evildmguy
Explorer
Alternity
I am finding that Alternity is the best game system for me. I still like other game systems but I like Alternity the best.
I am currently involved in a weekly pen and paper Alternity game. I am lucky in that I am the GM and my players were willing to switch. We have now been playing a Fantasy Alternity game for over a year (although we recently switched campaigns) and it shows no signs of stopping. The players have told me that they really enjoy the rules of Alternity. These were all DND players, some of them die hard DND players, and they will still play DND but I have been told by at least one of them that they prefer Alternity.
(Again, I am not saying Alternity is the end all system. Only that I really like it and that my players have enjoyed it as well.)
In switching to Alternity, I do think there is a learning curve, especially going from 3E. Alternity has the mechanic of "low for skills, high for results" in terms of rolling. The control die and situation die are tough but within a month, or four session, my players understood it, even if they didn't know the modifiers. Now, they are almost to the point where they can rattle off the standard modifiers to the situation die, especially in combat. It is also a more complicated character creation system than 3E (and I am only mentioning this because that's what most of the players played before) and not easily understood the first time.
However, once the system is learned, the players seemed to have embraced it. In starting our new campaign, they all knew exactly what they wanted to play, the Perks and Flaws they would want, the skills they would want and had the game mechanics down very well. One player has really liked the Durability system (damage system) a lot and likes that armor reduces damage. I think they have all liked the results of a skill check (O/G/A) and the skills in general. (In my last session, they commented that they loved the skills they used, which they hadn't seen used in the first Alternity campaign I ran, and loved how they worked.) I think they also appreciate complex skill checks, in terms of opening locks taking more than one single check and the total time is directly based on the skill of the character.
I have found Alternity to be very flexible as well. I have yet to think of a genre that I couldn't do with Alternity. I think the system lends itself very well to drama and storytelling, which is what I am looking for in my game mechanics. (Buffy, Angel and White Wolf games do this as well and Buffy and Angel are probably better about "simulating" drama.) SKR wrote rules for playing a vampire and given Vampire the Masquerade, I would like to expand what he did. I am also looking to do some werewolf rules as well that I think will fit the game mechanics very well.
So, yes, to the OP, there are people playing and enjoying Alternity immensely. If I only play Alternity until I die, dice in hand at the table, that would be fine with me!
Have a good one! Take care!
edg
Alternity Pimp
I am finding that Alternity is the best game system for me. I still like other game systems but I like Alternity the best.
I am currently involved in a weekly pen and paper Alternity game. I am lucky in that I am the GM and my players were willing to switch. We have now been playing a Fantasy Alternity game for over a year (although we recently switched campaigns) and it shows no signs of stopping. The players have told me that they really enjoy the rules of Alternity. These were all DND players, some of them die hard DND players, and they will still play DND but I have been told by at least one of them that they prefer Alternity.
(Again, I am not saying Alternity is the end all system. Only that I really like it and that my players have enjoyed it as well.)
In switching to Alternity, I do think there is a learning curve, especially going from 3E. Alternity has the mechanic of "low for skills, high for results" in terms of rolling. The control die and situation die are tough but within a month, or four session, my players understood it, even if they didn't know the modifiers. Now, they are almost to the point where they can rattle off the standard modifiers to the situation die, especially in combat. It is also a more complicated character creation system than 3E (and I am only mentioning this because that's what most of the players played before) and not easily understood the first time.
However, once the system is learned, the players seemed to have embraced it. In starting our new campaign, they all knew exactly what they wanted to play, the Perks and Flaws they would want, the skills they would want and had the game mechanics down very well. One player has really liked the Durability system (damage system) a lot and likes that armor reduces damage. I think they have all liked the results of a skill check (O/G/A) and the skills in general. (In my last session, they commented that they loved the skills they used, which they hadn't seen used in the first Alternity campaign I ran, and loved how they worked.) I think they also appreciate complex skill checks, in terms of opening locks taking more than one single check and the total time is directly based on the skill of the character.
I have found Alternity to be very flexible as well. I have yet to think of a genre that I couldn't do with Alternity. I think the system lends itself very well to drama and storytelling, which is what I am looking for in my game mechanics. (Buffy, Angel and White Wolf games do this as well and Buffy and Angel are probably better about "simulating" drama.) SKR wrote rules for playing a vampire and given Vampire the Masquerade, I would like to expand what he did. I am also looking to do some werewolf rules as well that I think will fit the game mechanics very well.
So, yes, to the OP, there are people playing and enjoying Alternity immensely. If I only play Alternity until I die, dice in hand at the table, that would be fine with me!
Have a good one! Take care!
edg
Alternity Pimp