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Alternity: Player's Handbook

Alternity: Player's Handbook

List Price: $29.95
Your Price:
Product Info Reviews

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Rating: 5 stars
Summary: This book is great
Review: This book is a great beginning to what looks like gigantic gaming experience. The variety and options that are allowed to characters are unbelivable. If you are any fan of role-playing games the check this book out.

Rating: 5 stars
Summary: Fine book, get it while you can.
Review: This game has got to be about the most complete and concise rulesets I have seen in a while. It is to bad more people couldn't be torn away from their D&D fantasy games to try something new (and better.) I suggest grabbing this while you can and there is a backstock of the book. The line is discontinued and slowly disappearing.

Rating: 5 stars
Summary: Fine book, get it while you can.
Review: This game has got to be about the most complete and concise rulesets I have seen in a while. It is to bad more people couldn't be torn away from their D&D fantasy games to try something new (and better.) I suggest grabbing this while you can and there is a backstock of the book. The line is discontinued and slowly disappearing.

Rating: 5 stars
Summary: This is a great book, must buy.
Review: This is, in my opinion, the greatest RPG ever made. From what little I've seen of the game, it looks really awesome. I have seen a lot of RPG and RPG-style games. This is the best, the most customizable chartacters, the easiest conversion from other sci-fi stuff and/or real life. It's an amazing game.

Rating: 5 stars
Summary: An amazing foray into a new and exciting universe.
Review: What can I say about the Alternity Player's Handbook, it is great. This new gaming system has found a way to make sci fi work in role-playing. Never before have I found a game where a bad roll puts even a twentieth level character in danger. This is a great gaming system, check it out.

Rating: 4 stars
Summary: One Giant Leap for Roleplaying
Review: While the cover price of the Alternity Player's Handbook is a bit steep ($29.95), one finds very quickly that it's worth every penny. The last product line to be released with the TSR logo -- though the company had, by this time, been purchased by Wizards of the Coast -- Alternity is a marked evolution from the cluttered, slipshod rules set of Dungeons & Dragons, the granddaddy roleplaying system of them all. The physical quality of the products is high and the material itself is more than solid.

Designed to be the science fiction counterpart to venerable old D&D, Alternity has been given a two-book treatment very similar to that game's, splitting out the rules into a Player's Handbook and a Gamemaster's Guide. All the rules necessary for play are located in this, the Player's Handbook, while all the little fillips, extras and tidbits a GM might need are conveniently gathered in the other volume. The end result of this is a coherent, tightly-packed book filled with good stuff and nothing but the good stuff, from character generation to combat resolution.

As the division of rules is elegant, so are the rules, themselves. Alternity was intended to be a "generic" system, capable of application in a wide variety of subgenres, from Clancy-esque technothrillers to the broad-scope space operatics of Star Wars. A system with a great deal of consistency and flexibility was called for, and Alternity delivers. Using a single mechanic that is incredibly utilitarian -- rarely calling for reference to a table or a chart, and usually involving no more than two dice at any given time -- the game shreds the conventional wisdom that TSR is incapable of putting together a game that can compete in today's marketplace. Learning the basics of Alternity takes no more than a few minutes. Potential players could start a game the same day they buy the book, and that's good design.

Alternity is so flexible, in fact, that any setting from any other science fiction source (game, book, television show, or movie) can be adapted with a minimum of effort. No more need to jam one's head with conflicting rules sets! Take the material and bend to fit. Alternity can take the hands-on with no problem, whatsoever.

For those that don't want to do the legwork themselves, the system "defaults" to TSR's own Star*Drive campaign setting, selections of which are available in the Player's Handbook in the form of alien race archetypes. If nothing else, Alternity simply reeks of possibilities, the kind that get wheels turning in whatever way it can. What more could someone ask of a game of imagination?

When it comes to science fiction roleplaying, there are many options to choose from. Alternity, a fine game from the old masters of the roleplaying world, is the solid choice to make, no matter your inclinations. Easy to learn, easier to use, Alternity deserves your attention.

Rating: 4 stars
Summary: One Giant Leap for Roleplaying
Review: While the cover price of the Alternity Player's Handbook is a bit steep ($29.95), one finds very quickly that it's worth every penny. The last product line to be released with the TSR logo -- though the company had, by this time, been purchased by Wizards of the Coast -- Alternity is a marked evolution from the cluttered, slipshod rules set of Dungeons & Dragons, the granddaddy roleplaying system of them all. The physical quality of the products is high and the material itself is more than solid.

Designed to be the science fiction counterpart to venerable old D&D, Alternity has been given a two-book treatment very similar to that game's, splitting out the rules into a Player's Handbook and a Gamemaster's Guide. All the rules necessary for play are located in this, the Player's Handbook, while all the little fillips, extras and tidbits a GM might need are conveniently gathered in the other volume. The end result of this is a coherent, tightly-packed book filled with good stuff and nothing but the good stuff, from character generation to combat resolution.

As the division of rules is elegant, so are the rules, themselves. Alternity was intended to be a "generic" system, capable of application in a wide variety of subgenres, from Clancy-esque technothrillers to the broad-scope space operatics of Star Wars. A system with a great deal of consistency and flexibility was called for, and Alternity delivers. Using a single mechanic that is incredibly utilitarian -- rarely calling for reference to a table or a chart, and usually involving no more than two dice at any given time -- the game shreds the conventional wisdom that TSR is incapable of putting together a game that can compete in today's marketplace. Learning the basics of Alternity takes no more than a few minutes. Potential players could start a game the same day they buy the book, and that's good design.

Alternity is so flexible, in fact, that any setting from any other science fiction source (game, book, television show, or movie) can be adapted with a minimum of effort. No more need to jam one's head with conflicting rules sets! Take the material and bend to fit. Alternity can take the hands-on with no problem, whatsoever.

For those that don't want to do the legwork themselves, the system "defaults" to TSR's own Star*Drive campaign setting, selections of which are available in the Player's Handbook in the form of alien race archetypes. If nothing else, Alternity simply reeks of possibilities, the kind that get wheels turning in whatever way it can. What more could someone ask of a game of imagination?

When it comes to science fiction roleplaying, there are many options to choose from. Alternity, a fine game from the old masters of the roleplaying world, is the solid choice to make, no matter your inclinations. Easy to learn, easier to use, Alternity deserves your attention.


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