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Psion my crazy friend! :)
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<blockquote data-quote="Psion" data-source="post: 295009" data-attributes="member: 172"><p>The GM's guide might be the next place to go.</p><p></p><p>After that, it really depends on what you are into.</p><p></p><p>I was looking for a SF game in the same vein as D&D -- genre-targeted rules, but WITHOUT a setting -- when I got Alternity. If you want a setting to go with it, lots of people like Star*Drive and Dark*Matter, but the settings don't do anything for me personally.</p><p></p><p>The supplements for alternity are sort of topic oriented, and what you want is sort of dependant upon what you are looking to do:</p><p></p><p>Want spacefaring? Get the starships book.</p><p>Like parallel world-hopping? Get Tangents.</p><p>Like psionics? Get the Mindwalking book (forget what it is called)</p><p>Want other sorts of special powers like magic & mutants? Get Beyond Science.</p><p>Like cyberpunkish hacking, etc? Get Dataware.</p><p></p><p>Also, if you play a futuristic SF game, the Star*Drive arms & equipment guide is worth it even if you aren't planning on playing Star*Drive.</p><p></p><p>If you don't have a specific direction, I can say I thought that the Psionics book and Tangents were the best supplements, with good writing a lot of depth dedicated to each subject. (Heck, I don't even LIKE alternate universe yarns, but Tangents, written by Bruce Cordell, sort of sucked me in! If you have the 3e MotP, you may recognize some of Cordell's tidbits that were originally in Tangents...)</p><p></p><p>Beyond Science was fairly decent, with a smattering of good ideas, but they are a little more "daring", and it covers so many topics that it seems like it can't do any one of them justice. However, they do have a pretty functional FX design system if you want to expand upon any of the ideas on your own.</p></blockquote><p></p>
[QUOTE="Psion, post: 295009, member: 172"] The GM's guide might be the next place to go. After that, it really depends on what you are into. I was looking for a SF game in the same vein as D&D -- genre-targeted rules, but WITHOUT a setting -- when I got Alternity. If you want a setting to go with it, lots of people like Star*Drive and Dark*Matter, but the settings don't do anything for me personally. The supplements for alternity are sort of topic oriented, and what you want is sort of dependant upon what you are looking to do: Want spacefaring? Get the starships book. Like parallel world-hopping? Get Tangents. Like psionics? Get the Mindwalking book (forget what it is called) Want other sorts of special powers like magic & mutants? Get Beyond Science. Like cyberpunkish hacking, etc? Get Dataware. Also, if you play a futuristic SF game, the Star*Drive arms & equipment guide is worth it even if you aren't planning on playing Star*Drive. If you don't have a specific direction, I can say I thought that the Psionics book and Tangents were the best supplements, with good writing a lot of depth dedicated to each subject. (Heck, I don't even LIKE alternate universe yarns, but Tangents, written by Bruce Cordell, sort of sucked me in! If you have the 3e MotP, you may recognize some of Cordell's tidbits that were originally in Tangents...) Beyond Science was fairly decent, with a smattering of good ideas, but they are a little more "daring", and it covers so many topics that it seems like it can't do any one of them justice. However, they do have a pretty functional FX design system if you want to expand upon any of the ideas on your own. [/QUOTE]
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