Alternity: Your experiences

Reynard

aka Ian Eller
I am considering working up a Fallout-esque Alternity campaign. I have run the game a few times, but never a full blown campaign. So I humbly request those that have experience with the game point out any pitfalls or issues that might arise, things to avoid, rules that need tweaking, etc... Also, good things about the game are welcome too (this isn't rpg.net, after all).

The one thing I think I want to change is not require characters to pay for Last Resort Points, but have them treated more like action points (i.e. refreshing at the end of an adventure or at a level gain).

Thanks
 

log in or register to remove this ad

Well, the first rule tweak I'd recommend isn't relevant to your campaign-- I'd suggest replacing the Aliens' min/max ability scores with actual ability score modifiers.

The second though, is that I'd recommend some kind of weighting system for point buy and then increasing the points slightly. Alternity heroic characters, according to the rules-as-written, are only very slightly better than average people.

I highly approve of your change to Last Resort Points. Would you include some system for allowing characters to increase their pool of refreshing points?

edit: Other than those rule tweaks, though, all I have to say is that Alternity is an excellent system for most types of modern or futuristic gaming. A good deal of my House Rules for D&D and d20 Modern involve trying to make them closer to Alternity in some way.
 
Last edited:

Korimyr the Rat said:
I highly approve of your change to Last Resort Points. Would you include some system for allowing characters to increase their pool of refreshing points?

Only insofar as 'coolness' would get you points back. What I am not sure is whether they should refresh per adventure or per level.
 

Having used Alternity for a Dark*Matter campaign and now a Fantasy campaign, I think I know Alternity pretty well.

In the years I have been using it, I have changed one thing from a mechanic standpoint. Instead of calling them Last Resort Points, I call them Drama Points, a la the Buffy RPG, and use them like that. So, they can be used by players to influence the plot, heal themselves as well as increase the roll. I do this to give the players a bit more control. I also allow twice as many drama points as LRPs.

Otherwise, I REALLY like Alternity (I am doing an FR Fantasy Alternity campaign now) and think it is a great set of rules. It also has some very good advice in the GMG. However, it is a bit more complicated, in terms of math, than other games, especially for character stuff. I highly recommend WAlter at thecastle.com for a character generator. It is not perfect but it will help them thru character creation.

Pitfalls for the players:

It takes a while for DND players to get used to the idea that a) a + is a penalty and a - is a bonus and b) that the number is a step modifier, not a direct adder or subtracter from the roll. Once that is learned, Alternity flows very well.

Character concept. The creation process starts with the character concept and it is very important. It will influence everything else they choose. There is no alignment, there are attributes, and character concept will come up then as well. Same for Perks and Flaws, ability scores and skills. (Since there are no classes, knowing the kind of skills the character would have based on the character being created is very important. For example, a combat person could be a good sneak as well. A computer person might be good with martial arts. It does have some ideas for skill groupings, called careers, but most of this is up to the player.)

Learning when the penalties for damage come into play. Again, once learned, it is rarely a problem.

Learning to use Last Resort (Drama) Points. They can be bought again with skill points.

That skill is more important than the item.

Rank benefits and using them in play.

That, as the GM, I don't want to know what they rolled, but the result. ((Marginal/Failure)/Ordinary/Good/Amazing)

Pitfalls for the GM:

The players don't need to roll for everything. In fact, rolling should be saved for when needed, not every little thing. (I still have problems with that!)

Finding modifiers or Feat rolls for hazards. Alternity provided a LOT of the statuses and conditions that 3E has now. Further, it also has the environmental effects and how to judge them. And I think they are done very well, fwiw.

Deciding whether to "eyeball" the modifier or go through the list. Either works well and allows more control for the GM, in terms of whether they want to play a more wargaming by-the-rules or go for the drama. (I am NOT down on either and actually use both.)

Remembering that fights of ratios greater than 1 to 1 will be HARD.

I use a 66 point buy game but that is me. The book suggests 60 and I would stick with that until you get used to it. I also use the optional rule for starting skill points of 30 + INT * 3 but that's me.

Most of the "pitfalls" of Alternity are in character creation and getting used to die rolling. Once those are understood, it flows very well and plays very well, imo.

I hope you have a fun time! email me with any questions! Also, check out alternityrpg.net for more information and message boards.

Have a good one! Take care!

edg
 

Reynard said:
The one thing I think I want to change is not require characters to pay for Last Resort Points, but have them treated more like action points (i.e. refreshing at the end of an adventure or at a level gain).

I don't think I explained myself well enough with these.

The Buffy RPG is VERY good. One of the things it has is Drama Points. They have a lot but they can be used to influence plot ("No, I did bring a flashlight with me." *marks off drama point*), heal the character and influence rolls. Further, HOW they can be received is also very cool, one which I use in my game.

Anytime I, as the GM, "fudge" something or let the bad guys do something that the players could have stopped, ALL of the players get a Drama Point. So, if I want the BBEG to escape, I can have it happen and I give all the player's a Drama Point because I "fudged" it to happen. Probably for the story or the drama of it.

Further, I don't count these granted points against their maximum. I WANT players to be able to use them and influence things.

For example, one time I wanted something to happen and go unnoticed by the players. However, one player rolled well and noticed it. So, I had him notice something and did a small chase for that player only. I figured a few more rolls and it would be over. Nope, he kept making the rolls needed. Finally, I merely said, "sorry, they get away. Give yourself a drama point." The player knew it was important and that it would come up again. I got the plot that I wanted to happen happen. VERY powerful stuff!

I also like that there are some constraints on the GM if he/she forces anything, there is a specific reward for the players this way.

I hope this helps! Let me know if you have any more questions!

Have a good one! Take care!

edg
 

As I recall, skill costs in Alternity escalated by rank. To improve your skill one rank cost 1 point more than the previous rank did, I believe. There was a very early erratta for the game that suggested using linear skill costs instead of escalating skill costs. Look that up and use it.

Alternity had the best armor as DR system. Your armor gave you damage reduction as a die instead of a flat number. I still intend to implement that into D&D.
 

Remove ads

Top