Rating: Summary: A terrific effort by 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 players and is the companion volume to the Alternity Gamemasters Guide.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: Summary: Modern to Far Future RPG's are in your hands! Review: Beleve me I have tried many systems for future RPG's. From a rather limited experence with Star Wars RPG (Which I did not like), to the complicated Masterbook system, to even trying to adapt the Saga Rules System to space. Nothing worked for me, either it was stupid, complicated, or just to vague for my tastes. But TSR's new Alternity game is perfect for me. The fastplay rules are good, and the whole system is very good. The rule book is hard to understand at first, getting familiar with all the new concepts is a bit of a challenge. But over all a very good experence. I gave it an 8 because TSR did a very good job of requiring the Gamemaster guide to play however.
Rating: Summary: Alternity -- the AD&D of the future... Review: First off, I'd like to say that I read this book a year and a half ago and I really loved the system then. I had bought it for my gaming friend as a annual gift of brithday celebration, however, unfortunately, he has long-since moved and we never really got to play an Alternity campaign. Truth be told, I think he was more of an AD&D gamer overall so I don't really know if he's playing it now. I recently bought the book for another gaming frined of mine (hmm...do I detect a small pattern?). He is a more broad-minded gamer and is beginning to GM an Alternity campaign (which I am proudly a part of) in between his numerous Rifts and Call of Cthulu campaigns. You might be thinking "Aha! This book is probably just the AD&D rules with a few changes for modern weapons and a few names changed." Think again. The Alternity system is very different from the AD&D rules in that it really immerses you into the science fiction universe and doesn't try to copy off anything. It really does allow the GM to create any type of sci-fi atmosphere he/she wants without cluttering anything up and leaving space for the imagination. It is easy to assimilate rules for a universe like, say, Heinlein's "Starship Troopers" or Niven's "Ringworld". I imagine that in the GM's guide (which I am about to buy for myself) there will additional methods of customization. If you are just starting to play RPGs you should really get the "Player's Handbook" for "Advanced Dungeons and Dragons" (such a newbie shouldn't be startled by the "advanced", it doesn't mean anything), unless you are a die-hard sci-fi fan and don't want to mess with fantasy. Oh yeah and I'd like to mention that anyone who thinks that AD&D (or Alternity) is "a bad game" should actually pay attention to the game itself and not the paranoid media hype.
Rating: Summary: NOT AS GOOD AS D20 Review: I have never played a better roleplaying game. The dice rolling system is incredibly simple, and creativity is heavily encouraged. My only complaint is that TSR or WotC or whichever decided to stop printing accessories for the game. While they are allowing independent freelance items through, they themselves have greatly impeded upon the progress of a great game.
Rating: Summary: The best RPG out there Review: I have never played a better roleplaying game. The dice rolling system is incredibly simple, and creativity is heavily encouraged. My only complaint is that TSR or WotC or whichever decided to stop printing accessories for the game. While they are allowing independent freelance items through, they themselves have greatly impeded upon the progress of a great game.
Rating: Summary: Alternity rules Review: I love it. Endless gaming fun
Rating: Summary: This book has the best RPG system I have ever encountered. Review: I love the whole game mechanic, it is flexible and fast. Everything about the Alternity rules system lends to fast play, giving more room for roleplaying. The support for this product is excellent, Wizards of the Coast has a web page for any updates, free adventures and add-ons. Try out the quick-play rules there and see if you like it. I know I had a great time with my friends, and the book is well worth the price.
Rating: Summary: an overall good RPG! Review: I think this book has good potential. The rules are very simple and in some cases intuitive (if you are somewhat familiar with RPG's). It looks also to be a good book for the beginner, with lots of explanations of role playing in general. One drawback is the old routine that is all too familiar to TSR fans, the release after release of "rules supplements" to augment the gray areas of the core books. But, with some imagination you can build a great game of your own or try TSR's first setting Stardrive. Very much worth the price.
Rating: Summary: Hopefully this will jump start the Sci Fi gaming genre Review: I was very impressed with this system. I was expecting some rehash or new twist on some old rules system, but the one in Alternity is new and very impressive. Pros: The looseness of the system, in more ways than one. Its capable of being played any time from now to the far future (actually you could even play it from any point in human history too, they have equipment for primitive civilizations). Characters are freeform too. When I first saw the 'professions' that were presented I thought they were remakes of AD&D classes, but they're not, you're allowed a lot of control, with minimal interference from the rules. The system manages to be tight though, despite its genericness. Cons: I don't like the fact that they presented alien races for us in the player's handbook. Though its easy enough to make new ones, the ones they present are kind of odd. Also, if you look at the rules for weapons and starship/drive technology, they present very strict types, ands not the kinds I personally like. The good news is you can fix these things with a minimum of work. So, if you are looking for a new RPG, or the thing I expect will boost attention in Sci Fi RPGs, I recommend this book.
Rating: Summary: An extensive and fantastic adventure into the future Review: I would like to be one to say that this is one of the greatest RPG's I've ever played. TSR has hit the board with the new realese of books. As far as I'm concerned, it's as good as AD&D if not much better. I would recommend this book to almost anybody. I would definataly recommend the book to anyone that is new to roleplaying. The well put together handbook covers everything from the basics to the not so confusing optional rules. Get the book. you will love playing the futuristic games instead of the same old rangers in AD&D and kindred in Vampire.
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