... I missed Alternity ...snip... What made it so great?
Angelis ater said:
The question to me is - what makes Alternity such a stand out? Was it the mechanical system? Was it the setting?
The system incorporated a mechanic for
degree of success rather than just a binary hit/miss system. Based on your roll, you had three different categories of success. Depending on your degree of success, you inflicted a varying amount of damage, inflicting more with a higher degree of success. Surprisingly, it wasn't exceedingly complicated. Personally I think it actually moved faster than D&D 3E with iterative attacks. It modeled modern weapon combat (fire arms, energy weapons, etc. - even light sabers/star swords) very well and made it quite simple.
Honestly though, it wasn't the mechanics or system that really attracted me to it, it was the campaign settings. The two main settings for the system,
Star*Drive and
Dark*Matter, were simply outstanding. I still have all of my books for both settings and easily ported them to D20 Modern/Future.
Star*Drive was just an incredibly huge and adaptable setting. I even prefer it to Star Wars. It's a huge setting with seeds and material for just about any type of sci-fi game. It's only limited by the GM's imagination. There's enough material just in the core
Star*Drive setting book to provide for years of gaming. And, the adventures (there's only just a few though) with the
Externals plots, were really good. Unfortunately, the system died before they were ever able to really culminate the adventures plots, in both the published adventures and the novels. Although, there's a massive amount of fan made material at some of the links that others already posted in this thread.
Both the settings and the system still have many devoted fans that continue to generate material for them, and very willingly share it with the gaming community.