Plans]
F --> I[Making Game Fun]
F --> J[Heroic Actions]
style A fill:#FFD700
style F fill:#4CAF50
Creating Rifts Adventures
Rifts adventures should feel larger than life. You're not dealing with goblin raids and lost cats - you're preventing dimensional invasions and toppling tyrants. Here's how to craft adventures worthy of your heroes:
The Three-Layer Approach
Balancing Power Levels
Rifts has wildly different power levels - a Dragon Hatchling and a Rogue Scholar are worlds apart in raw power. Here's how to make everyone shine:
The Spotlight Technique
- Combat Encounter: The Glitter Boy and Juicer dominate
- Social Challenge: The Cyber-Knight and Rogue Scholar excel
- Mystical Problem: The Ley Line Walker and Mystic take point
- Technical Issue: The Operator and Techno-Wizard save the day
Every session should have moments where each character type naturally excels.
Handling Mega Damage
Mega Damage can be tricky. Here are practical tips:
- Describe it Cinematically: "The laser burns a fist-sized hole through the demon's chest" is better than "You do 15 MD"
- Environmental Damage: That missed plasma blast has to go somewhere - describe the molten crater it leaves
- Collateral Concerns: Heroes should worry about bystanders when throwing around MD in populated areas
- Resource Management: E-clips aren't infinite - make reloading and resupply part of the tension
Types of Rifts Adventures
flowchart TD
A[Adventure Types] --> B[Exploration]
A --> C[Combat Mission]
A --> D[Investigation]
A --> E[Diplomacy]
A --> F[Survival]
B --> G[Discover Pre-Rifts Vault]
B --> H[Map New Rift Zone]
C --> I[Rescue Operation]
C --> J[Assault Enemy Base]
D --> K[Murder Mystery]
D --> L[Uncover Conspiracy]
E --> M[Negotiate Peace]
E --> N[First Contact]
F --> O[Escape Vampire Territory]
F --> P[Survive Ley Line Storm]
The Narrative Hook Table in Play
Remember those Narrative Hooks from character creation? Use them! If a player rolled "Siege of Tolkeen," have them encounter other veterans, find abandoned Tolkeen magic items, or face someone seeking revenge for the war. These personal connections make adventures meaningful.
Dramatic Tasks in Rifts
Savage Worlds' Dramatic Task rules are perfect for Rifts' high-stakes scenarios:
Social Encounters That Matter
Not every problem can be solved with a Boom Gun. Social encounters in Rifts should have weight:
- Prejudice Mechanics: Use the D-Bee and Mutant reaction penalties - they create drama
- Faction Politics: NPCs should react based on faction loyalties
- Language Barriers: Not everyone speaks American - make translators valuable
- Cultural Clashes: A Dragon Hatchling doesn't understand human customs
Chase Scenes
With hovercycles hitting 200 mph and flying power armor, chases should be spectacular. Use the Chase rules but add Rifts flair:
- Ley lines as hazards or shortcuts
- Dimensional anomalies as obstacles
- Bystanders to avoid in populated areas
- Environmental destruction from missed shots
Survival Horror Elements
Despite all the power at their disposal, heroes should sometimes feel vulnerable:
Creating Tension
- Limited resources (low on E-clips, no place to recharge)
- Unknown enemies (what IS that thing?)
- Environmental hazards (radiation zones, ley line storms)
- Time pressure (the rescue ship leaves at dawn)
- Moral dilemmas (save the village or stop the villain?)
Rewarding Players
Beyond experience points and credits, Rifts offers unique rewards:
- Salvage Rights: That dead Coalition patrol's gear is worth a fortune
- Faction Reputation: Becoming known as heroes (or villains)
- Information: Pre-Rifts data, maps to hidden vaults, true names of demons
- Allies: A grateful village, a reformed enemy, a mysterious benefactor
- Unique Items: TW devices, rune weapons, alien artifacts
The Golden Rule
Rifts is about larger-than-life heroes in an impossible world. When in doubt, choose the option that makes the players feel awesome. Let the Juicer burn bright, let the Dragon be terrifying, let the Cyber-Knight's honor matter. The rules are there to facilitate fun, not restrict it.
Quick Adventure Seeds
- A new Rift opens in a populated area, disgorging unknown entities
- Coalition forces and Federation mages clash, with innocents caught between
- A pre-Rifts bunker's automated defenses activate, threatening nearby towns
- Vampire raiders strike further north than ever before
- A D-Bee refugee convoy needs protection to reach Castle Refuge
- Someone is selling weapons to both sides of a conflict
Ready to dive deeper into specific game mechanics? Let's explore combat, powers, and advanced rules...