Kevin Siembieda (born April 2, 1956) is an American artist, writer, designer, and publisher of role-playing games, as well as being the founder and president of Palladium Books.
Palladium Books, founded in southeast Michigan, claims to be the first to implement a role-playing system intended to work for all genres and to introduce the perfect-bound trade paperback format to the RPG industry.
Some of the role-playing games Siembieda helped produce include Teenage Mutant Ninja Turtles & Other Strangeness (1985), Robotech RPG (1986), After The Bomb (1986), and Rifts (1990).
Siembieda is also an artist, best known for occasionally illustrating Palladium Books' products. In 1978, he started the now-defunct Megaton Publications in Detroit, publishing a digest style title called A+ Plus and several other titles. He also contributed art and cartography to several early Judges Guild products (for both their Traveller and Dungeons & Dragons lines).
So, the apocalypse happened, planet Earth is ravaged iwhen small nuclear war sets off a magical cataclysm that wipes out civilization. Mankind climbs its way from the brink of extinction to find that it now shares the world with Elves, Dwarves, Dragons and even stranger alien beings from across dimensions. Ancient gods walk the earth and horrifying demonic and alien beings have staked their own claims on the planet, and many plot to take even bigger pieces of the pie.
Yet despite all this, humanity remains its own worst enemy.
The faction in question is autocratic Coalition States: formed and reacted to Hell's gates opened, and they are wielding both their own forces, their allied human nations in an anti-magical blitzkrieg, human supremacists bent on conquest of the north-American continent and destruction of all non-humans and magic users with an army of jackbooted power-armor wearing "deadboys".
As settings go, it is just the kind of unhinged that activates my brain chemicals. Play-system wise, like most Palladium games it's a setting that allows for mash-ups of pretty much any genres, and the rules are a little broken/confusing, but it's pretty fun. It's not a BAD game, per se, but it's pretty easy to min/max the holy bajeezus out of things and end up with insanely overpowered characters, but humans can pretty much be one-shotted at any level unless they are encased on power armor.
Its a game where the gm needs to know the rules and class abilities in depth work or things take forever.
Not my favorite Rifts book so far, and I’ll childishly blame the somewhat deceptive title. This is less a “campaign” in RPG terms and more the World Book for the Coalition States. It is a longer volume than most filled with equipment and less than super interesting OCCs. The Campaign of Unity is fine, but somewhat flat, maybe “Free Quebec” has more information on the subject? Nevertheless, I found the section of life under the Coalition useful, even if it feels much like any old evil empire. However, the description of denizens of the burbs was very good, and I very inspiring for a low level cops/monster hunters/necromunda series of adventures.
This entire review has been hidden because of spoilers.
Lots of coalition states stuff to liven up a Rifts campaign. It even has a few coalition military character classes that could work well with a player group not based in the coalition. This book was written before the coalition wars series for Rifts so feels a bit dated at certain points, but is still a good source book for a Rifts game.
Even though the Palladium role-playing system is not the one I use in my games the source books are fantastic. Tons of great ideas and characters are scattered throughout the books. Very recommended for any gamer.