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Alternity Player's Handbook

Author: Bill Slavicsek and Richard Baker
Category: game
Company/Publisher: TSR, Inc.
Cost: $29.95
Page count: 256
ISBN: 0-7869-0728-2
Playtest Review by James Maliszewski on 09/11/98. Genre tags: none

The release of the Alternity Player's Handbook (PHB) is an important milestone in the world of SF roleplaying. Not only does it mark the return of TSR to the sci-fi business after a long hiatus, but it could also presage a renaissance in interest in science fiction. This is a position that I've argued elsewhere on RPGnet. Until now, though, I haven't been able to offer any extensive opinions on Alternity as a game. I intend this review to rectify that situation. Since the PHB contains the bulk of Alternity's game rules, I shall largely devote myself to a discussion of them here. Further comments about the game as a whole will come in an upcoming review of the Gamemaster's Guide, although it is inevitable that I'll touch on some of these questions here as well.

In terms of its production values, the PHB is top notch. There can be no question that TSR has invested a lot of its (or should I say Wizards of the Coast's) money into this project. The book is an attractive hardcover, something that conjures up memories of AD&D in its heyday. I doubt that that's a coincidence, as Alternity is meant to be for SF gaming what AD&D was for fantasy. That consideration aside, I am pleased to see a hardcover gamebook. They're a rarity nowadays and that's a shame. Too many game companies fail to take into account the wear and tear that rule books will likely suffer (White Wolf's Trinity provides a good example of what I'm talking about). Hardcovers are clearly more expensive, but I think that they are generally worth the increased price.

The interior of the book is just as attractive as the outside. The pages are of the glossy, full color type, with ample illustrations. The art varies in quality, although most of it is above average. Some of it is even darkly humorous, something I'd never have expected to see in a TSR product. The text is clear and easy on the eyes. Sidebars can be found throughout that either illustrate rules with examples or provide advice and options. All in all, the PHB is nicely made and laid out.

The PHB includes a set of "fast-play rules" designed to familiarize the newcomer to its basic concepts. There is also a short collection of pre-generated characters intended to serve a similar purpose. I like the idea of fast-play rules and, largely, Alternity does a good job of it. Too few games sincerely make an effort to lay out their rules as clearly and succinctly.

The rules proper begin with character creation. Character creation is point-based and skill-centered. Players choose a race for the character, which determines the minimums and maximums in their six attributes (Strength, Dexterity, Endurance, Intelligence, Will, and Personality). They then may divide 60 points among their attributes as they see fit. Intelligence is a vital attribute because its level determines the number of skill points that a character receives. All of the attributes govern skill groups and give bonuses and penalties to certain types of actions. Thus, players must spend their points wisely.

Players may acquire more or lose initial skill points by purchasing perks and flaws. The PHB includes a good list of them, each with a point value and description. Perks cost initial skill points, while flaws add to them. No more than three of each group may be taken by any beginning character. While I think the mechanics of this are basically sound, I did wonder why perks and flaws add to or subtract from skill points rather than some other pool of points. However, the central role of skills in the Alternity system makes it quite obvious why this was done, as we shall see.   

Having done this much, players must choose a "profession," which is Alternity-speak for a (ominous music, please) character class. There are four standard and one optional profession. These professions follow the usual divisions found in classic literature, Japanese anime, and the A-Team: Combat Specialist, Technical Operative, Diplomat, Free Agent, and Mindwalker. Each profession has minimum "entry requirements" in terms of attributes. Each also has one or more special abilities, most of which consist in a one step bonus when doing some activity related to the profession's raison d'être.

I imagine that a lot of people will react in horror at the rather retrograde notion of using character classes; I know that I did. Yet, this is clearly a knee-jerk reaction. On closer examination it becomes clear that Alternity's professions are not very restrictive. In point of fact, they serve only three rather minor purposes in the game. First and most obviously, they provide an easy character "hook" for novice gamers. That is, players can easily identify their character with an archetype from science fiction. Second, as I mentioned above, each profession has a special ability to provides them with a small bonus in an area of expertise. Finally, each profession has a list of approved skills that may be purchased at one point less than the standard cost. This feature gives, for example, Technical Operative a better chance to have a wider and deeper ranger of technical skills than, say, a Combat Specialist.

That said, I wonder why professions were included in the game at all. They serve some purpose, but very minor ones. Furthermore, there is no reason why someone playing a Diplomat, for instance, could not take a lot of combat skills and thus function much as a Combat Specialist. Certainly, the point cost mechanic makes it more difficult, but hardly impossible. Alternity's professions are thus not all that similar to AD&D's true character classes. The only reason I can make sense of their inclusion is to assume that it's meant to be a conceptual bridge from AD&D intended to aid novice gamers. The problem with this, however, is that many more experienced gamers might be unwilling to give Alternity a fair hearing because of its use what appear at first glance to be character classes. TSR may well have made the wide acceptance of Alternity more difficult as a result.

The game rests upon a simple and, I think, rather elegant game mechanic. As I mentioned above, every skill in Alternity is governed by one of the six character abilities. A character's base score in a skill is his governing ability plus his level in the skill. This is the target number that he must roll or under using a D20. This D20 is referred to in the rules as the "Control Die," in order to distinguish it from the "Situation Die." The Situation Die is a modifier added to or subtracted from the number rolled on the Control Die. Modifiers for skill use proceed in steps, each one tied to the type of Situation Die used. Thus, a one step penalty to skill use would require the player to roll D20 and to add D4 to his roll, thereby making it somewhat more difficult to roll under his target number. Bonuses work the opposite way. A character with a two step bonus would roll a D20 minus a D6, which would make it easier for him to roll under his target number.

As an old timer, I appreciate that Alternity uses all of the old polyhedral dice that we grew familiar with in the early days of gaming. The step modifiers proceed according to the value of the dice: D4, D6, D8, D12, D20, and so on. While statisticians might balk at the curve created by this system of action resolution, I found it to work well. It's an easy to remember mechanic and one that both players and GMs can improvise with a minimum of difficulty. One of the other nice things about it is that it's a universal mechanic used throughout the Alternity rules. Every kind of action resolution, including combat, is determined by the use of this system. While there's no reason that game mechanics need to be universal, I happen to think that it's a good idea. Alternity scores big points with me because of this universality of mechanics.

The PHB also details rules for character advancement. Again, Alternity inexplicably employs the rather reactionary concept of "levels." Like the notion of professions, I see little reason why this was included in the game. Basically, character receive a number of experience points for each adventure scenario they complete. According to the rules as written, these points are saved up until they reach enough to achieve a new level. Once that level is reached, the points are then returned to the character either to use immediately or to save for later. With experience points, players may increase their characters' attributes or skills, buy new skills or advantages, or even buy off disadvantages.

The rules state that certain types of experience purchases cannot be made until the character reaches a certain level. As far as I can tell, that is the only purpose of levels. Unlike AD&D, a 10th level Combat Specialist is not necessarily innately better at combat than a 1st level one. Indeed, if the 10th level character didn't spend his experience points on skill increases, he may well be no better than a beginning character. Given that many of the purchases "restricted" to higher levels could not be purchased until the character had succeeded in several adventures and saved up his experience points anyway, the concept of levels seems rather a moot one. Once again, my mind boggles at the possible rationale behind the inclusion of this element in the game.

The remainder of this hefty tome includes elaborations on the basics I have described above. Included are rules for mutant characters (a variation on the advantage and disadvantage system), psionics (skill-driven mental powers), and other special effects like cybernetics. There are pages and pages of weapons and equipment as well, of course.

Alternity is not a perfect game by any means. The avowed desire of TSR to attempt to catch lightning in a bottle once more seems to have served them ill at times. This is likely why concepts like professions and levels were included despite the fact that they serve no genuine purpose in the game. I sometimes wonder what Alternity might have been like had its designers not followed the model set for them by AD&D. I can't say for certain that the game would have been much better, but I do not doubt that the game would have suffered much as a result of it.

I certainly admire the designers' intention to create a generic SF RPG that has the same broad appeal as AD&D does in fantasy. That's a worthy goal, especially given the increased balkanization of the shrinking gaming world. However, I'm not quite sure that they succeeded in this endeavor with Alternity. Much like AD&D, Alternity is not truly generic. It is definitely flexible and not bound to any one specific setting. Nevertheless, I suspect that the rules contain within them certain built-in assumptions and preconceptions that make running some kinds of SF with them improbable. A hard SF setting would likely not work under these rules. Neither would truly unusual settings that denied many of the fundamental premises of classic SF.

Nevertheless, I do think that Alternity provides a good basis for a wide variety of space opera settings. In fact, I think that Alternity may have some of the best rules for that particular SF sub-genre to come along in a while. That's a good thing. Science fiction gaming needs a generic set of rules, even if only for one particular style of SF. I, for one, will be keeping a close eye on Alternity, for there is a good chance that it might well lead the way to reinvigorating the entire genre for roleplaying.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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