#213 – Beyond the Megaverse: Breachworld
Today we are once again venturing BEYOOONNNND THE MEGAVERRRRSSSEE (echo echo echo), to take a look at the D6 Breachworld RPG, written by Palladium freelancer Jason Richards. It's a very heavily Rifts-inspired game, but with unique twists on the core premise of the game world. If you've played it, we'd love to hear your experiences on our Discord server!

Transcript
Breakfast puppies?
Speaker B:This podcast contains adult language and content and is meant for mature audiences. Listener discretion is advised. Hello friends, this is NPC and you're listening to the Glitter Boys. It has been a while since we have gone beyond the Megaverse. Today we're doing that again. In the past, we've talked about other role-playing games that were adjacent to or splinters off of the Palladium games or the era that those games came out in. Today we're going about, oh, 12 years or so into the past to look at a game that came out called Breach World. Breach World by Jason Richards, who was a former Palladium writer as well, is very active on Twitter, at least when I was last on Twitter, and that was when it was called Twitter. This is a d6-based RPG that is— let's just call it Rifts with the numbers filed off.
Speaker C:Yeah.
Speaker D:Yeah, it absolutely is Rifts with the numbers filed off in using the d6 system, very similar to the old wedge system. If you're used to West End Games, it's the same damn system. It's been open sourced under the OGL. I Kickstarted this.
Speaker B:Me too.
Speaker D:I was doing it kind of, eh, okay, someone's cool, publish, I'll support them. You know, I didn't really expect too much of it. It's an interesting take on if someone, it's another post-apocalyptic post-post-apocalyptic kitchen sink kind of setting. Yeah, it has an interesting slant on the world, a little bit more tight story about how everything went down. Very much— yeah, like it was— it wasn't a mystery. They know what happened.
Speaker B:What happened.
Speaker D:And it was very much the pursuit of a piece of technology that was revolutionary and helped everybody But there was an unknown cost that, oops, we're sorry, we just destroyed the fabric of space-time.
Speaker B:And without spoiling that cost, in case, you know, we can tempt some folks to go out and pick it up, the short version being that the technology itself was, what do you call it, fold space teleportation. Portals to open all across the planet. You know, you, you want to go for an afternoon in Japan and you live in Los Angeles. Great. Just down the corner, there's a portal that'll take you to the, uh, to Shibuya or something like it's, it was a really cool concept that fucked them up really bad.
Speaker D:Actually, what's interesting to me when I envision what this would look like, the few Next Generation, Star Trek Next Generation episodes that you got to see what Earth was like on how they had a transporter depot just down the street. And everyone could teleport literally anywhere they wanted to.
Speaker B:Anywhere they want.
Speaker D:Because we had broken the energy problem. And I was like, wow, that'd be so cool. Another show that was very— this feels very much like it was another Roddenberry show. What was it called? Earth Final Conquest?
Speaker B:Well, okay. There's Earth Final Conquest. Final Conflict is also Earth 2.
Speaker D:No, this was Earth Final Conflict, not Earth 2. Yeah, because the aliens show up and they end up putting portal technology everywhere. Yeah, right, right.
Speaker B:Yeah.
Speaker D:And so like that could have been the prequel to Breachworld or Peter F.
Speaker B:Hamilton's Commonwealth series, how their whole method of space travel is to open a portal to somewhere, fire something through it, and set up another portal. Right, right. Yeah.
Speaker D:So though the world, you open up on the world as the thing that broke happened and you're quite a bit in the future.
Speaker B:Yeah. I believe it's, it's Rifts-like in that there was a golden age. Yep. And there was a cataclysm and that cataclysm had to do with dimensional shit. And now there are these rifts that are open, but they call them breaches.
Speaker C:Yeah.
Speaker B:So I would say that the one of the main points of difference between this and rifts is that these breaches are at set locations.
Speaker D:Yes.
Speaker B:They are set because the breaches are at locations that previously were portals to other points on the planet. They have simply just been interrupted, intercepted, and now they are one way incoming portals from alien dimensions.
Speaker D:Yeah, which is a little different than rifts because rifts can happen anywhere. There are some set ones, you know, the, the Nexus, the Super Nexus that have set ones. But this is, you can have a map of where all of the breaches are, which is really interesting from a storytelling perspective. You have a good selection of new races, creatures, species, whatever you want to call them, that have established themselves on Earth. Some are really interesting. Some are like, what? Where did that come from? You know?
Speaker B:Best part is they're not balanced.
Speaker D:No, they are not balanced.
Speaker B:This carries forward the idea that not everybody is created equal.
Speaker D:Yeah.
Speaker B:Yeah.
Speaker D:Absolutely.
Speaker B:So there is that lack of innate direct mechanical balance in characters from, from this game, similar to Rift. Now in Western games, it's on a much smaller scale. You have fewer numbers and fewer moving parts that you have to, you know, put together in a d6 system. But the way that they do that is, you know, you get a certain number of extra dice to build your character and different races will have different amounts. They'll make up for it with certain things, but You know, a Morlock is one of the, I would say that on the lower power scale of the characters overall, the races compared to some of the other ones that get significantly more dice to build themselves.
Speaker D:Yeah, absolutely. And then you, you have those and then you have perks, which are interesting, basic kind of special abilities that different races could have. You might pick up somehow in character creation, but most of them come with the race template. Gives you a little more flexibility on what's going on. Uh, there's the equipment in the main book. Now keep in mind, uh, you can buy the main book through DriveThru. I know that as a PDF for $11. Uh, you can do a, I think for, for $22, you can get the PDF and a softcover. The softcover is in the, the small form factor, almost the comic book form factor.
Speaker B:It's the digest format, very similar to Savage Worlds, how they do it. Not quite as big, actually. It's smaller than Savage Worlds. This is like trade paperback size, really.
Speaker D:But the system, the wedge system is simpler in many ways than Savage Worlds. So you don't have, you don't need as much space. Yeah.
Speaker B:You roll a bunch of d6s, add them up and try to beat a target number.
Speaker D:And you still have a wild die, which is nice. Uh, and the book has smattering of equipment, but then you, You know, in gear, it's not as crazy as Rifts is. Even the first Rifts book, you know, you had some really awesome stuff. This has your kind of normal fare for a post-apocalyptic sci-fi setting that also has not magic, but it has kind of magic.
Speaker E:Yeah.
Speaker B:So, okay. One of the options for character creation are something called epics. And an epic is like a particularly powerful character archetype that you might play. Now, I liked what he was going with when he came, when he set this concept up. Unfortunately, there's only one, and that is the mage or the line walker equivalent epic type in this book. Unfortunately, he doesn't really add any more because there's not much more to the game beyond this book and a few small, uh, digital supplements. And I don't think there's any more epics aside from one that was called, uh, the Minuteman, which was essentially the Glitter Boy. Yeah. But anyway, the epic is like a character that is meant to be above and beyond, and they have power greater than the common character. And in this case, in the core book, the epic is the mage.
Speaker A:Right.
Speaker D:And So from that level, you could see where he's going. Um, interesting feeling for it. Uh, there is a bit here, like the mage abilities or the epic powers, the epic mechanics. You could do quite a bit with that on your own, like real easily, because you kind of COVID the whole gamut of like earth, air, fire, water, um, some kinetic stuff, some, you know, different abilities. So it has a lot of potential.
Speaker C:Yeah.
Speaker D:Uh, it's much newer, so it doesn't have, we'll say, the history of, of like Palladium Rifts that you're like, have all this stuff you could deal with. You can build your own world real quickly here. For people like me who are very much, uh, we'll say tied to canon, this doesn't have any yet and it may not ever have canon. So you don't feel like you're stuck to it.
Speaker B:I don't think it will, unfortunately. He didn't really do much with it beyond this. Jason, uh, I mean, one day we, we might even have him on here if you want to talk about some of his stuff, but Jason got really deep into 5e.
Speaker D:Okay.
Speaker B:Shortly after this. And like, that was basically all he's posted about on Twitter. So I think, uh, this kind of sort of fell behind. He still sells it though. It's still a great game.
Speaker E:Yeah.
Speaker B:It's got a setting. It has factions. It has locations. It has creatures. Vehicle rules. It has vehicle rules in the core book.
Speaker D:It has some really good descriptions of the world. The world section I was actually really impressed with when I read through it recently. I had read through it when I got the book originally and I was like, oh, this is interesting. But, you know, it talks about the history, talks about different things that are going on. One thing it didn't really do is it gives you the freedom by not detailing really what the political landscape is across the world too much. It gives you a lot of freedom to like figure out what you want to do with it. The one thing it does give you is the, the, the BRAC, the Breach Research Enclosure Squads that run around trying to shut down the portals because that may be several hundred years later, but those still are bad, right? Because stuff still comes through them that you don't control. And, and yeah, so, uh, it, it, from that standpoint. It's pretty interesting on what you can do. The main book has, of course, some creatures and monsters and bad guys in it. It has a setup for you're at Fort Hood, I think is what it was called.
Speaker B:It has a number of locations.
Speaker D:Yeah.
Speaker B:What's fascinating is that it gives you towns and then it gives you maps of those towns and key locations in those towns. It gives you a whole collection of creatures. It gives you quick printable references of the races, of game aids in the back. You can make basically stuff that you can use to build your own GM screen kind of stuff. It's really cool. I want more people to play this game because I really like this game. It's this d6 system. What's there not to like about it?
Speaker D:You know, I was, I was really impressed with it. Um, the first time I read through it and the second time I read through it.
Speaker A:Okay. Uh-oh.
Speaker B:Uh-oh.
Speaker A:I gotta ask, have either of you run this game?
Speaker B:Yes. I've run it at Game Storm multiple times. Okay.
Speaker D:I've not.
Speaker B:Okay.
Speaker A:How'd it go?
Speaker B:Went very well. If any of you have played the D6 system, if you have played West End Games Star Wars, it runs exactly like that, except you don't have the crazy high Force dice that Jedi— you don't have the Jedi problem in this game. You have mages, but the mages in this game are exactly as manageable as they are in a game of Savage Worlds. This game actually plays a lot like Savage Worlds, except you're just using a bunch of d6s.
Speaker A:You've expressed opinions on the air about Savage Worlds.
Speaker B:I love Savage Worlds. I also hate it.
Speaker A:Right.
Speaker B:Yeah.
Speaker A:Do you have the same relationship with this?
Speaker B:The d6 system to me is, um, it's one of my favorite RPGs of all time. It just had so little that they did with it. They did Star Wars and they did DC Heroes, but DC Heroes was a different version of the D6 system. It was a success-based system and not a totaling system.
Speaker D:Uh, yeah, it was turning—
Speaker A:they are 2 different animals.
Speaker C:Yeah.
Speaker D:Wedge had a pulp-era RPG that used the same system, and I want it like, it was like Legends of Heroes or Turn of the Century or something like that. It didn't do very well. I remember seeing a book or two for it. It was very much your kind of Indiana Jones, Solomon Mines, that type of, um, you know, turn of the 1800s to 1900s type era type game. But outside of that, you're absolutely right. That's all it was. And then it disappeared for a while.
Speaker B:Well, they lost the Star Wars license, right? Once they lost the Star Wars license, and that's a shame. Well, it's a shame what happened to them on that. And we can talk about that some other time if we do a Star Wars thing. But let's just say real short version is West End Games Star Wars was the foundation of all Star Wars lore for a period of our history, to the point that authors of Star Wars from Lucasfilm themselves were given a stack of West End books and said, read this.
Speaker C:Yeah.
Speaker B:This is the setting lore.
Speaker A:Do either of you remember the proper term for, um, Lucasfilm's proprietary database on Star Wars information? Was it the Holocron? The—
Speaker B:Oh, that sounds so familiar. Yeah, it's probably the Holocron.
Speaker A:Yeah, you had to license access to it, and if you were doing a Star Wars project, you had to license it, and you only got so many user accounts. It was like Wild.
Speaker B:You could just buy the West End Games RPG.
Speaker A:Because the holocron referenced West End Games.
Speaker B:Like what many consider to be the greatest Star Wars written fiction of all time, the Thrawn trilogy. When he started, people from LucasArts handed him a stack of West End Games books and said, read this. Yep.
Speaker A:Yes. And I've, Like, so I've hung out with him and I'm spacing the author's name and I'm going to—
Speaker C:Timothy Zahn.
Speaker A:Yeah, Zahn. I'm going to apologize. You and I have hung out multiple times. We've gotten drunk together. Um, it's, yeah, he, to the point where he kind of started dabbling in role-playing again because of the West End Games.
Speaker B:I just have a note, Timothy, if you're listening, there are more smiles than sardonic smiles. Oh, just saying. Oh, oh, there's other smiles.
Speaker A:We don't need to bring this up.
Speaker B:Okay. Anyway, anyway, I don't agree with it. Love them. Love them. Wonderful books. Great story.
Speaker A:Okay.
Speaker B:Back to this. Yes. I love, back again to your question, Jacob. I love the d6 system. I think it's a fantastic multi-die. When I say multi-die, multiples of X kind of system that You don't, you only need a stack of d6s, but unlike Shadowrun, you don't have to count, count, count, count, count, count. Now you just have to do some basic math.
Speaker A:When you, since you have run it at a gaming convention, how often have players at your table never had prior experience with this game?
Speaker B:Every time.
Speaker A:How fast did they pick it up?
Speaker B:Immediately. Okay.
Speaker D:Yeah.
Speaker B:Roll some d6s and add them together. If you can roll stats in D&D, then you can play this game.
Speaker D:Yeah. It's that simple. The wedge system, the d6 system is that simple. It's not even one of those success for failure per dice thing. You just add it together.
Speaker B:Yeah. All of your numbers are given to you in a form of XD plus Y.
Speaker D:Yep. The only complex thing in the entire thing is the wild die. And that's just a different colored die that can roll again if you roll a 6.
Speaker B:And if they can play Savage Worlds, they can play this. They can play this. Yep. Uh, no, I will say that gets complicated when you level up. But with a pickup game, that doesn't happen.
Speaker D:Yes.
Speaker B:Figuring out the PIP codes of how to level up is one of the, I think, the more complicated flaws of the D6 system that this uses. But this is, I think, mini D6, which again strips things down even smaller. So it's, it's so digestible.
Speaker D:The other complexity is scaling is still part of the game.
Speaker B:Well, there's no Jedi.
Speaker D:No, no, I mean, no, I mean scaling as in like I'm a person and I'm going after a tank because it changes the dice. But that is actually— oh yeah, literal scale, literally scales the size of the mechanic, scale the mechanic, not scale as in we have Jedi running around. Yeah, uh, but that mechanic, uh, even in this version is pretty streamlined. It's pretty simple. And you can figure it out. And if that's the most complex thing in the entire game, yeah.
Speaker B:If you can handle mega damage and Savage Rifts.
Speaker D:Yeah.
Speaker B:If you can understand the concepts of armor penetration and Savage Rifts, God bless your soul. If you can, then you can play this.
Speaker A:Okay. I'm going to start with Buckley.
Speaker E:Yes.
Speaker A:Give me your elevator pitch. You have 30 seconds to get my interest as a player. On Breach World, go.
Speaker D:Have you ever played, wanted to play Rifts, but were scared of the system? I have the game for you.
Speaker B:I'm going to ask you a question, clarifying question here. So first off, am I talking to somebody who I know?
Speaker A:I'm a gamer.
Speaker B:Do I know that you have heard of Rifts?
Speaker A:Assume I've heard of Rifts.
Speaker B:I mean, I would basically say the same fucking thing, or it could be, okay, you are Heroes, scrappy heroes in a post-apocalyptic world where there are these portals to other dimensions, alien worlds that are spilling out weird shit and fucking your world up in Texas. Because, you know, the setting is largely in Texas.
Speaker E:Let's—
Speaker B:what if you were a group that was hired to go out and try and close those portals, risk life and limb? To stop interdimensional alien invasions. Yeah.
Speaker D:So interesting comment. I like your question, but interesting, interesting comment that I want to make, or observation. Excuse me, not comment. It is a comment about an observation. Anyway, interesting observation. This did not feel as metal as Palladium.
Speaker B:It was not. It is definitely not.
Speaker D:It, it honestly, one of the things that kept going through my head when I was looking at the Breach Group, is that could be the Tomorrow Legion. It could almost be the Tomorrow Legion. And I know so many people hate—
Speaker C:Get out!
Speaker D:I know, listen, so many people have shade on the Tomorrow Legion, but really this is a bit more positive feel than Rifts. Like when I, when I read the Rifts book for the first time, the Butts Edition, yeah, I'm like, oh yeah, we're all screwed, right? We're going to die horribly. We're gonna fight, we're gonna have some cool shit and cool times doing it, This, I don't feel that. It's a bit, there's a bit more optimistic feel, at least the way I read it.
Speaker B:Sort of. Yes. Yeah. So I feel you. I will, I do agree with you on many of those points. The problem that I have, I think, with the Tamara Legion, and I'm working this through as I say it, is that with them, it's just kind of, we're general do-gooders. Yay. You can do anything, but we're going to do good in this open-ended world of goodness. Whereas in Breachworld, it's setting a focus of the game.
Speaker D:Okay.
Speaker B:It's not just we're with this group of doing it. It's basically laying down that if you play this core book, this is a game about getting a group of scrappy individuals together and closing the breaches.
Speaker D:Okay.
Speaker B:Now, if they had made further supplements, they could have explored that further. But this book, let's go close those breaches.
Speaker E:Yep.
Speaker A:And Honestly, it's one of the things. So I've never actually played a game of Breachworld. I've never actually run a game of Breachworld. I've read half of the damn book. Part of the reason you're not hearing me much on the mic on this is when we were prepping for this episode, I went through a major life change and I don't know where my copy of the damn book is at the moment. It's in one of several boxes.
Speaker B:Why do I have 2 boxes, 2 copies on my shelf? I guess I ordered 2.
Speaker A:You ordered 2 because I remember when you opened the second going like, what? Um, but the, so I came into this not knowing much about this, but having read some of it, I have a soft spot for games that give you a clear impetus to why you should start playing the game, but doesn't lock you into that impetus. And Breach World and the Close the Breaches does that.
Speaker B:And it does so with an in-game, in-world, in-game mechanic based on an in-world item, the Breach Closure or whatever, the BCD.
Speaker D:The BCD.
Speaker A:Yeah.
Speaker B:BCD.
Speaker D:Breach Closure Device.
Speaker B:And this, in my brain, I can connect this mentally if I were to sit down and say, okay, We're going to play a game in a post-apocalyptic world based on this weird future that was only in the 1950s, where the 1950s just kept going forever. Then it went nuclear, getting to nuclear power and genetic alteration. And then the bombs dropped. You're all from this vault. We need you to find something called a GECK. And we need you to set the Garden of Eden Creation Kit to do the thing. Essentially, this book is giving you a MacGuffin.
Speaker D:Right.
Speaker B:To go forth and use that MacGuffin to change the world.
Speaker A:I mean, I was really scared, like, that somehow you had grabbed access to my hard drive until you did the hard Fallout swerve. I'm like, wait a minute, wait a minute. How do you know about my alien invasion RPG that I've been working on for 6 years?
Speaker B:The GEC. I mean, the Breach Closure Device is the GEC. It's like, you want to use this and change the world.
Speaker D:Well, this is, this is, uh, another pitch version. This is reverse Stargate. The Stargates are populated across the planet. You're SG-1 and you have to go close every Stargate.
Speaker A:See, I was hoping you would give me that.
Speaker D:I went rich.
Speaker B:Oh my God.
Speaker D:I mean, that's what it is. It's reverse Stargate.
Speaker E:Yes.
Speaker B:But, but, but, but, but, oh my God, campaign idea. So my favorite Stargate, which was critically panned for some reason, despite to me being superior, Stargate Universe.
Speaker A:Stargate Universe, great idea, bad acting.
Speaker B:I thought the fantastic— I, I, that show made me cry. Hold on, hold on.
Speaker D:We're not gonna go there. You go.
Speaker B:Robert Carlyle, fucking fantastic. So hold on, Stargate Universe though, the premise was that they were passengers on a seed ship and that ship did nothing but fly through the universe and drop off Stargates.
Speaker D:It found habitable planets and dropped off Stargates.
Speaker B:So here's a campaign idea. We need to follow that fucking ship.
Speaker D:Close all the gates.
Speaker B:Because we can't stop the ship.
Speaker A:Oh, right.
Speaker B:Eventually we might try and stop the ship, but we need to follow this, this ship, not just through the planet, but through the fucking universe. And every time it closes one, we get to find it and stop it. It's like reverse Sliders.
Speaker A:Oh. Oh. Or if you really, really loved The idea of gate crashers.
Speaker B:I don't know gate crashers.
Speaker A:If you like the game Eclipse Phase and you love the element of gate crashers where you are slamming through a gate to explore new places and possibly shut down that gate because what on the other side is too dangerous for humanity, look at this game.
Speaker B:Oh my God. And so many games and fictions use Both jump gates or teleportation gates as things. There's so much fiction out there that you can draw from for inspiration.
Speaker E:Oh, absolutely.
Speaker B:I mean, Stargate's one. Yes. But like I said, the Commonwealth series from Peter F. Hamilton, which is a great series. I recommend that everybody read at least the first book. You can stop there, but the first book's pretty good. But then, okay, I'm looking at my shelf. On my top shelf, I have this West— not Weston. On my top shelf, I have this game from Modiphius, 2d20 system called Dreams and Machines. Dreams and Machines, one of the core things is that there was a jumpgate system that closed down and isolated this planet and sent them into a technological semi-revolution apocalypse. What if that was to be reconnected from the people from Breached Earth? What if they were the same universe? You could do so much with this.
Speaker A:So as someone who has never read but has never played but read this game, if you want a time-hopping game where in one session you can be running into Roman legionaries, the next session you're fighting in the Crimean War, and the next one you're having to extract information from a high-value target in Vietnam, This is the game for you. It is easy to scale from ancient combat to, you know, early colonial combat, medieval. You can do it on the fly very simply.
Speaker D:And if you have a copy of the Compendium of Weapons, Armor, and Castles, it's all based— the generic system that they give you, that Ballant gives you, is all d6 based. So you could quickly just drop this in from any weapon from your medieval periods.
Speaker A:And if you, uh, happen to be an insider for the Glitter Boys and wonder what order we actually record episodes, you just figured it out.
Speaker B:Maybe.
Speaker D:Maybe.
Speaker B:Joke's on you. I'm saving this one to Christmas.
Speaker A:Oh, damn it. That means we have to record 4 today.
Speaker D:I will say that from a system from a, from a catalog of books. NPC, you're absolutely right. There's only a couple that are out there. On DriveThru, there's a couple extra ones. There's the epic, the Hollow Mage.
Speaker E:There's—
Speaker B:Oh, that's right. I forgot about the Hollow Mage.
Speaker D:There's a character sheet. There's a player's guide, which is a little bit cheaper. It's just kind of the details.
Speaker B:Oh, the player's guide is simply the player's version of the core book. in a separate thing. And I must say, better art on the COVID It's fantastic art.
Speaker D:There's a quick start guide. There's a few other small things, but that's it.
Speaker A:Yep. And I will just say that if you like the concept of Breachworld, the mechanics speak to you, but they're not quite complex enough, look for the upcoming 2nd edition of the D6 system.
Speaker B:Which I Kickstarted.
Speaker A:Again, you and I, same wavelength. We didn't talk about this. I didn't know until right now that you also Kickstarted that.
Speaker B:Oh God, I can't wait. So I will make a note here. I just want to clarify when I said that the second, when the player's handbook art is, the player's guide art is better than the COVID Eric Quigley did a fantastic job on this cover. The, the COVID for the Breachworld game, I used to communicate and follow Eric Quigley on Google+ back when that was a thing. Shout out to all my Google+ friends. That was— this art is fantastic. And what I like is that it's an inversion of the 3 angry heroes standing off against something unseen. This is 4 angry heroes facing off against something very much seen.
Speaker D:Oh, absolutely.
Speaker B:Good job, Eric. But however, the Breachworld Player's Guide, the COVID art for this book, I think is fucking fantastic. It is done by Michael Wilson. And it captures in full color the same dirty character feeling that I would get from Larry McDougall's art in Shadowrun and the early Palladium books. And it's got a little fucking raccoon. I know it's got a raccoon. What is the raccoon doing there? I don't know. You'll have to read the book to find out.
Speaker A:All hail Rocket.
Speaker B:No, but it's not even Rocket. It's a literal raccoon. Sitting there.
Speaker A:It's Rocket before they— he went to the labs.
Speaker B:Oh, it's Rocket before they shoved him through a breach.
Speaker D:Oh, actually, uh, yeah, I too Kickstarted the D6 Kickstarter. So it's like, it just so much nostalgia, but it's a good system.
Speaker B:It really is.
Speaker D:It's a simple system.
Speaker B:I'm going to give the— I'm going to give credit where it's due. The, the D6 folks who have Kickstarted the 2nd edition, They're communicative. They are, they've committed themselves to a once a month update on the status of things are going. They've been releasing playtest versions of the rules. They have been responding to feedback and making adjustments based on that for our later versions of the playtest. I've looked at the playtest rules. It's solid. I'm looking forward to getting this book in my hands.
Speaker A:Oh yeah, you and me both. Yeah, you and me both. Uh, and for some of the exact reasons we've discussed why you two are having far more experience with Breachworld than I have, uh, exact same reasons. So it's 100%.
Speaker B:Any other thoughts you guys have on this?
Speaker D:If you want a quick pickup game type of source material in one book, this works. It does everything you need. I want to run a weird game. I, I need a, a palate cleanser from whatever you normally run. Pick this up for $11 on a PDF, run it. It's quick. It's simple. And then, you know, maybe use it a few more times.
Speaker A:If you want a heroic post-apocalyptic game, pick this up.
Speaker B:What I love about Breachworld is that it is very clear about its scope. It doesn't cover that wide gamut of power levels that the Rifts core book, the Butts Edition or the Ultimate Edition, do. There's no mega damage. There's, there are, you know, there's probably giant robots somewhere out there, but this is a post-apocalyptic world with interdimensional shenanigans and you're people trying to survive, but you're also heroes. You are given the power to make a difference in the world. And this is a game about you trying to make that difference. I think it's really cool. The d6 system is super digestible. Ask anyone who grew up playing West End Games Star Wars, regardless of which edition of that you are particularly fond of, it's ultimately the same damn thing. Roll some d6s, add a number together, and tell me if you beat a target number. If you can play GURPS, you can play this.
Speaker D:Oh, absolutely.
Speaker B:It's, it's so simple. It's super approachable. Yeah.
Speaker A:How much GURPS have you played, sir?
Speaker B:GURPS, I must note, I played more of than Palladium in my teen years because of my cousin who was obsessed with it.
Speaker A:If you can play GURPS, you can play this game standing on your goddamn head.
Speaker B:If you can play GURPS, you can play anything. Maybe Phoenix Command.
Speaker A:I'm sorry. I was about to, I was about to jump in. If, if you play Phoenix Command, you are of my people and we should create a small subset on the Discord.
Speaker D:Anyway, I think you should pick it up for $11. It won't really go wrong. And it has the feel for Rifts there and, you know, support a, support a small author.
Speaker B:Yeah. So here's what you should do first. You should buy it through the affiliate link in our Show notes, as we'll get kicked a few cents back at no additional cost to you. I'm 100% shameless, but I'm gonna be honest, it helps us out. However, if you buy it, regardless of whether or not you use our affiliate link, each time you purchase this from DriveThru, it might send a little bit more impetus to Jason Richards, who is alive and kicking and gaming still today in 2026.
Speaker C:Yeah.
Speaker B:to Jason Richards to make more. Come back to the light side of the Force. Do cool shit. We'll buy it from you. And then go to Redbubble and buy all of our shit and drop by our Discord and say hi. Thanks. Bye.
Speaker E:Starships, magic, mystic martial arts, romance. All of these can be found in A Cloak of Blades. By Isaac Sher. You might have heard my name before. I've done a lot of voiceover work for Breakfast Puppies. And I've recently released my first novel. It's available on Amazon as an ebook and paperback, and you can get it for free if you have a Kindle Unlimited subscription. I do hope you'll support my work as you're supporting Breakfast Puppies. And it's been a pleasure talking with you today. Thank you.
Speaker B:Have a good one.
Speaker C:You've been listening to the Glitter Boys, a Palladium Books fan podcast. Glitter Boys, Rifts, the Megaverse, and all other such topics are the property of Kevin Sambita and Palladium Books. Please buy all their stuff and help keep them in print and making more games. You can order directly at palladiumbooks.com, and their entire catalog is available digitally at DriveThruRPG as well. Our opening music is 8-Bit Bass and Lead by Furbyguy from freesound.org. This closing music is Caravana by Philip Gross, available at Free Music Archive. All sound effects used are self-made or acquired via Creative Commons Zero license. If you like what you have heard, find us on Twitter and Facebook as The Glitter Boys— that's B-O-I-S— and check us out online at breakfastpuppies.com/glitterboys. And also join us on the Breakfast Puppies Network Discord at breakfastpuppies.com/discord. And if you want to help us out, please spread the word and and help us build a community. Thanks again for listening. We'll catch you next time.
Speaker E:Bye.
Today we are once again venturing BEYOOONNNND THE MEGAVERRRRSSSEE (echo echo echo), to take a look at the D6 Breachworld RPG, written by Palladium freelancer Jason Richards. It's a very heavily Rifts-inspired game, but with unique twists on the core premise of the game world. If you've played it, we'd love to hear your experiences on our Discord server!
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Links of Note:
Credits:
- Hosts: NPC, Just Jacob, and Matt Buckley
- Music: Opening is "8-Bit bass & lead" by Furbyguy, Closing is "Caravana" by Phillip Gross
- Episode Length (We support chapters!): 36:11
Glitter Boys, Rifts, the Megaverse, and all other such topics are the property of Kevin Siembieda and Palladium Books. Please buy all their stuff and help keep them in print and making more games! You can order directly at palladiumbooks.com, and their entire catalog is available digitally at Drive-Thru RPG as well.
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