Yesterday we gave the RIFTS house rules a spin. For the most part, I thought they made combat go much, much faster. We also discovered that, with MDC converted to SDC, there is a lot more hand-to-hand combat in the game. We likey.
One player did bring up the fact that, while the number of attacks that characters can take on average has gone down, mages and other un-augmented characters are still prone to player boredom since everyone gets to go before them, sometimes several times. This is probably more "realistic," in that characters who are Juicers or Crazies or otherwise augmented should be faster than flesh-and-blood characters like Rogue Scientists and Mages. There was a suggestion that everyone should get their first attack before characters get their second, then all third attacks, and so on. At first I was a bit resistant to the idea, but the more I think about it, the more I'm on board with it. I still stand by my opinion that magic and magic-users in RIFTS are second banana to the missile-packing tech-based classes, so let's give them a little break, shall we?
At any rate, we won't be playing RIFTS (or Shadowrun) for awhile, and we have had a changing of the guard behind the GM screen for a few weeks at least.
I have generated my sector map for Stars Without Number and I have generated the basic details about the thirty-ish worlds therein. I still need to flesh them out, but I have a pretty good starting idea for the beginning of the campaign.
I have found one minor quibble with SWN, but it is truly a negligible thing. When generating planets, the individual elements of a planet (Temperature, Biosphere, etc.) are determined individually and have no effect on each other. In Traveller, you start by rolling Size, which has an impact when you roll Atmosphere, which as an impact on Temperature, which modifies Hydrosphere, etc, etc. The Traveller method creates more logical planets, but I guess I just need to think outside the box, as they say. I think in the end I will end up appreciating the drop dead simplicity that SWN offers with world creation. I will also say that SWN's "tags" for determining what is unusual/of interest about a world are a heck of a lot more interesting than the tidbits offered up by Trav.
Of course, it would be easy to generate SWN planets Traveller style, just as SWN's tags could be swiped for a Trav world. Brilliant!