Rifts isn't strictly Science Fiction. Thus the precious laws of physics touted so highly have less meaning than they might in say, Traveller or Star Trek, or some other game system based entirely in Science Fiction.
RIFTS is Science Fiction with elements of Fantasy mixed in to enable more mystical elements. the existance of fantasy elements does not mean the basic nessecities of science fiction be ignored.
Allowing things like magic & psionics in the game already pretty well dispenses with the Laws of Physics.
only for Magic and psionics. any perceived violation of known physics does not bleed over to non-magical or non-psionic stuff.
and palladium magic and psionics definately follow their own natural laws, which just mean they only are aspects of physics not yet understood, and not total circumventing like D&D or WhiteWolf.
so anything based on science still needs to at least pay homage to both physics and rationality. you can get away with stretching or bending this, like with RIFTS laser weapons, but sometimes things just don't work because they can't work. or they do work, but with such impracticality that it is better to use a simpler and easier method. low tech space stealth is an example of the first. vacuum balloons are an example of the second.
Yeah, cause far be it for RIFTS to be a game where anyone has any actual fun. While I agree that some rules require the application of generous amounts of common sense, I cannot abide by such an unbending nihilistic attitude when it comes to a game.
i too like my games to have fun. thing is, rationality and common sense are not counter to fun. fun is only treatened when you try too hard to make things "realistic", by bringing in tons of rules and modifiers for the simplest of stuff, to the point where you spend more time looking up drag co-efficents than playing the game. while there are some games where this is a major selling point (GURPS, for example), you can get away with applying common sense
while brainstorming and reasearching and writing. thus making it less of a issue when GM's get ahold of it.
a good example of this would be Palladium's space rules. Robotech, MiO, and phase world all use an awful and almost universally abhored "mach in space" set up. had palladium applied a bit more reason and common sense, they'd have at least given the ships speeds sufficent to get into and out of orbit, if not some simple accelleration based set up.
Aliens Unlimited Galaxy Guide is actually a good example of the same problem being faced, but reason and commonsense applied, so we get ships that accellerate and can actually do what space ships are supposed to do. sure, the FTl is a bit odd, but FTL is one of those times when you have to ignore parts of physics to have a fun game. so long as you limit the damage by setting rules up for your FTL to prevent it from being an instant, no time, go anywhere from anywhere drive, which also helps maintain the perception it is the result of a previously unknown quirk of physics, and not just total writer fiat. limits on how fast, how far, or how soon an FTL drive can be used also ensures a game is playable.
The difference is, I don't really care. You, however, seem to be morally offended by such a concept.
well excuse me for expecting rationality, reason, and research in RIFTS.
people love to say "it's rifts, it doesn't have to make sense", but if you were to watch a movie or TV show, or read a novel, written with the same attitude, you'd probably stop watching or toss it away half way through. especially if it was done with as much seriousness that rifts usually tries for.