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Alternity Player's Handbook

Author: by Bill Slavicsek & Richard Baker
Category: game
Company/Publisher: TSR, Inc
Cost: $29.95
Page count: 256 pp.
ISBN: 0-7869-0728-2
Capsule Review by Larry D. Hols on 08/26/98. Genre tags: none
Alternity is designed to be a generic science fiction role playing game. The staples of science fiction games--space ships, ray guns, and aliens--all found in the core rules. The rules make efforts to provide some directions for building campaigns of different sorts, taking into consideration a variety of science fictional settings and stories.

The rules are presented with an initial chapter dedicated to introducing players to the basic concepts of the game and allowing them to begin play without extensive knowledge of the details. ALl of the concepts presented are then expanded in later chapters to provide a thorough understanding of the details possible. Not all of the material is expected to be used in every campaign, with aliens, psionics, cybertech, and such presented as optional. This initial chapter does a solid job of explaining the basic concepts.

The game uses the idea of professions and careers as the basic means of deriving PC skills. There are four professions: Combat Spec; Diplomat; Free Agent; and Tech Op. Each of these professions then have differing basic capabilities. The D&D heritage is exhibited strongly in this sort of arrangement. The professions correspond with D&D archtypes closely, providing an immediate flavor of Orcs in Space to the rules.

Chapter Two immediately expands character generation to include: concept; species; career; profession; abilities; optional stuff (mutations, cybertech, etc.); skills; perks & flaws; and attributes. This expands the range of possibilities in each character class/profession.

Alternity also uses six basic abilities, also reflecting the D&D heritage. Strength, Dexterity, Constitution, and Intelligence make the transfer whole cloth, while Wisdom and Charisma show up as Will and Personality. The abilities are used in expected fashion, and this throwback to D&D may prove attractive to some players.

The game does depart from its D&D roots in the matter of skill development. The game uses broad and specialist skill types, and the ratings of each skill the character possesses is developed separately. A point system is used to regulate skill development allowing differentiation among characters of the same profession/class.

The die mechanics introduced in this game take a bit of time to adjust to. The basic mechanic involves rolling a Control Die and then a Situation Die--a d20 plus/minus a variable die roll. The Situation Die is a bonus or penalty, and is measured in Steps. A Step of bonus/penalty is not a specific adjustment (eg. +1, +2, etc.) but rather a rolled variable such as +1d4, +1d6. The variability involved in assigning bonus or penalty Steps makes this system a bit more difficult to become handy with.

The skill system includes different levels of success, also. A roll may result in a critical failure, simple failure, ordinary success, good success, or amazing success. The Control Die provides for automatic success or failure by itself on rolls of 1 and 20.

The optional material begins with alien species. There five alien types to choose from, but the use of these species corresponds directly with the use of other optional rules sections. For one species to be available, the psionics rules must be used. Another species depends upon the cybertech rules, and so forth. There are no guideline for developing other species, although the GamemasterÕs book may hold those.

Next is the chapter on mutations, an interesting inclusion not found in most generic SF games. The psionics system is reminiscent of D&D. The cybertech chapter includes the wares that fans of cybertech are most likely to demand and seemed reasonably comprehensive.

The game is a mixed bag from the beginning. The authors claim their rules are not derived from D&D in any fashion, but key sections show the heritage clearly. This weakens the final product, not because D&D is such a horrible ancestor, but simply beacuse the constructs used donÕt serve to enhance the SF feel of the game much. (The Diplomat profession includes ministers, and a Cleric(!) can heal--what science basis is there for this?) The use of professions is a key point; the skill development system doesnÕt demand using classes, and the game would be much stronger if the professions were scrapped.

The use of the D&D characteristics also does not serve the game. The game assumes that SF play will take place in futuristic settings for the most part, meaning that technology will take the place of much labor. Combat will involve advanced technologies, being less of a contest of physicality among combatants. The D&D set of characteristics, however, serves a model in which the physical capabilities have greater importance. Is it important to have a detailed breakdown of physical capabilities when the focus of the game is going to most likely be on the interplay of technology? Is it important to know exactly how strong, hardy, and dextrous a character wielding a blaster or fiddling with a control panel is? Such would be important if swords and spears were in use, but triggers are less demanding to use.

The basic die mechanic is flawed, too. The idea of a sort of ÒfloatingÓ adjustment is interesting, but the implementation is incredibly difficult to use. The idea of assigning Steps of adjustment for good or ill appears to make the system easy to use, but in practice it is not. For example, a one Step adjustment from the zero line is a bonus or penalty of 1d4, a considerable range for what should be the minimum amount of change in odds. Four Steps involves a d12 roll; in practice, what should be greatly more difficult than a one Step adjustment may prove to be easier. It is this great amount of variability that weakens the system.

Alternity also fails as a general science fiction game. Attempts are made to open play to a variety of types of campaigns, but so much of the material links the game solidly to a sub-range of campaigns. The inclusion of specific alien species instead of guidelines on developing aliens links the game strongly to settings that involve only the included aliens. The aliens, in turn, are linked to various optional rules sections, further tying the game to specific campaign settings. The careers offered limit the game to settings that involve those specific careers. The mechanic system, with its extremely variable results, rules out gritty campaigns of any sort. As it is written, the game seems to have been designed with a specific campaign setting in mind and then material was added in an attempt to make the game general in nature.

That said, it is possible to tinker with the material and build a solid campaign. The die mechanics can be used with a different progression for the Situation Die or with simple modifiers and just the Control die. The professions can be ignored, with characters developing skills based solely upon interest and concept. Other alien species can be developed by individual GMs. These three changes alone would be fairly easy to implement and the game would be improved drastically.

There is enough material to be found in the rules to allow for interesting gaming. The rules as they stand have many rough spots, though. Those groups looking for a new science fiction rules set that can be ripped from its setting easily and placed in a new setting will find these rules easily manipulated to allow for that. With enough effort, this system could prove quite solid.

Coolness : Lemonade

Style: 3 (Average)
Substance: 2 (Sparse)

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