Looking Back At The Alternity Role-Playing Game

The Alternity Player’s Handbook and Gamemaster Guide together form a combined 512 page comprehensive ruleset for near future and sci-fi adventure. A new version of the game is slated for 2018 and made EN World’s most anticipated RPG for 2018 poll. This review explores the original edition. Many of the authors of the first edition are working on the new version.

The Alternity Player’s Handbook and Gamemaster Guide together form a combined 512 page comprehensive ruleset for near future and sci-fi adventure. A new version of the game is slated for 2018 and made EN World’s most anticipated RPG for 2018 poll. This review explores the original edition. Many of the authors of the first edition are working on the new version.


Alternity uses a variety of dice alongside a roll under d20 check. An extra die could add or subtract to this roll. Four outcomes are possible: failure or Marginal success, Ordinary success, Good success, or an Amazing success. Stat blocks included all needed levels to make reading results easier. The dice system is not revolutionary although replacing modifiers with an additional die was new to me in the late 90s. What really Alternity thrived on though was choices, options, and attention to detail.

Players choose a species (if aliens are an option), a career (which provides suggested skills), and one of four professions: combat specs, diplomats, free agents, or tech ops. Each profession has two or three special abilities. In addition to ability scores and skills, each character may also choose perks and flaws. Optional templates took some of the work out of building characters.

The alien species included standards like the reptilian t’sa and Wookie like weren. The sesheyan was a batlike alien that thrived in darkness. I like all the included aliens and felt they interacted in interesting both with human characters and with each other.

The game includes gear, computers, vehicles, starships, and alien artifacts (the last two covered in the Gamemaster Guide along with starship construction rules). For characters, the game offers optional mutations, psionics, and cybertech.

Ship systems included various stations with skill needed to operate it and what the role was. Nine stations included command, pilot, engineering, sensors, and weapons. A sample starship was a trader-class complete with a detailed ship schematic.

GMs are provided with a wide range of tools as well. An included adventure used fast-play rules to introduce the rules. NPC templates and around thirty creatures aid in world building. Campaign design advice includes progress levels to help set up technology. For starfaring games there are star sector, star systems, and planet building rules. A detailed sample star system and planet map are included as usable examples. Adventure design includes adventure hook ideas. There are even AD&D conversion rules.

Star*Drive was the first campaign setting released for Alternity and the species and starships in the rules existed in that setting. It is an easy jump from learning the rules to running a starfaring sci-fi Star*Drive game.

Dragon magazine also provided support for Alternity. The aliens from Star Frontiers were updated to the new rules. Having a dralisite serving alongside a sesheyan on a starfaring ship enhanced my enjoyment of all the species even further.

Alternity expanded into three campaign settings, several setting neutral rulebooks, and novels. Star*Drive had the greatest amount of support. Dark Matter covered modern conspiracies (like the X-Files on steroids). Gamma World was reborn using the rules but had no books beyond the main rulebook.


The new Alternity is likely to cover a campaign centered on humans in the solar system to start. Many of the rules have been updated or changed to make a more modern system. But the details, options, and choices are likely to be baked in again. Campaign and adventure support are already planned.

Alternity is a great game, whether you try the classic version or the free playtest of the new rules. Traveling through space to alien worlds, dealing with inhuman monsters close to home, or living in a post-apocalyptic wasteland are all possibilities.

contributed by Charles Dunwoody
 

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Charles Dunwoody

Charles Dunwoody

Mechanically, D6 Space is literally 3rd Edition SW with the trademarks filed off. The samples are clear SW knockoffs. The paranorm system is identical to the force system in method and most data points.
Well, the current edition of d6 Space has a somewhat toned down system for 'paranormal'. It is pretty similar to the Star Wars version, but a lot less overwhelmingly powerful. You can generally do a lesser range of things, and its not normally possible to start out with any points in either the ability or the skills, meaning reaching a point where its stupid powerful really means playing a pretty long-term campaign.

The source books I was able to download (there are several free ones) didn't really seem to 'knock off' SW, they detail a number of locations, possible adventures, and alien races. They seemed more 'generic sci-fi' than 'SW with the serial no. filed off' but of course you can simply use SW stuff, and that's the most likely source of material like ships and whatnot. Still, the starship system is very non-specific in terms of how things actually work. You could basically just decree that ships work like they do in Traveler for instance and that 'speed' ratings equate to jump numbers. Or like Star Trek, etc. The default assumption is that 'navigation' and familiarity with the destination and its location on or remote from the 'beaten path' determine generally how long it will take to reach. Kind of abstract, but pretty much the SW method.

Traveller and Star Wars both have systems for Trade and Commerce, and that makes them fairly rare items. (Others include: Space Opera, Battletech: Dropships & Jumpships, Star Frontiers: Knight Hawks, Albedo Ship Sourcebook, Cyclopedia D&D with Gaz Supplements, FASA Star Trek: Trader Captains & Merchant Princes.) It's interesting to note that most games leave prices and econ to the GM, including some big properties: Firefly/Serenity, Most flavors of Star Trek (only FASA even went so far as to define the value of the credit), Babylon 5 (Both Mongoose & Chameleon Eclectic).

Alternity was part of the second crowd.

d6 Space doesn't really try to nail that stuff down to carefully, as it doesn't posit any one specific sort of 'world'. There is an economic system, but its also pretty abstract, so you could use it to 'trade', but its more of a story generator than anything else. The Traveler trade system was, as published, pretty borked too. It basically makes you go broke, and probably get hijacked or arrested before too long. Good for putting the PCs into a bad spot, but not really making much sense as a simulation of trade. Also annoying in that, a minority of the time, the PCs will just get fantastically rich in a few trade runs, which kinda makes one wonder why they would adventure after that... In fact, the best thing for a Traveler character to do is sell his ship and use the money for other things.
 

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aramis erak

Legend
The Traveler trade system was, as published, pretty borked too. It basically makes you go broke, and probably get hijacked or arrested before too long. Good for putting the PCs into a bad spot, but not really making much sense as a simulation of trade. Also annoying in that, a minority of the time, the PCs will just get fantastically rich in a few trade runs, which kinda makes one wonder why they would adventure after that... In fact, the best thing for a Traveler character to do is sell his ship and use the money for other things.

That's not true. The Trade system in Bk2 is designed for use with Bk2 designs, and on the spinward main, works just fine for Type A. If you interpret "trader" to be a person, rather than a ship, a crew can easily fill a Type R.

Bk7 is for use with large (≥10KTd) Bk5 designs; it fails with the small ships in Bk2 because the system doesn't allow for the higher value goods needed to keep afloat.

I've run games using both, and both actually do produce annual profits. You need to retain roughly KCr200 Cash on Hand, but it can and does make money.

Bk2 trade with Bk 7 characters is a money machine from hell.
 

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