Review of Alternity Game Master's Guide
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There are some nice rules regarding vehicles, and their modifications, yet the rest of the book feels curiosly empty. There's some nice stuff on system creation, but no way to create a complete ecosystem like in Traveller (rules that are missing in GURPS: Traveller). I also enjoyed the rules for converting magic, and characters from AD&D. That's everything that was really new or enjoyable in the book. The rest rehashes the player's book...more slanted to the GM's point of view, but that's it!
This stuff could have been in a smaller book, or squeezed into the player's book. In more ways than one this book is a waste of money. It contains some wonderful and essential rules, but much of it seems to be filler. The starship rules keep me from downgrading it more harshly, so I'll give this book a "C."
This book also came with a free module "Red Starrise." The story involves exploring a planet that has been cut off from a galactic federation for years. Its okay, but not as idiot proof, nor as much fun as "Black Starfall." This gets a "C."
Style: 4 (Classy and well done)
Substance: 2 (Sparse)

