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Alternity Gamemaster Guide: Rules for Modern to Far-Future Roleplaying Games (Hardcover Rules Book)

Alternity Gamemaster Guide: Rules for Modern to Far-Future Roleplaying Games (Hardcover Rules Book)

List Price: $29.95
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Product Info Reviews

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Rating: 5 stars
Summary: An Essential Element For An Exciting New Game
Review: A core rulebook for TSR's new science fiction roleplaying game, the Alternity Gamemaster Guide provides ideas and essential rules for running an Alternity campaign. Alternity brings flexibility to the sci-fi gaming universe, allowing the gamemaster to create any sort of campaign, from friendly exploration and alien contacts to gritty, grim wars of vast planetary destruction.

Use of this book assumes ownership and working knowledge of the Alternity Player's Handbook. It covers the basics of running a roleplaying game for novices, Alternity's special quirks for the experienced gamemaster, adventure and campaign design, and fast-play rules for the impatient. Sections deal with details of handling character creation, personal statistics and their effects, hero careers, and non-player characters. Tips are given for designing new hero careers, alien races beyond the five provided in the Player's Handbook, and a variety of vehicles, star systems, individual planets, spacecraft, and alien artifacts. The Guide contains many short tables for effects and characteristics, and for determining species lifespans (as determined by technology level). Brief optional rules are also presented for mutants, psionics, cyborgs, artificial intelligence, and "special effects" (any magic, miracle, or superpower beyond the other rules provided).

For players' displeasure there are statistics for 15 dangerous animals from good old Terra and 20 generic alien creature types to modify for every alien need. TSR fantasy fans will find an appendix of conversion rules for bringing AD&D characters, races, equipment, and spells into an Alternity game.

For ease in using published adventures and accessories, a sample nonplayer character statistics form with explanatory notes is provided. Also included are forms for ship design, ship status, and solar system design/record. There is an index of both this book and the Player's Handbook.

Alternity Gamemaster's Guide is an essential element in what promises to be an exciting new game in the science fiction game genre.

--Sharon Daugherty for Skirmisher Online Gaming Magazine

Rating: 5 stars
Summary: The coolest RPG ever!!!!!
Review: An excellent game. I am a new Game master and I found it easy to start a game with the two rule books. I recommend it for any one trying to run a sci-fi or techno-thriller game.

Rating: 5 stars
Summary: The coolest RPG ever!!!!!
Review: An excellent game. I am a new Game master and I found it easy to start a game with the two rule books. I recommend it for any one trying to run a sci-fi or techno-thriller game.

Rating: 4 stars
Summary: A fine effort rom TSR
Review: As a veteran gamer who probably has more gaming material than should be healthy, I'm pleased to see TSR introduce the very promising Alternity game. This book is for gamemasters who wish to run an Alternity game and is the companion volume to the Alternity Players Handbook.

The rules are explained simply and concisely with all the tables and charts well organized and easy to find. More importantly, unlike much of the game products out there, this book is vividly written with inspiration and flair, bringing alive the technology, citizens, and cultures of the setting. All this is finished off by quality art as well. This terrific book prompted me to add the Alternity game to my gaming cabinet. If I can find any fault at all, it is that some sections like equipment and starships are a little brief - I suppose the publishers wanted to leave room for future supplements (what else is new?). A fine effort, nonetheless.

Rating: 5 stars
Summary: A solid and well made RPG system
Review: I read through the Game Masters Guide, and I think that TSR really did a good job. The rules are solid, well thought of, and the book contains a lot of advice for GMs. I have played several RPGs, and I think Alternity is a great one.

Rating: 5 stars
Summary: TSR/WoTC really put their heads together on this one. Great!
Review: If you are a big fan of TSR roleplaying products or a fan of roleplaying in general; check out Alternity. Definatly the best game system to come out of TSR since the early 80's, with AD&D. Science Fiction fans UNITE! Buy this game. It is well worth the price.

Rating: 5 stars
Summary: TSR/WoTC really put their heads together on this one. Great!
Review: If you are a big fan of TSR roleplaying products or a fan of roleplaying in general; check out Alternity. Definatly the best game system to come out of TSR since the early 80's, with AD&D. Science Fiction fans UNITE! Buy this game. It is well worth the price.

Rating: 3 stars
Summary: What's in it is cool; what's NOT in it...
Review: In a world of Rifts, Cyberpunks, Cybergenerations, and Battletechs, this game is by far the very best. It've done a lot of roleplaying in my time and of all of the future-oriented games out there, this one gives you the most room to move and create while still supplying you with a good system to follow. Another TSR success.

Rating: 5 stars
Summary: Alternity is the best...
Review: In a world of Rifts, Cyberpunks, Cybergenerations, and Battletechs, this game is by far the very best. It've done a lot of roleplaying in my time and of all of the future-oriented games out there, this one gives you the most room to move and create while still supplying you with a good system to follow. Another TSR success.

Rating: 5 stars
Summary: Top-Notch Science Fiction Role Playing
Review: In my opinion, Alternity can be racked up as Traveller for the late 1990s. The Gamemasters guide presents rule refinements and an excellent system for role-playing. I think that combined with the Alternity Player's Handbook, this game will present gaming enjoyment for years to come.

The chapters on campaign design and campaign archetecture are real stand-outs. They would be very useful to any GM in any S/F role-playing game.

My only complaints were a lack of an adventure (unless you got your copy early enough) and relativly weak chapters on adventure design, both of which would have been very useful for a fledgling GM.

Overall, Alternity is a great system.


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