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Writer's pictureFrancois DesRochers

Scholar’s Review #76: Rifts Index – Volume 1


Indexed and Compiled by: Craig Crawford

Release Date: February 1996


GENERAL


In what could only be considered as the precursor to the Rifts Game Master’s Guide, the Rifts Index – Volume 1 provided a relatively easy list of keywords and their relevant entries throughout the earlier publications of the Rifts RPG. Thankfully there is more to this book that an index chart. A series of adventures, well fleshed out for use by any novice to experienced GM is followed by a solid series of Hook Line and Sinker format adventure ideas. Is the idea of an index of information presented in this manner worth the effort? Let’s take a look at the contents and discuss.


SECTIONS


Abbreviations. So, the book uses an internalized series of abbreviations for referencing the various Rifts products. What I found truly interesting about this list was not that someone thought to use them, but thought to try and create a new lexicon to replace one already well established at the time. Whereas they selected CB1 for Conversion Book 1, CB2 for Conversion Book 2, and the same for the Sourcebooks (e.g. SB1, SB3), they went on a wild tangent thereafter. As was already popularized on the Palladium Books message boards and early internet fan pages, the Rifts main book was identified by RMB instead of R, World Book 6: South America was denoted by WB6 or SA1 instead of ‘SOU.’ Closing out, I’ll just say I wound this particular approach as ‘weird.’


Main Index (Alphabetized). Basically a 26-page list of Keywords and the pertinent books one could find the answer. I won’t bore you with the specifics. Bearing in mind the release date for this product meant that only items up to the publish date were included. Any similar references in books thereafter are missed, or possibly worse, contradictory.


  • Appendix 1 (Body Armor). An alphabetized list of various body armor entries and referenced books/page numbers.


  • Appendix 2 (Equipment). Basically anything that doesn’t fit within the other categories. Curious why this would not have been placed as Appendix 6.


  • Appendix 3 (Monsters). The first bestiary (sort of….), this gave a helping hand to any GM looking for a great gribbly or monster for the Players to tackle. You’ll notice most reference point to theh same spot, Conversion Book, and for good reason! 1 Scholar’s Review #3: Conversion Book 1


  • Appendix 4 (O.C.C.s). Even back at this time, we had two full pages of various O.C.C.s available for Players to choose from. As this was a mechanism for world building at the time, I can understand why. The number has truly ballooned since then. That said, if you wanted to find one of the earlier O.C.C.s, this was the place to go.


  • Appendix 5 (Power Armor). Looking for Power Armor? What more to add?


  • Appendix 6 (R.C.C.s). Okay, so I get the Appendices were alphabetized as well. In my mind, I can’t help but note the disconnect in the flow of information (e.g. should have been right behind the Appendix for O.C.C.s).


  • Appendix 7 (Robots). My commentary for Appendix 6 applies equally to this; should have followed directly after the contents from an Appendix (Power Armor)


  • Appendix 8 (Robot Vehicles). Wait, what…? What was in Appendix 7? Oh, I see. I’m picking at hairs here, but I feel most readers will see what I’m laying down.


  • Appendix 9 (Vehicles). Everything from land, air, and sea, if not in another Appendix, you’ll find it here.


  • Appendix 10 (Weapons). Even this early in the ‘game’ we have over three pages of weapons. Many of these are species-specific and limited from the PCs, but that’s a whole lot guns….


ADVENTURES


General. We’re at page 47 of 96, so fully halfway through and I feel this is where the book takes a dramatic turn for the better.


Heart of Evil. A 10-page entry that provides options pace for either a CS-based group or (more likely) a group of random Adventurers. Set in the border regions of the Missouri-Kansas border, or anywhere skirting the edge of CS territory. There are several plot options and twists to include, providing the GM a good, stable adventure. Of note, most will recognize the reoccurrence of the Mark IX EPC in a book published 6 months thereafter.


Revenge is a Dish Best Served… A 14 page entry set in the remote wilderness of Wyoming. A village is once again facing the ravages of a group of dragons, thought to have returned to reclaim lost territory from a band of Cyber-Knights that defeated them. The PCs likely become invested once they face an attack by the dragons, and return of a Cyber-Knight thought killed by the dragons; they are being held prisoner at the dragon’s lair. To the rescue (and the loot)!


Dark Secrets. A 6-page adventure. Some mysterious bandits are harassing territory outside the CS control, eliciting a frenzy of rumors; these are supported by some very helpful supporting entries. A nice precursor to a book not yet published at the time, with some ingenuity by the GM this could be repurposed.


The Rifter. A short, 4-page entry. The PCs approach a wartorn village to find Brodkil limping out, victims of a single human female’s attack. Provides a unique, characterful antagonist that will be not slouch against most parties. Straightforward hunt and kill mission. Includes a few Hook Line and Sinker entries to continue the adventure.


About Face. Another short adventure, this one features Skelebots that have gone against their programming, including a killing spree at a CS outpost. A very flavourful, horror-themed entry, with a throwback to a former enemy. A great follow-on adventure, or one that leads the PCs to greater and more perilous encounters! Solid entry!


HOOK, LINE & SINKERS (HLS)


With an interesting look behind the scenes of the HLS, we’re presented with over 20 entries for Game Master’s to leverage in creating their own adventures. One of the great things about the HLS system is that it allows Game Masters the option on how to tie them into their current adventures or campaign. They can also be used to create single session adventures, which makes them a gold mine for GMs dealing with new Players or looking for a quick and dirty series of plot points that point to a conclusion.


IMPRESSIONS

 

Initial Review (4/10). My first read through was admittedly a long time ago (phew, the time has gone by). Back then I possessed all the published books and found that this book was fully half wasted on me. What did I need an index for? The adventures were a bit of a temptation, but I was full to the brim with adventure ideas and didn’t need the guidance. For me this was an easy pass, simply because I had no desire to spend that money on things I never needed. For the most part, the art was all reprints from my library; just another reason no to bother at the time. Admittedly the cover was particularly striking, but not enough for me to buy.

 

Current Assessment (3/10). I honestly am at a loss why one would look to get this book nowadays. The index and appendices are horribly out-of-date, supplanted by newer books. I’d have to defer new GMs and Players to the Game Master’s Guide, and even that would be a hard sell for me to make (Scholar’s Review #56: Game Masters Guide). The adventures and the HLS are really where any pertinent value remains, and it encompasses perhaps 45% of the page count. Combined with the fact the artwork is entirely repetitive from other sources, and many other HLS options exist in more recent publications, the book loses further currency. The adventures are the high-water mark for me, but is it enough to carry the entirety? Maybe? I can recommend the Rifts Adventure Guide, which is about as critical a book to any Rifts GM as the Rifts Ultimate Edition would be to start things off. For the completionist like myself, I’m happy to have it taking up shelf space. Will it do much more than that for me? Likely not, but your mileage may vary.


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