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Burning nostalgic for Alternity
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<blockquote data-quote="evildmguy" data-source="post: 5183532" data-attributes="member: 6092"><p>love it! Love it! LOVE IT! </p><p></p><p>I fell in love with Alternity after reading it. I really enjoyed it and had my group play it in a Dark*Matter campaign and I enjoyed it. So much that I ran Star*Drive and then a fantasy game using Alternity. I even went out and bought multiple copies of the PH so all of my players could have one and not have any expense on their own for an OOP game. </p><p></p><p>I really enjoy it's mechanics. Wanting a lower result, and therefore having a high end on skills and ability scores, worked out so much better than a hit or miss system. (I like it better than White Wolf's number of successes but they added a bit of subjectivity to that, especially in Exalted when the die pools get so high.) I liked it's wounds and how you can be knocked out but not dying or have bad wounds but still not dying. Or one mortal wound and that's it. (I think this would allow for the "Out of Gas" episode of Firefly better than any other mechanic I have read or played.) I liked how armor worked and weapons worked and it was more skill than the weapon. I loved the settings! Star*Drive and Dark*Matter are still some very good settings and work well with the system. </p><p></p><p>I used it for a fantasy game and would still use it for such but there are some problems with skill based systems, mostly in that it seems to take a long time to advance in terms of players seeing the differences in their characters. My players like levels as it gives them a sense of achievement that going up one skill level does not. I would have also preferred a heroic variant to the game, in the sense of being able to take a bit more damage before being knocked out. It could be a bit too real but only because I wanted it for a fantasy game rather than modern or future, where its mechanics worked out very well. I house ruled some of those things but in the end, what stopped me from using it until today was having to write it all myself. I'm not a designer and that's not what I wanted for my own focus. I had really hoped that 3E would use Alternity mechanics as I really enjoyed the heck out of Alternity! </p><p></p><p>I end on a bit of a down note there but still think it's a great system! If it had a fantasy version developed, I could see myself still using that with a few house rules here and there because I really, really LOVED the Alternity game! And I would gladly use it for Dark*Matter or Star*Drive even today!</p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 5183532, member: 6092"] love it! Love it! LOVE IT! I fell in love with Alternity after reading it. I really enjoyed it and had my group play it in a Dark*Matter campaign and I enjoyed it. So much that I ran Star*Drive and then a fantasy game using Alternity. I even went out and bought multiple copies of the PH so all of my players could have one and not have any expense on their own for an OOP game. I really enjoy it's mechanics. Wanting a lower result, and therefore having a high end on skills and ability scores, worked out so much better than a hit or miss system. (I like it better than White Wolf's number of successes but they added a bit of subjectivity to that, especially in Exalted when the die pools get so high.) I liked it's wounds and how you can be knocked out but not dying or have bad wounds but still not dying. Or one mortal wound and that's it. (I think this would allow for the "Out of Gas" episode of Firefly better than any other mechanic I have read or played.) I liked how armor worked and weapons worked and it was more skill than the weapon. I loved the settings! Star*Drive and Dark*Matter are still some very good settings and work well with the system. I used it for a fantasy game and would still use it for such but there are some problems with skill based systems, mostly in that it seems to take a long time to advance in terms of players seeing the differences in their characters. My players like levels as it gives them a sense of achievement that going up one skill level does not. I would have also preferred a heroic variant to the game, in the sense of being able to take a bit more damage before being knocked out. It could be a bit too real but only because I wanted it for a fantasy game rather than modern or future, where its mechanics worked out very well. I house ruled some of those things but in the end, what stopped me from using it until today was having to write it all myself. I'm not a designer and that's not what I wanted for my own focus. I had really hoped that 3E would use Alternity mechanics as I really enjoyed the heck out of Alternity! I end on a bit of a down note there but still think it's a great system! If it had a fantasy version developed, I could see myself still using that with a few house rules here and there because I really, really LOVED the Alternity game! And I would gladly use it for Dark*Matter or Star*Drive even today! edg [/QUOTE]
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