Showing posts with label Alternity. Show all posts
Showing posts with label Alternity. Show all posts

Wednesday, May 29, 2024

Review: Alternity Dark•Matter

Alternity Dark*Matter
 Ah. Now, this one is hitting me where I live. By 1999, Alternity was already interesting to me. I had, of course, seen bits of it online and knew about it from the internet and talking to other gamers. But it was 1999's Dark•Matter Campaign Setting that REALLY got me interested. 

Dark•Matter came out at a time when Dark Urban Fantasy was my drug of choice, and I was an addict.  I had played Chill off and on (mostly off) through the 80s and I had picked up a new copy of Chill 2nd Edition. It didn't have enough magic in it for me. Oh the Art and the Evil Way were fun, but I wanted something more.

I will get into what was going for me in 1999 a bit later on and talk about how Dark•Matter almost made the cut, but didn't. But first lets talk about what it is and what was good about it.

Dark•Matter (1999)

by Wolfgange Baur and Monte Cook. Full-color covers and interior art. 288 pages.  Wizards of the Coast logo.

Like all the books in the Alternity line, Dark•Matter is out of print and not available on PDF.

By this time, the Alternity line has given over completely to Wizards of the Coast, with the TSR logo only seen in ads on the back few pages.  Reading through this book, its layout, and its art make me think of the early d20 Modern books and the d20 Call of Cthulhu book Wizards would later do. They share some artists. 

Ok stop me if you have heard this one before, Dark•Matter takes place on Earth, but not the Earth we know. This is an Earth with a hidden history where monsters, aliens, psychic powers and even magic are real. 

Now I freely admit, I love the name. It is sci-fi and yet spooky at the same time. I mean what is not to love really?

Chapter 1: An Introduction to Dark•Matter

Like our previous books, this is an introduction and some fast-play rules with a sample adventure. Nice way to do it. Maybe it is because it is Baur and Cook, but this seems a little more readable to me.

Chapter 2: Welcome to the Hoffmann Institute

Ah, now we get into some in-world background on what is going on. The Hoffmann Institute is our BPRD, our SAVE, our SPC, our Sanctuary, our in world organization to help our character push back against the night. 

Chapter 2: Welcome to the Hoffmann Institute

Unlike Star*Drive, which didn't grab me, this grabbed ahold of me pretty hard. I remember reading websites on the Internet dedicated to the Hoffmann Institute and thought it was great. Yes, I had read similar things about SAVE back in the days of Chill, that doesn't matter. The fact was this stuff was new and it was out there and I was enjoying it. This fluff, as much as anything else made me want to play this game more.

Chapter 3: Heroes of Dark•Matter

This is our hero creation chapter. The rules for hero creation are still in the Alternity Core rules, this just adds some additional skills, perks, flaws, and careers. As expected most of the high tech or advanced sci-fi stuff is out. No alien heroes, no cybertech (well...limited). But Mindwalking is now a "core" profession. 

Chapter 4: Arcana

Now this is something new! In the Dark•Matter world, magic is real. There new FX rules here that replace the FX rules from Alternity and the FX book (more on that). There is Arcane Magic in the form of Diabolism, Enochian, and Hermeticism. And Faith magic in the form of Monotheism, Shamanism, and Voodoo. Really fun stuff. Magic FX is taken like a broad skill with skill-specific "spells" chosen under each one. The spells are powered by a limited resource of FX points. So, magic-using characters will not be the magical powerhouses seen in D&D, or even Mage or WitchCraft, but they are more powerful than the ones found in games like Chill.  Honestly, this worked GREAT for me since my own home campaign was based on the idea that as we approached, the new Millennium magic was going to increase. 

Chapter 4: Arcana

Chapter 5: History of the World

Dark•Matter was released between two great paranormal TV shows; The X-Files and Buffy the Vampire Slayer. It manages to capture the zeitgeist of both of them well. This chapter feels like it could have come from the series bible of either show. 

Chapter 5: History of the World

There is a timeline of the world that manages to incorporate some sort of malignant, evil force, the arrival of aliens, and the rise and fall of Atlantis. There is the expected involvement with the Egyptians, and then later the Olmecs, Mayans, Aztecs and Incas. Tesla gets name-dropped, as do the Templars and Masons. Nazis, Roswell, New World Order. It's like we all read the same books! Even the rising "Dark Tide" to the new Millennium. I would say I read it here, but it was something I was doing in Chill 2nd ed. 

There is no "game" information here, but it is a great read.

An aside: I wonder how this timeline tracks with the one from TSR's Masque of the Red Death. I have no expectations they are the same on purpose save that they both are drawing from the same sources of information. It might be fun (yes I said fun) to see how they line up. 

Chapter 6: The Illuminati

With conspiracy theories, the Illuminati will inevitably be brought up. This covers a bunch of topics related to the Dark•Matter world. We get a bunch of groups that are vying for control of knowledge of the world. These include The Free Masons, the Rosicrucians, The Hidden Order of St. Gregory, The Invisible College, the Knights of Malta, The Final Church, The Bilderbergers, and of course the Hoffmann Institute. All of these factions are trying to control and all of them will either try to stop or recruit the heroes. There are also plenty of governments, the UN, and other organizations involved. 

It reads like a who-who of conspiracy theories. 

Chapter 7: Places of Interest

A trip around the globe starting in Africa and giving the Congo, Sahara, and Egypt their due. Lots of locations in America. I was happy to see a local favorite while growing up, the Cahokia Mounds, get some good ink as well as a place more local to me now, Lower Wacker Drive in Chicago. All the expected sites are here. Groom Lake (Area 51), Rosewell, Los Alamos. Moving on to Asia, Australia and Europe. There is even coverage of Atlantis, Earth Orbit, and Mars. 

Chapter 7: Places of Interest

Chapter 8: Xenoforms

Or our Monster chapter. We get all sorts of creatures here including aliens, demons, trans-dimensional travellers, Elohim, Ghosts, Men in Black, Sasquatches, and Yeti just to name a few. No vampires though. 

Chapter 9: Running a Dark•Matter Campaign

This is all pretty good advice for a lot of modern supernatural/conspiracy style games. Non of this is game specific and would work well for WitchCraft, Chill, Conspiracy X, and yes even NIGHT SHIFT.  There is a huge list of topics on page 240 that is a fantastic starting place for any intrepid Game Master. 

Chapter 10: Campaign Options

This chapter covers various ways to see up a campaign and give the characters (and players) a focus. There are even nots here on playing a Grey, Kinori, Mothman, Sandman or even a Sasquatch hero. 

Chapter 11: Raw Recruits 

This is a sample adventure where the characters are new recruits to the Hoffmann Institute. 

Thoughts: 1999 to Now

1999 was a pivotable year for me and gaming. I wanted a new modern supernatural game. I had flirted with Vampire: The Masquerade off and on for years. I played Chill 1st Ed, and had made the drive out to Mayfair Games (which was now local to me) to buy one of the apparently "hundreds" of Chill 2nd edition books they still had laying around. But neither Vampire nor Chill were giving me what I wanted. 

Enter the Dark Trio.

WitchCraft, Dark*Matter, and Mage

Around the same time, I discovered Mage: The Ascension (and Dark Ages Mage), C.J. Carella's WitchCraft, and Dark•Matter.

All three of these games can do very similar things. They all draw on a lot of the same history, myths, and legends. In my mind, all were very good games.

I love Mage. But there is a lot going on there. Dark•Matter had nearly everything I wanted, but at the time, I had a new baby on the way and not a lot of readily disposable cash to drop on three hardcovers to play a game. WitchCraft though. Man, that game hit me hard and never stopped. 

You can play the same game with all three rule sets. I think even that each of these has Roscrucians, Hermetics, and stats for the Comte de Saint-Germain.

Dark•Matter is excellent. It really is, but it also suffers from the same Alternity system that bogs it down. Also, I am partial to Roll-Over Mechanics and not Roll-Under. Mage is Dice-Pool. 

A lot of these arguments against Dark•Matter go away when you consider the 2006 d20 Dark•Matter released by Wizards of the Coast. But that is a discussion for next year.

All three are at least thematically compatible with each other. You can move characters between the games with some effort, and as expected, I have done so. 

Let me restate it. Dark•Matter is excellent. It is a wonderful game that, in the end, fell just a little short of perfection. At least for me. In another world, a world where I didn't find the Unisystem WitchCraft, I'd still be blogging about this game today.  I am looking forward to covering the d20 version next year when I take on the 25th Anniversary of the d20 system.

Tuesday, May 28, 2024

Review: Alternity Star*Drive

Alternity Star*Drive
Continuing on with Alternity, I am turning my attention to the Star*Drive Campaign Setting. Before I go too deep into it I have to say that I think TSR, before their purchase by WotC was on track to making the same mistakes with Alternity that they were making with AD&D Second Edition. That is having a core system and too many campaign settings. Now, to be 100% fair here, Alternity only has two different but linked campaign settings; Star*Drive and Dark*Matter. Two and a half if you also count Gamma World. Two and two halves if you add in the Starcraft material too. But the seeds are here. Sadly, they never fell into fertile ground, and even the ones that did were not well tended to.

Star*Drive Campaign Setting

by David Eckelberry and Richard Baker, 1998. Full-color covers and interior art. 256 pages. 

This book still features the TSR logo, but all details of the company that produces it is Wizards of the Coast. I only point this out because it is a weird transitional time for the company and I can't help but think this as much as anything else sealed the fate of this game.

As with the rest of the classic Alternity material, this is out of print and there are no PDFs availble. 

Chapter 1: The Star*Drive Campaign

This covers what this setting is about and some basics and a timeline of contact with the Fraal to the modern day of the 26th century (2501).  Interestingly we are 100 years away from constructing the first Star Drive tech. This is roughly comparable to the timeline we would later see in Star Trek.  This chapter also discusses different ways to play this game. The feel is somewhere between Star Frontiers and Traveller, with dashes of Star Trek and/or Starship Troopers added in. 

Chapter 2: The 26th Century

An aside. Are we in the 26th Century because it is not the 25th century of Buck Rodgers? 

Anyway. Here we get an overview of what our setting is like now. Science, Technology which includes cybertech and biotech, mutants and psionics, medicine, and even religion, is covered here. There is not a lot of game text here, this is all an overview.  The religion section is interesting since it usually gets ignored by most sci-fi games. Unless it is Star Wars.

Chapter 3: Stellar Nations

This takes us into more detail of the who, what and where of this campaign setting and feels most like an extension of the Alternity rules. Note, not a lot of mechanics, but more information on material presented in the core rules. All of the species from the core are here, with their home worlds. Also, the various "Nations" in space, including the Solar Union (oddly not established in 2112). 

Chapter 4: The Verge

This is the area of unexplored space and the part that gives me the "Star Trek" vibes.  We are introduced to "The Lighthouse" which I will get into more detail about later on. Plenty of new worlds and systems are detailed, but the obvious thing here is that GMs will create their own worlds and systems. Still, though, there is plenty here to keep you busy. This section is the bulk of the book; over half. Game stats are largely limited to NPCs, some ships, and planets. 

Chapter 5: Hero Creation

This is the most rules heavy section of the book, but that is not say a lot. It is largely additional information to what is found in the Core Rules. The additions here include Homeworld or Nation and a few new careers. Though there are a lot of new details here that can affect every career. 

While there is a lot of material here, it is really all "World Building" material. While it is interesting, I don't find it compelling. Chances are very, very good that if I had played this game in the late 1990s, I would have converted it all to some sort of Star Trek-like game and used that background. In truth, I also find it less compelling than Star Frontiers, which tried to do something similar 15 years prior. I mean the Fraal are interesting, but they are no Vrusk!

Still I can't fault the game for what I want it to be, only what it is. It is somewhere between a fully realized campaign setting and a toolbox. Maybe if it had been allowed to continue on we could have seen more growth. Certainly, sites like Alternityrpg.net give credence to this idea. Their Star*Drive section certainly has enough to keep anyone busy for a long time. 

Select Supplements

I don't have a lot of material for the Star*Drive Setting, but I have some. Here are a few.

Alternity Star*Drive Supplements

Game Masters' Screen

This is lighter card stock. Not too different than some of the early D&D 3.0 screens. 

Gamma World

Softcover, 192 pages. Color cover, black & white interior art. 2000. This one has a TSR prefixed product code (as did Dungeons & Dragons 3rd Edition) but the logo and company information is all Wizards of the Coast.

I briefly discussed this one in my discussion of post-TSR-Gamma World offerings. This softcover book by Andy Collins and Jeff Grubb takes us back to Gamma World—or at least, a Gamma World. It is still Earth, and it is still post-apocalyptic. 

This book uses, but doesn't require, the Alternity Core. Also it feels like Gamma World. I think this is because the design of Alternity had Gamma World in mind. Mutants and the like are already baked in to the core so no extra rules are needed to add them, just some extra options.  

While the rules are 100% Alternity, the background sort of precludes Star*Drive. Unless of course you want the Galaxy to have moved on without humans and Earth is this wasteland, OR, this is different, very Earth like planet. Imagine the shock when space travelers from Earth/Solar Union find this planet out in the Verge and there is a colasping Space Needle in a town called Seatle. This is something that would work, and work well, in Alternity. 

I would say that if you like Gamma World and Alternity is your system of choice then this is the version of it to play. 

Starships

by David Eckelberry. 96 pages, color covers, monochrome interior. 1999.  This one has the TSR Silver Anniversary logo on the cover. Listed as copyright 1999 TSR.

This one is fun. Not only do we get some cool spacehips (always a plus in my mind) but there are alternate FTL systems listed here so you can have the kind of game you want. Me? I would have seen the section on Warp and never looked back. Though there are some other good options here including relativistic travel with time dialation effects. And get out your scientific calculators, because in relativistic flight you will need to caluclate gamma changes. Yes. This is a selling point to me. 

We cover basic spaceship operations, technology, some skill uses and most importantly Spaceships!  The last third of the books covers ships and deck plans with costs. Again, not sure how acurate the costs are, but who cares! Spaceships!

The Lighthouse

by David Eckelberry. Color covers, mono-chrome interior. 1998. 64-pages. Features the TSR logo of the late 90s. Contact information is all Wizards of the Coast. 

This is the space station mentioned in the Campagin setting. The cover come free (like the old adventure modules) and has deck plans for all (well most) 200 decks. The feel is a cross between a Star Trek Starbase and Babylon 5. 

The history of the lighthouse is discussed including why it was built. We get some details on it's various systems and who lives there. It is be necessity a broad overview, but there is enough here to let me really dive into it. 

One of the reasons I have kept this one around becuse the plans are really perfect for my various Ghost Tower/Ghost Station of Inverness ideas [1][2][3]. For this reason alone I am glad I have held on to this.

--

Alternity Star*Drive has a lot going for it. If you are a fan of the system then I think this is a must aquire set of books. It doesn't do anything above and beyond what we have seen in Star Frontiers, Traveller or many other games, BUT it has a great flavor and the oprotunity to add material from Gamma World, Starcraft and even their other campaign setting, Dark*Matter. 

Sadly all of this was superceded by the d20 system. Much of Star*Drive (and Dark*Matter) would go on to live in d20 Modern and d20 Future. I will deal with those in another time. Likely next May.

I can't say for sure, but I have the feeling that Alternity was never given the chance it needed to survive. Cut off early and not supported. We saw the leel of support WotC could give to d20, which was in truth their darling. Alternity was the lost and forgotten older sibling of d20.  I am happy to see it has support online and that it still has fans out there.

Monday, May 27, 2024

Review: Alternity RPG (1998)

 Here we are for the last week of Sci-Fi month, and I wanted to dedicate this week to the game I really wanted to love. Mind you, there is nothing wrong with this game; it just never had the chance to connect properly. But more on that. This week is Alternity week.

Alternity RPG Player's Handbook and Gamemaster's Guide

Alternity was a noble effort. A new Sci-Fi game that would allow you to play hard sci or science fantasy as you saw fit. It had a core system and there were supplements and campaign guides to extend from the near, and dark future (Dark*Matter) to the stars (Star*Drive).  Even Gamma World was updated to this new system.  It was, honestly, a wonderful idea. 

Sadly, Alternity suffered a fatal blow in the death throws of TSR. Published in 1998 it was the last RPG developed and published by TSR. Wizards of the Coast bought TSR in 1997 (and lets be honest, saved TSR in 1997). In 2000 the Alternity line was dropped. While you can find the Quick Starts online in PDF form, there are no legal PDFs of the Alternity game. There is an online community and a new RPG that uses the same system (more or less), the 1998-2000 version of the game is very much out of print.

For this review, I am going to focus on my print copies.

Alternity Player's Handbook (1998)
Alternity Player's Handbook (1998)

by Bill Slavicsek and Richard Baker. Full-color covers and interior art. 256 pages.
Art by rk post, Todd Lockwood, William O'Connor, Dennis Kauth, Rob Lazzaretti.

Released, April 1998.

Let me start with the look and feel of this game. If you are familiar with the later TSR offerings, in particular the Revised 2nd Edition of AD&D, then you will get a good idea for the art and layout here. Picking up the books they feel "familiar." Though I can't help but smile at the "lens flare" in the Alternity logo. Hey, we are all allowed to use a lens flare once non ironically and if you can't do it in 1998 then when can you? This does make me feel nostalgic for late 90s.  

Authors Bill Slavicsek and Richard Baker had grand hopes for this game in 1998, and their love for it shows throughout the book. Whatever other issues I might have with this system (and spoilers: they are minor), their efforts here are not among them. They start be justifiably comparing what they are doing to Dungeons & Dragons. Rereading these rules now, so many years later, the similarities are much closer than I recalled. 

I am breaking out the chapters into sections here since they are largely mirrored in the Gamemaster's Guide.

Introduction

This covers the basics. What is role-playing, what is this game and so on. Veterans can skip this, but there is some good insight here about what they are trying to do. 

Chapter 1: Fast-Play Rules

This covers the game in a very fast-paced and simplified manner. Designed to get everyone up and running right away. Personally, I like the idea, but I wonder if it is not better served with a PDF or a soft-cover freebie alone and not included in this book. Granted, in 1998, not as many people were on the internet, and freebie printed products were likely still too much for a company that had just been rescued from financial oblivion. Still, we are only talking about a handful of pages here, and it really helps set the stage for what is to come. The Gamemaster's Guide also had a free PDF.

Note: The new Alternity also offers this for free for their updated version. 

Chapter 2: Hero Creation

What is says on the tin. We have nine steps in our hero creation, which feels very, very similar to D&D. Even the six attributes are similar. You choose a concept, a species (Fraal, Mechalus, Sesheyan, T'sa, Weren, and Human), and a Career and Profession. Careers are your concept in a few words and Professions are bit like classes, but certain skills and abilities are cheaper/easier to acquire. So anyone can take any skill, some are just easier. It's a good approach. The Professions are Combat Specialist, Diplomat, Free Agent, Tech Operative, and the psionic Mindwalker. Mindwalkers are detailed later.

Ability scores are assigned, largely compatible with AD&D scores. Some species have ability score minimums and maximums. Skills are also bought/assigned. Some species lend themselves to some skill easier. The Mechalus, for example, get computer science for free. Weren get unarmed attacks.

Characters get perks and flaws, a popular game design choice of the later 90s. Choose some attributes, and complete the character sheet. I'll work through an example later this week.

Chapter 3: Heroes in Action 

This chapter covers the basic rules of the game. The basic idea here is to roll a d20, sometimes with some additional dice as a bonus or penalty, and roll under a given margin. The additional dice are called "steps" and they change based on the situation. Trying to reprogram a computer when you are at ease, have all the time in the world and it is a system you know well might be a "Cakewalk" step. So you roll your d20 and then roll a d12, you minus whatever you get on the d12 from the d20 for your final result. Remember rolling low here is good. On the other hand reprogramming the same computer in another language while being shot at might be a "Grueling" step. So roll a d20 and add another d20 to that! There are plenty of examples given in the book.

Dice Steps Difficulty

Which skills and abilities to use in what situation are also covered. 

Combat is a big one and here we have four types of damage. Stun, Wound, Mortal, and Fatigue. Anyone one can incapacitate a character. Ok four damage types is not ideal in my mind, but it works here and that is fine with me. 

Chapter 4: Skills

This covers the skills, how they work and where they are used. As expected for the time there are LOT of skills here. Of course the advantage to this is character customization is great. 

Chapter 5: Perks & Flaws

These sorts of mechanics were very popular starting in the 80s and into the 90s. These also help improve or hinder a character to some degree or provide some role-playing fodder. Many here are common ones you see in other games. Ones to make the character harder to kill (Tough as Nails), lucky (Good Luck), Ambidextrous, Great Looking, and more. These sorts of things are still popular in newer games, but to a lesser degree.  Flaws work the same way. Bad Luck, Powerful Enemy, Fragile, and so on. 

Chapter 6: Sample Careers

The flexibility of this game is baked in. Here we only get a sampling of potential careers. The various supplements can (and will add) more. Not a long chapter, but long enough.

Chapter 7: Attributes

These are character "tags" and descriptors that help round out the character. They include various Motivations, Moral Attitudes, and Character Traits. I can't help but notice that is pretty much all some new games have for their character-building. Also not a long chapter. 

Chapter 8: Achievements

The Achievement Point system works a little different than the typical XP system that many readers of this game would have been used to. These allow the character to advance skills, add a new perk, remove a flaw, and so on. 

Chapter 9: Goods & Services

Our goods and equipment chapter. Important here is the PL or Progress Level of the game and the place where the characters will be buying things. The PL of our current time is PL5 or Information Age. D&D, not counting the effects of magic, is PL 2. Star Trek is PL 7. There is a rough timeline from 4,000 BCE to 5000+ CE. 

Lots of fun things here too. I am not going to gripe about some of the "future tech" projections that are a bit off. Instead I will point out that they do a better job than many other games. Speaking of which...

Chapter 10: Computers

Covers the ubiquitous computers of all sci-fi games. There is a great little overview of Computers through the ages which is a good read. I do like how they try to get cyberware and computers right into the core rules from the start.

Chapter 11: Weapons & Armor

Again, what is says. PL values are given. I didn't see anything to adjust prices based on PL, but I could have missed it. I guess that is the biggest fiction of all here, that standard wages keep up with inflation and supply/demand. This is fine. This is a sci-fi RPG, not an econ textbook.

I am not one to get all gaga over guns, but I do love some sci-fi weapons. Give me lasers, phaser, pulse rifles, I love them all. 

Chapter 12: Vehicles

This covers both personal craft and space ships. There are more in the Star*Drive game. 

Chapter 13: Mutations

I think Gamma World was very much on their minds here. 

Chapter 14: Psionics

Ah, now I look forward to this chapter in every sci-fi game I read. This covers the powers and Mindwalkers. The idea here is to be a really good psionic character who have to train for it. This fits. The feel here is solid Babylon 5 and Catspaw by Joan D. Vinge. Mind you these are good things. 

Cyber Characters

Chapter 15: Cybertech

It has been threaded through out the game, but this chapter cover cyberware and cybertech (it was the late 90s remember) in detail. 

We end with some compiled tables, an Index and character (Hero) sheets.

Alternity Gamemaster's Guide (1998)
Alternity Gamemaster's Guide (1998)

by Richard Baker and Bill Slavicsek. Full-color covers and interior art. 256 pages.
Art by rk post, Charles Bernard, D. Alexander Gregory, Hannibal Kings, Terese Nelson.

Released May, 1998.

Notable, the authors' order is swapped on the cover. While reading this, I felt that this was a full joint effort.

The layout and organization mirrors that of the Player's Handbook. One thing is pretty clear that Game Masters should (maybe "need" is a better word) read both books. 

The Gamemaster's Guide has an Introduction, Chapter 1: Fast-Play Rules, and Chapter 2: Hero Creation, just like the Player's book, but from the Game Master's perspective. This includes what to allow (or not allow) during character creation. The same is true for Chapters 4 and 5, Skills and Perks & Flaws, respectively.  

Chapter 3 is Gamemasters in Action. This is more detail on the rules of play. The GM side of the Heroes in Action chapter in the Player's book.

The biggest changes from the format come in Chapters 11 to 17. 

Chapters 10 and 11 cover Vehicles and Spaceships, respectively. Now I love Starship and Spaceship design. So this is a chapter I kept coming back to, just like I did during my days with Traveller and Star Frontiers. Spaceship design and creation might be more fun than character creation to be honest.

Chapter 12: Alien Artifacts

This would be the "magic items" chapter in D&D-like games. There are some good background details here to add to the campaign chapters (13 and 14) that follow. 

Chapter 13: Campaign DesignChapter 14: Campaign Architecture, and Chapter 15: Adventure Design

 These chapters detail how to create your own campaigns. They are both about 20 or so pages of material. More details are given in the various campaign settings. Still, there is enough here to keep any sci-fi busy for a while.

Chapter 16: Optional Rules

Mutants, Psionics, Cybertech, AI, and FX are all covered here. FX, which is short for "Special Effects" (here and elsewhere), deals with all the other sorts of things in the game, like magic, miracles, and superscience. Normally, I don't like to mix magic and sci-fi, but in this game, I didn't mind it, really. Maybe it was more due the Dark*Matter setting.

Chapter 17: Creatures & Aliens

People who want to meet or eat you. The stat blocks are similar to PC/NPCs. They remind me a lot of Gamma World in terms of layout and presentation. There are some animals (earth standard) and some templates for alien animals. 

Appendix

This fun appendix covers converting AD&D 2nd Ed Characters to Alternity and back.  It's actually kind of fun and I admit, one of the first chapters I first went to when I first started looking into this game.

AD&D 2e to Alternity

We end with an index, spaceship sheets, system sheets, and a bibliography. 

Thoughts

I wanted to love this game. I really did. So here is what works and doesn't for me.

I love what the developers were trying to do here, a system to cover all sorts of different kinds of sci-fi. A way to combine genres like Gamma World, Traveller and Star Frontiers. Plus I love the style of this game. 

While it has a certain "AD&D meets GURPS IN SPAAACE!" vibe, I really like this vibe. This is increased when we bring in the Dark*Matter and Star*Drive settings. 

On the downside, this game suffered from the death of TSR. While reading the history of the company pretty much guaranteed the game was doomed from the start, this was sealed when the d20 system was introduced.  The d20 system did everything the Alternity system was trying to do and then some more. This becomes obvious in the d20 Future book, which includes Alternity and Star Frontiers material.

The system itself, while it takes some of the best of AD&D, also has some of its problems. They tried to patch over them, so some degree of success, but not say as much as the d20 system would later do. 

I know that there was not a lot of love for this system back in the day. Again, I wanted to love it, and Dark*Matter in particular. Well, I discovered the WitchCraft RPG at the same time, and that was pretty much love at first sight. But like many games, I kept coming back to it and thinking, "What if..." 

Re-reading it now, many years later, I still see that it has all of the elements of things I would love. They are all here, but maybe not in the order I need them to be. But there is still a really fun game here, and I am looking forward to exploring it more.

Alternity RPG Today

While the original Alternity RPG is out of print, there are still options for players today.

There is the new Alternity RPG out. Richard Baker, who was half of the original team, worked on this version. I like it and I will try to review it at some point.

There is also a great Alternity RPG website with a LOT of material. There is so much here I might have to spend some time reviewing it as well. 

Looking forward to getting into my other Alternity books.