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2D10 (also called percentile dice because two will give you a they are and what’s going

s going on around their characters. Do not just


result of 1 to 100) means 2 ten-sided dice. say, “You entered a bar and walk up to the first empty table.”
2D4+2 means roll two 4-sided dice and add two to the result. So That’s too simple and you are telling them what to do. Instead, set
your results will range from 3 to 10. the stage and ask them what their characters are doing.
Luck is built into the dice. The roll of the dice determines the For example, say something like, “Your characters have en-
outcome of most events from combat to the use of skills. This is tered the Rusty Cup Pub. Despite being the middle of a sunny,
where luck and fate come into the game, adding a fun, unpredict- summer day, the bar is dark and dingy. There are no windows and
able element. there are a surprising number of patrons present for this time of
You will need a pencil and notepad or scrap paper. I suggest day. Some sit at the long bar, others sit at tables, and a few play at
pencil over pen because sometimes there are stat changes and eras- one of the four pool tables. The smell of fermented alcohol, sweat
ing involved. I, Carl Gleba, prefer graph paper, because it helps me and smoke from rolled cigarettes and a few cigars permeate the
to line up various statistics and to keep them more organized, but air. There are several human and D-Bee (non-human) patrons at
that is a personal preference not a requirement. I know others who the bar and more at nearby tables. The pair of Headhunters (par-
prefer lined note pads or blank paper. Lastly, to play this Rifts® tial cyborg mercs) who are playing pool stop to look at you.
Primer Adventure, you’ll need this guide. The characters and “The bartender shouts, ‘Welcome gentlemen, you’re just in
NPCs provided can be photocopied for your convenience. time. I’m opening a bottle of my best swill. Come on over and try
Imagination. The greatest tool you have is you. You and your some. Your first glass only costs one credit. You can’t beat that
players, or more precisely, your imagination. Try not to feel self- anywhere.’”
conscious or timid. Feel free to ask questions and participate. It’s Then ask each player what his character is doing. Inevitably a
okay if you don’t know which dice to roll at first. And I think few will head over for the cheap drink and to chat with this friendly
everyone feels worried and a bit self-conscious, at first. Try not to barkeep, another one or two might sit down at a table while casu-
be worry about how people might think about you, your style of ally looking around to size-up the place and the customers inside.
play, or how you handle your character. Have fun, speak up, ask From here, all kinds of things might unfold. Use your imagination
questions, and play in character. A good group of players, whether and your characters.
they are experienced or new to role-playing, are not likely to laugh Setting the scene is very important, and the example above
at another player or belittle the choices he or she makes for their does that nicely. It establishes atmosphere and mood. And most
character. At least, they should not. Experienced gamers, please importantly, it helps all the players to visualize what they (and
cut the new guy(s) a break. You were uncertain and made foolish their characters) are seeing. By just saying, “You enter a bar,” ev-
choices when you first started RPGing, give new players your sup- eryone is going to have their own impression of where they are and
port, encouragement, and patience. what the place looks like. By offering a description like the one
We have found the best way to try role-playing is to dive right above, “it’s dark and dingy,” “no windows,” “there are humans
in and not worry about how you look to others. Focus on your and nonhumans present,” “a pool table and a pair of cybernetic
character, the game, the action and the adventure, and everything mercenaries,” sets the stage and a mood. At first glance, this tavern
should work out fine. Oh, and if your novice character gets himself appears to be a place for mercs and nonhumans who value privacy,
killed, shrug it off, roll up a new character and rejoin the fun. Los- because there are no windows, etc. And because all the players are
ing characters through naivete, foolishness and heroism may hap- imagining the same thing, it gives them a shared experience and
pen more than once. It is part of the game and not anything to feel avoids confusion later on. This way, everyone will be on the same
ashamed of. We have all lost characters in role-playing games. Be page. Oh, and by giving “the bar” a name, you create a memorable
the character and have fun. More on character play later. and specific place. Not just any “bar” or “pub,” this is The Rusty
Cup Pub – and a place that may become a regular locale for getting
information, mercenary work, making connections and contacts, or

Getting Started maybe it’s just a safe watering hole where adventurers can unwind.
The trick is providing a decent amount of details without get-
ting bogged down in way too much detail. (I, Kevin Siembieda,
always start with what is the most obvious to anyone walking in,
The Game Master and wait for the players to ask me questions about the place be-
fore providing more info and specific details. If they don’t ask,
First, you need to determine who will be the Game Master. I assume they are not looking around or noticing people or the
The Game Master is combination movie director and master things that could be important clues about the bar and the people
storyteller. As the Game Master (G.M.), you establish the story inside. This alone may lead the player characters into trouble.) The
and set the pace for the adventure. You will know the plot ele- players don’t need to know the exact size of the place, the exact
ments, villains and what the full adventure entails – particularly number of tables and chairs or what the tablecloths look like unless
what dangers lay ahead for our band of heroes: the player charac- it is important to the setting and mood. There is a big difference,
ters. As the Game Master, you should always try to be fairly famil- for example, between cheerful green tablecloths with silver flow-
iar with the rules and flexible with your story/adventure, including ers, and black tablecloths with skull on them or anti-CS slogans in
the ones presented in these pages. I can tell you from experience the borders. But such little details are not important unless it is for
that no two groups will play this adventure exactly the same way, mood or story.
so flexibility and improvisation are necessary skills that the G.M. Players who want more information will usually ask the G.M.
should embrace. questions to get it, like, “Do I see any shady characters?” Again,
One of your jobs as Game Master is to narrate. Describe the this is a broad question and the answer might be, “Yeah, pretty
scenes using all the senses to give your players a feel for where much everyone in the pub.” Players will learn to ask more specific

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