What kind of RPG asks you to create a character who is guaranteed to die? That’s exactly what RIFTS did with the Juicer.
Tuesday, August 4, 2026
Tuesday, July 28, 2026
Why Mega-Damage Changed Everything In RIFTS
What made RIFTS different from every other post-apocalyptic RPG? It wasn’t the Glitter Boys. It wasn’t the Coalition and it certainly wasn’t the dragons.
Sunday, July 26, 2026
Introducing Railguns and Dragons: Robotech Podcast!
Railguns & Dragons: Robotech explores the Palladium Robotech RPG through the history, technology, characters, and events of the Robotech universe. Using the television series, Palladium sourcebooks, and official reference material, each episode provides the background and context that bring the RPG setting to life. Whether you're running a campaign, creating a character, or rediscovering Robotech, this podcast helps you explore the world behind the game.
Episode 1 is up and ready to be listened to, Episode 2 will be an exclusive audio podcast and will cover, the Story of the Macross Saga. Its probably going to be the longest episode of this season, only because there is a quite a bit to cover!
Friday, July 24, 2026
Railguns and Dragons Reborn Episode 4 - New to RIFTS? Start Here #1, Chaos Earth!
This is the start of a mini-series here on the podcast, a primer so to speak... Where should a new player begin with RIFTS? Most people will point you to the main rulebook. I think there’s a better place to start.
Tuesday, July 21, 2026
Railguns and Dragons Reborn Episode 3 - Why Glitter Boys Were Legendary..
In RIFTS, the Most Dangerous Treasure Isn’t a Rail Gun...
Most people remember RIFTS for the things that are impossible to ignore. Giant robots trading fire with dragons. Glitter Boys leveling buildings with a single shot. Demons pouring out of dimensional rifts while Coalition Dead Boys march across the landscape in black armor and skull helmets. It is a setting built on excess, and that’s usually the part that sticks with you years later.
Monday, July 20, 2026
Why I’m Starting a “New to RIFTS? Start Here” Series
One of the questions I've been asked more than any other since bringing RIFTS back to the channel is surprisingly simple.
"Where do I start?"
At first, I thought the answer was obvious. Buy the main RIFTS rulebook and just start reading. Then I stopped and thought about it. That was easy advice for someone like me because I've been around RIFTS for decades. I already know the Coalition States. I know what a Glitter Boy is. I know why Mega Damage matters. I know what a ley line is. I know what happens when a Rift opens.
Sunday, July 19, 2026
Railguns and Dragons Reborn Episode 2 - One Page at a Time: The Mystery of Triax
New day, new podcast, and this week, we're introducing a new feature called "One Page at a Time." In this segment, I'll randomly select a page from a RIFTS book and discuss its significance. Think back to those moments when you were sitting with friends, deciding on a game to play, and flipping through books that the GM permitted. There was always that one page that caught your attention and made you pause and ponder. Well, that's the essence of this podcast... a random page that sparks thought and discussion.
Thursday, July 16, 2026
The Easiest Way to Remove Mega Damage from RIFTS
People always ask if they can play RIFTS without Mega Damage. The answers are usually predictable. Some say it ruins the game. Others say it is impossible. But they are missing something. Palladium actually published official rules to change Mega Damage into regular SDC. It is right in the books. So why would anyone want to do this? It just depends on the kind of game you want to run.
Wednesday, July 15, 2026
Railguns and Dragons Reborn Podcast! Episode 1
I've decided to rebrand the podcast and focus on RIFTS. It's something I've always wanted to do when I first made up this website, so now it's here. Episode 1 is ready to listen to. So take a trip down memory lane and let's chat about RIFTS!
Wednesday, May 6, 2026
The Summoner's Circle Podcast Experiment is over...
Hey folks, just wanted to give you a quick update that the summary circle podcast has come to an end. The experiment is over and it's time to move on as there are more than enough podcast out there that cover palladium stuff as of right now after seeing that they were more than what's needed it's a small niche market and I don't wish to compete since I'm unable to find a cohost at the time and running a solo podcast. Isn't what a lot of people enjoy so I'm here to say thank you for listening to those few people that did and I appreciate some of the feedback that some people gave me. I hope you guys have a great day and the blog will continue to have various updates and posts about Palladium fantasy as I work my way through the book and post up ideas as I see them but as of right now, the podcast is done. Thank you for understanding this and hope you have a great day.
Edit: As of 7/15 - the Reborn podcast is back, focusing on Rifts!
Sunday, April 19, 2026
Exploring Fantasy 2e: The Ground Is Trying to Kill You
Travel in Palladium Fantasy 2e is not filler.
That is the thing.
A lot of games treat the road like a gap between scenes. You leave town. You roll once or twice. You reach the next place. Done.
Palladium does not really do that. Not if you actually read it.
Summoner's Circle Podcast Episode 9 - Fantasy 2e Primer?
This one came from a problem I kept running into.
Every time Palladium Fantasy 2e comes up, the same thing happens. New players get interested, they open the book, and then they stall. Not because the game is bad, but because it is dense. It throws a lot at you all at once. Classes, skills, combat, magic, all layered together without really telling you where to start. So people either bounce off it, or they overthink it and never actually play.
Monday, March 16, 2026
Summoner's Circle Episode 8 – Six Adventure Ideas You Can Use Tonight!
In Episode 8, we sit down and talk about six ready-to-run adventure hooks that can kickstart a Palladium Fantasy campaign tonight. No long prep. No giant plot outline. Just six situations that drop characters straight into danger. You will hear about missing caravans, strange ruins, cursed villages, and places where something old is starting to wake up. Each idea is designed to give Game Masters a strong starting point and plenty of room to build the story at the table. If you run Palladium Fantasy Second Edition, or you have been thinking about starting a campaign, this episode gives you a handful of adventure sparks you can use right away. Grab your dice, gather your players, and step into the circle.
Wednesday, February 4, 2026
Summoner's Circle Episode 7 – The Old Ones Were Never Meant to Be Fought
Book Two: Old Ones is one of the most misunderstood books in Palladium Fantasy Second Edition. It looks like a monster book, but it isn’t. In this episode of The Summoner’s Circle Podcast, Vince digs into what the Old Ones really are, not bosses to be fought, but consequences that shape regions, magic, cults, and entire campaigns.
Sunday, February 1, 2026
Stop! Don't Use the Book's Order - Palladium Fantasy Character Guide
In this episode of the Summoner’s Circle, you get a straight, usable guide to making characters in Palladium Fantasy. Vince walks you through a better order than the one in the book on page 14. You start with the world overview on page 282 so you actually know where your character lives. Then you pick your race before you roll attributes, because races use different dice pools. That step alone saves mistakes and rerolls later.
Wednesday, January 28, 2026
Summoner's Circle Episode 6 – Summoners as campaign villains?
Summoners make terrible fair fights.
And that’s exactly why they make some of the best villains in Palladium Fantasy Second Edition.
Most boss encounters in fantasy games are built around stats. Big numbers. Big attacks. Big hit point pools. You walk into a room, roll initiative, and see who drops first. Palladium can do that, sure, but it shines when the fight starts long before anyone draws a weapon. Summoners live in that space. They prepare. They choose the ground. They don’t fight alone. When players finally confront one, they’re not just fighting a character, they’re fighting a situation that’s been waiting for them.
Friday, January 23, 2026
Tuesday, January 20, 2026
Summoner's Circle Episode 5 – There Are No Safe Roads in Palladium Fantasy!
Stop treating travel like a loading screen in your Palladium Fantasy games.
I used to be that GM. You know the one. You leave town, maybe fight a stray goblin, and then boom; you are at the dungeon. It was boring filler. But then I actually read the sourcebooks like Northern Hinterlands and Baalgor Wastelands. Palladium does not want travel to be easy.
A must listen to podcast for Palladium fans!
While I run my own podcast about Palladium Fantasy, called the Summoner's Circle, I have discovered this podcast on Spotify, called "Death Head Taco Truck" -- going as far back as 2022! This podcast is exactly what any Palladium fan needs to hear. Its just two guys, sitting around discussing all things Palladium. Episode are anywhere from a quick 5 minutes to over an hour. I have some catching up to do here!
While my podcast focuses on Palladium Fantasy 2e, these guys tackle it all. From Rifters to the very books themselves.
I believe they are actually recording in a truck? I am not sure. Some might be turned off by the, what sounds like put their phone down and hit record style, I assure you, I am not. Its exactly what I love about it.
Its just two fans, showing their passion. There is no political commentary (like another palladium podcast), there is no judgement, just material with a clear focus by two guys who have been playing the game for years.
While I've provided a link above, here is the latest episode, listed as episode 71 -
Saturday, January 17, 2026
Railguns & Dragons Podcast - Episode 4: The Circle and the Ward
Vince just dropped the fourth installment of the show. You can find this new episode on Apple & Spotofy Podcasts. It is a solo session where Vince gets into the complex side of magic.
Friday, January 16, 2026
The State of the Podcast?
I want to be clear about where the podcast is headed in 2026.
Yes, I want it to continue. The show is not ending. What is changing is how it runs.
Thursday, January 15, 2026
Palladium Fantasy 2e: Why Monsters & Animals Is Essential
This video reviews Monsters & Animals, one of the most useful books for Palladium Fantasy Second Edition campaigns. The focus is not on throwing random enemies at the party. The book exists to make the world feel dangerous, grounded, and consistent. It expands far beyond the core rulebook by covering common animals, regional wildlife, and deadly monsters, while also explaining how creatures behave in natural ways. Encounters feel earned because the creatures belong where they appear.
The review also highlights how Monsters & Animals supports campaign design. The Horror Factor rules reinforce that fear can matter before combat even begins. Creatures are tied to geography, climate, and behavior, which helps Game Masters build encounters that fit the setting instead of interrupting it. Every monster becomes part of the ongoing story rather than a disposable obstacle. This book is a strong tool for GMs who want consistency, tension, and believable danger in their Palladium Fantasy games.
Monday, January 12, 2026
Land of the Damned Two: Eternal Torment Review
This video review takes a hard look at Land of the Damned Two: Eternal Torment, one of the darkest books ever released for Palladium Fantasy. This setting is not about heroes saving the day. It is about the aftermath of war and the lasting punishment of those who earned it. The land is filled with curses, restless undead who remember their former lives, and souls trapped in an endless state of suffering. Every location reinforces the idea that justice here is permanent and mercy is rare.
Rather than breaking down rules, the review focuses on tone and intent. Eternal Torment shifts the goal from simple survival, as seen in Chaos Lands, to enduring consequences that never truly end. Victory often comes at a cost, and success can feel like another form of punishment. The book gives Game Masters a powerful setting where player choices matter, morality is uncomfortable, and death does not always mean escape. This is a campaign space for groups ready to face long-term consequences and live with the weight of their actions.
Friday, January 9, 2026
Land of the Damned: Chaos Lands - Review
In this video, I review Land of the Damned: Chaos Lands, Book 14 of Palladium Fantasy, released in 2001. The book is framed as a GM weapon. It is designed to apply constant pressure on both players and Game Masters. The setting presents the Land of the Damned as the most dangerous region in the Palladium world, functioning as a vast prison filled with demons, monsters, and corrupted races left behind after the chaos wars. The book is clear about its intent. Careless characters are meant to die. Survival is the real victory, while treasure and power come second.
The book opens with deep historical and mythological material covering the chaos wars, then moves into a harsh geographical breakdown that emphasizes environmental threats such as brutal cold and avalanches. A large section focuses on monsters built to wipe out unprepared parties. A rumor system feeds players false or incomplete information to keep them uncertain. The book also explores hell territory, introducing demons and infernal politics that connect directly to the wider Palladium megaverse. The final section centers on adventure design, encouraging GMs to remove safe havens, friendly towns, and guaranteed escape routes. This is an endgame setting for experienced groups who accept character death as a real outcome and want danger with lasting consequences.



















