Roleplaying: Rifts TGE Act 1 Session 1 Summary

I ran the first part of the Rifts TGE game tonight. We only had a couple of hours to play due to starting late. There are four in the group:
- A Crazy who left his farm for a better life as a borg, but who got suckered into become a Crazy.
- A mutant 4 foot tall pigeon trained in military espionage and combat.
- A Cyber Knight with a penchant for being a complete rule stickler.
- A wizard who got sucked through from another world to the world of Rifts and who is looking to get back home.
I started the game by having the players having flashes of darkness, pain and bursting light before being able to hear other voices in their head. After this happened a couple of times, they woke up in a lab, all of them strapped to tables and being introduced to a Coalition scientist who told them they have been "acquired" for a mission, or at least phase 1 of it. Special nanotechnology had been used to insert a microtransmitter/bomb in their brains which allowed them to communicate non-verbally. The bomb was tamper-proof and set to go off if the nanotech was interfered with at all. The group was required to perform a mission for the Coalition: to go through a rift and retrieve a specific artifact. They were given special wrist computers that included a tracking device as well as a mini encyclopedia about the world they were being sent to. (Yes, it’s railroading, but it’s going to serve an important part of the arc later.) They have 7 days to complete the mission or the nanotech will allow the bombs in their heads to go off. Any interference with the bombs would trigger them. If they failed to return with the Crux Malefactant, then they were dead men.

The gaming group that I just joined up with have accepted me as a regular player, and we’re going to have three games running at the same time, with one game being played each week over a 3 week rotation every Sunday night. I’ve been suckered into running a Rifts game, which we’ll start next week.



