On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.
Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. And then there is All That Glitters Is Palladium.
All That Glitters Is Palladium: A Short History of Palladium is different. Published by Yaruki Zero Games, All That Glitters Is Palladium is a short history of the publisher best known for the roleplaying game, Rifts, or rather, “[A] short, tongue-in-cheek overview of one of the weirdest tabletop RPG publishers.” Within a handful of pages, it looks at the fifteen or so roleplaying games published by Palladium Books since its founding in 1981, as well as the entire Palladium Books Megaverse, explains the Megaversal RPG system which underpins the majority of the publisher’s titles and its general strangeness, discusses the publisher’s presentation style and values, and provides a detailed examination of Rifts, before coming up to date—at least in 2019—with the Robotech RPG Tactics Debacle. All with a dash of humour and a very knowing tone from someone who has played a lot of Rifts.
All That Glitters Is Palladium opens with an introduction that makes clear that the company is very much Kevin Siembieda’s and that he brings a “[G]onzo kitchen sink sensibility and boundless enthusiasm” to his books and also himself, often rewriting books when authors have already followed their brief. This is followed by detailed examination of the Megaversal RPG system, highlighting how the stats only really matter if they are very high, the inclusion of skills—often with surprisingly low chances, how the differences between Mega Damage Capacity and Structural Capacity, how even in the twenty-first century, a Science fiction/Science Fantasy roleplaying game like Rifts is using an Alignment system. In terms of production values it points to the publisher’s unwillingness to adapt to prevailing technology—the use of desktop publishing and the publication of PDFs in particular; the peculiar writing style with its use of underling, exclamation points, and ALL CAPS.
Although is best known for Rifts, Palladium found its fortune with two licences—Teenage Mutant Ninja Turtles and Other Strangeness and Robotech. Consequently, All That Glitters Is Palladium begins its overview of the publisher’s major roleplaying releases with those titles and they receive more coverage than other modern titles like Ninjas & Superspies or Beyond the Supernatural. They receive more coverage of Palladium’s other games—The Mechanoid Invasion, Recon, Palladium Fantasy, Systems Failure, and others. These latter titles barely receive a paragraph each, which is something of shame because some of these are still interesting, if only from a historical point of view. It is Rifts though, which receives the most coverage, four pages in all. The author describes it as an “[O]verwhelming stew of kitchen sink post-apocalyptic science-fantasy horror” and charts its development from the core through some thirty-six World Books, eighteen sourcebooks, fifteen Dimension Books, three Conversion books, and more. It is noted here that a lot of the written content is artwork driven, that is, written to provide stats and background based on a piece of artwork rather than the other way around as is usual in the industry. That said, the overview concentrates on the first two or three books beyond the core rules, and consequently, the overview is fairly broad at this point. The section on Rifts closes with a section on Savage Rifts, of which the author is particularly positive in terms of the writing and the layout, labelling them both as competent.
All That Glitters Is Palladium comes to a close with the author delving into the ‘Robotech RPG Tactics Debacle’ and despite raising over a million dollars failing to deliver quite what was promised. The piece is again brief and provides the lightest of overviews. The author speculates that the licence will not get renewed when it runs out, and leaves Palladium awaiting lawsuits, its future uncertain… In between all of this, All That Glitters Is Palladium pokes fun at its subject with the humorous list or five. For example, ‘Odd Palladium Skills’ like ‘Lore: Cattle & Animals’ and ‘Microfilm/Microfiche/Microdot Technology’; ‘Questionable Magic Spells’ such as ‘Magic Pigeon’ and ‘Curdle Milk’; and ‘Dumb Superpowers’ from Heroes Unlimited, including ‘Alter Physical Structure: Rag Doll’ and ‘Clock Manipulation’.
Physically, All That Glitters Is Palladium is simply laid out and lightly illustrated. It is written in a very light and personal style. And that really sums All That Glitters Is Palladium up. This is all one person’s opinion upon Palladium Books, its history, its failings, and its idiosyncrasies. Consequently, it is not really a good history of the company and its books. Much of what it covers is already known and the author does not add that much more. It is clear that he knows the Megaversal RPG system and Rifts, but the joy he got from playing them in his games never really comes through. Nor it is a real history. Despite the author giving it both criticism and praise, there is no balance here because there is no voice from Palladium Books. So ultimately, whilst All That Glitters Is Palladium: A Short History of Palladium is far from uninteresting, the definitive history and assessment of Palladium Books is yet to be written.
Hey, thanks for this fun little review! When you mentioned what the history *doesn't* cover, it whets my appetite for a more in-depth history of Palladium Books and of Kevin Siembieda himself. Perhaps Shannon Appelcline will take up this task at some point.
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