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Sean Patrick Fannon is an American role-playing game designer and writer. He has been working in the gaming industry since 1988, and is best known for his work with the Savage Worlds game system, including his epic fantasy setting, Shaintar, and his conversion of the classic game Rifts.
Rifts is a multi-genre role-playing game created by Kevin Siembieda in August 1990 and published continuously by Palladium Books since then. It takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres.
Charles Peirce reviewed Rifts Conversion Book in White Wolf #35 (March/April, 1993), rating it a 4 out of 5 and stated that "The Rifts Conversion Book is a very good resource for any Rifts Campaign. This book will probably be most enjoyable to those people who have not seen this information elsewhere, providing the most new ideas and information.
The following is a listing of commercially released books from Pinnacle Entertainment Group and licensees for the Savage Worlds role-playing and miniatures game.This does not include various free downloads.
Savage Worlds is a role-playing game written by Shane Lacy Hensley and published by Pinnacle Entertainment Group. The game emphasizes speed of play and reduced preparation over realism or detail. The game emphasizes speed of play and reduced preparation over realism or detail.
Ross Watson (born May 22, 1975) is a designer of computer, miniature and role-playing games and a writer in various genres. Watson worked on the Warhammer 40,000 Roleplay line as the Lead Developer for Dark Heresy, [1] was the lead designer for Rogue Trader [1] and Deathwatch, [1] and was part of the design team for Black Crusade. [1]
Charles Peirce reviewed Rifts Sourcebook in White Wolf #27 (June/July, 1991), rating it a 3 out of 5 and stated that "The Rifts Sourcebook is a well-written supplement that expands upon what was found the Rifts game.
Keith Parkinson, an iconic '80s D&D mainstay, delivered many of the best covers for Rifts books, including the core rulebooks, and it is gratifying to see the game's weirdness fuel the artist's expansive vision. His cover for World Book 16: Federation of Magic (1997) exemplifies how Rifts pushed his art well beyond the fantasy standards of D&D. [5]