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<blockquote data-quote="evildmguy" data-source="post: 2475077" data-attributes="member: 6092"><p>Having used Alternity for a Dark*Matter campaign and now a Fantasy campaign, I think I know Alternity pretty well. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Pitfalls for the players:</p><p></p><p>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. </p><p></p><p>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.) </p><p></p><p>Learning when the penalties for damage come into play. Again, once learned, it is rarely a problem. </p><p></p><p>Learning to use Last Resort (Drama) Points. They can be bought again with skill points. </p><p></p><p>That skill is more important than the item. </p><p></p><p>Rank benefits and using them in play. </p><p></p><p>That, as the GM, I don't want to know what they rolled, but the result. ((Marginal/Failure)/Ordinary/Good/Amazing) </p><p></p><p>Pitfalls for the GM:</p><p></p><p>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!)</p><p></p><p>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. </p><p></p><p>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.) </p><p></p><p>Remembering that fights of ratios greater than 1 to 1 will be HARD. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>I hope you have a fun time! email me with any questions! Also, check out alternityrpg.net for more information and message boards. </p><p></p><p>Have a good one! Take care! </p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 2475077, member: 6092"] 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 [/QUOTE]
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