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

Every session should have moments where each character type naturally excels.

Handling Mega Damage

Mega Damage can be tricky. Here are practical tips:

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:

Chase Scenes

With hovercycles hitting 200 mph and flying power armor, chases should be spectacular. Use the Chase rules but add Rifts flair:

Survival Horror Elements

Despite all the power at their disposal, heroes should sometimes feel vulnerable:

Creating Tension

Rewarding Players

Beyond experience points and credits, Rifts offers unique rewards:

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

Ready to dive deeper into specific game mechanics? Let's explore combat, powers, and advanced rules...