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Looking Back At The Alternity Role-Playing Game
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7736138" data-attributes="member: 82106"><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7736138, member: 82106"] 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. 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. [/QUOTE]
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