To be a little more specific, I'd like to pass this along to some folks who were asking about what makes the setting different from other settings. Thanks in advance!

This is an awesome summary, thorr-kan. Thanks for sharing that! I take it you enjoy the setting? If so, do you still play in/run it?thorr-kan wrote: ↑Fri Aug 24, 2018 9:36 pmIt's a deep world, with thousands, maybe millions of years of history.
It's a post-apocalyptic world. Defeating the Great Old Ones broke the world.
It's a fantasy kitchen sink. High magic, summoning, psionics, decadent empires, wolfmen, meddling gods. It's all there.
Plethora of sources. It was d20 before d20 was a thing. With only a bit of work, anything from any of Palladium's game lines will fit it.
Unity of vision. Palladium has been around for decades. And regardless of your opinions of its proprietor, it remains very much his vision.
The Wikipedia article says the setting is part of something larger, called the Megaverse. I don't see an article for the Megaverse, but there is a Megaverse category. That's not very intuitive, but if you understand the product lines, you might be able to work out what is going on.
What does that mean?
Palladium has had some great IP (both its own and licensed) over the years. Rifts is gonzo fun. I spent endless hours playing Teenage Mutant Ninja Turtles blended with Heroes Unlimited blended with Ninjas and Superspies -- their games were compatible with one another. I loved the Robotech line. My mom was wary of fantasy games, so I managed to get the Palladium Fantasy core book, but none of the supplements. I mashed it together with the other games, and had my friends' PCs get transported to a fantasy world with their TMNT/Heroes Unlimited characters. This was before Rifts existed, but goes to show how easy it is to mix and match elements of different Palladium games.
The Megaverse is Palladium's term for all of the settings that use the Palladium game system (technically called the Megaveral system).Big Mac wrote: ↑Sun Aug 26, 2018 12:14 amThe Wikipedia article says the setting is part of something larger, called the Megaverse. I don't see an article for the Megaverse, but there is a Megaverse category. That's not very intuitive, but if you understand the product lines, you might be able to work out what is going on.
I'm no expert, but I think so. 3e had plenty of support, and I think you could match most of the player-facing options to something that's at least close enough to use in a Palladium game (e.g., psionics, a witch class, summoner, etc.). You may need to build some monsters and magic items to play in the setting, but I think you'd get a lot of mileage by reskinning 3rd Edition content for use there, too.
I was curious about this, myself. I recall Palladium games using a d20 for combat, but then used percentages for skills. I also seem to recall needing to roll under a d30 for ability checks, although that might have been a house rule. So there were a few different mechanics going on. It seemed similar to AD&D in terms of needing different mechanics for different checks. But it's been 25 years since I last played it, and I may be mis-remembering something.
It's what I've seen labelled elsewhere as a "fantasy heartbreaker," in that it addressed the creator's perceived issues with AD&D. It wouldn't be too difficult to adapt to any edition of D&D. It expands to 8 characteristics: P.S. is Physical Strength, P.P. is Physical Prowess, P.E. is Physical Endurance, P.B. is Physical Beauty, I.Q. is Intelligence, M.E. is Mental Endurance, M.A. is Mental Affinity, and Spd. is Speed. Five of those translate directly to D&D stats, while either the average of PB and MA can be used for Cha or MA can be Cha and PB can be Com if you're using expanded stats. Hand-to-Hand skills generally come in four flavors: Basic, Expert, Martial Arts, and Assassin, which can loosely be mapped to Wizard, Cleric, Fighter, and Thief.
Depends on your homebrewing chops. Fluff would be easy; crunch...not so much.
I've never actually played any Palladium game, in spite of owning several dozen of their books. I read them because the *drip* ideas. Regardless of your feelings for the system and the publisher, Palladium's books contain enough fluff for endless adventure.Tim Baker wrote: ↑Sat Aug 25, 2018 10:12 pmThis is an awesome summary, thorr-kan. Thanks for sharing that! I take it you enjoy the setting? If so, do you still play in/run it?thorr-kan wrote: ↑Fri Aug 24, 2018 9:36 pmIt's a deep world, with thousands, maybe millions of years of history.
It's a post-apocalyptic world. Defeating the Great Old Ones broke the world.
It's a fantasy kitchen sink. High magic, summoning, psionics, decadent empires, wolfmen, meddling gods. It's all there.
Plethora of sources. It was d20 before d20 was a thing. With only a bit of work, anything from any of Palladium's game lines will fit it.
Unity of vision. Palladium has been around for decades. And regardless of your opinions of its proprietor, it remains very much his vision.
Is there a favorite spot that you recommend starting adventures in for newbies?
Have you ever tried using it with a different game system? Is the content fairly system-neutral, or tied to the mechanics of the game?