Tell me about Alternity?

Wik

First Post
I'm curious about the old TSR Alternity System. I don't really know anything about it, other than that it supposedly played fairly quickly, had the 2e game mentality (and rules that worked to support that game type), and was supposed to be fairly broad in what it could support.

If anyone who has played it, or at least given it a good read, could fill me in on the blanks, it'd be greatly appreciated. How does it compare to the other sci-fi RPGs out there, and generally, what's the game like and about? Is it worth picking up fairly cheap? (I found a few copies of it in a used book store, thought I might grab one for a one shot someday).
 

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Short version: get it.

Long version: We played a ton of it back in the day. Still probably our group's favorite RPG system.

There are a few things that I especially like about the system:
*Combat is brutal and gritty, though the right gear and/or high skill can reduce it considerably (though never totally) - even in a Body Tank, there's a chance the Mook with the Pistol with roll a 1 and knock you out.
*Buying advanced ranks in skills gives you mini special abilities related to those skills in addition to the normal benefit of having high rank (see below).
*The PL system is cool; subdividing the possible eras of play from Stone Age to Characters-As-Pure-Energy. It's best when played around PL6(near-future to complete exploration of the solar system) or PL7(early FTL), though PL8 is also decent (Space Opera galactic-scale).

It's relatively "real-fi" vs "fantasy-fi".

Character creation is fairly involved, with a selection of attributes similar to D&D (even a conversion table included in the back of the book), Broad, and Sub-skills. You use d20s, d12s, d8s, d6s, and d4s as modifiers to a base d20.

It uses a roll-under system, with possible results of Amazing(Natural 1 is always this), Good, Ordinary, Failure, and Critical Failure(Natural 20). There is a step chart from +2d20 penalty at the worst to -d20 bonus at the best, with bonuses moving up the chart and penalties moving down.

Almost everything you do is a skill, with skills subdivided first by the associated stat, then into Broad Skills, then sub-Skills of those Broad skills. Sub-skills cannot be purchased until the related Broad Skill is purchased and each skill can be purchased up to 9 times. Figuring out your skill is Stat + Skill Ranks = Ordinary Success, half rounding down is Good, half Good rounding down is Amazing.

Example: A soldier has 12 Strength, the Broad Skill Melee Weapons, and the Sub-skill Blade at 3 ranks. His skill with Blades would be 15/7/3. If he rolls and gets above 16, it's a Failure, 8-15 is a Ordinary success, 4-7 is a Good success, 1-3 is an Amazing success.

There are four classes(Free-Agent, Combat Spec, Tech Op, and Diplomat) with one additional class if you are using Psionics(Mindwalker). The main benefit of the classes is giving you xp cost reductions to purchase related skills, though each has a sub bonus or two as well:
*Free Agents get a bonus to a resistance (making it harder to shoot, punch, intimidate, or mind-control them)
*Combat Specs get a bonus to a specific combat Broad Skill
*Tech Ops get more xp points to spend on skills when they level
*Diplomats get the skill reductions of their class and one of their choice.

I would recommend rolling stats once you have a degree of system mastery, otherwise all your players will end up just buying up Int and their primary skill stat and all look kinda the same.

It's got some expansion books that are all pretty high quality and the Star*Drive campaign setting that's the default associated background is pretty cool, though we very rarely use per-established settings in any system that allows homebrew (I.E. not Star Wars, WH40K/WHFR, or Exalted).

If you have any other questions, we have at least one copy of all the books here and have played a few long-term campaigns and dozens of one-offs in the system.
 

As I said in another thread, I think the evolution of games went Alternity -> Cortex -> Savage Worlds, each simplifying the dice rules along the way.

Iron sky does a good job of covering it; it's an entirely skill-based system where you roll two dice and try to get as low as you can. There are varying levels of success (Amazing, Good, Ordinary, Failure, Critical Failure).

There are 3 main "settings" available for the game - Star*Drive, Dark Matter and Gamma World. Star*Drive is a somewhat gritty sci-fi setting, kinda along the lines of Fifth Element with hints of Alien. Dark Matter is very X-files like, and Gamma World is more like Waterworld or The Day After Tomorrow (with a few more mutants) than the Wahoo! of the 4E rules based version.

The only complaint I have with the system is how you improve skills. At each "level", you get so many points to split on skills, and each skill has a different cost based on your class. A standardized cost for each skill would have been much better.

Other than that, it's a very good system that was sadly cut down in it's prime. I wish they'd let the system live alongside D&D - it's way better than d20 modern/future.

I happened to be at a WotC/TSR writing seminar in Seattle when the books came out, and we got to talk to Bill Slavicksek and Richard Baker a day or two before the books were released. If I remember correctly, Bill was hoping Alternity would be a "D&D killer" in that the D&D rules might one day be converted to the Alternity rules system (I was a hardcore 2E'er back then, and such talk was blasphemy! But, now mellowed with age it's certainly a great system - but no replacement for D&D).
 

There is a fairly active fanbase on alternityrpg.net and we have tinkered with the system for the last 8 years. Everything from d20 feat-like additions called optional rank benefits (rank benefits are additional abilities tied into skills) to magic systems to mutations (and mutation rules) to ebooks that expand the settings.

If you do go there, take a look at the forum. It is by far the most active part of the site.
 

I never played it but do remember the marketing when it came out. I seem to recall the designers making a big deal about it being created around a core mechanic. Don't know if it lived up to the claim or not.
 

It's sorta like AD&D2e "In Space", but not exactly. The attributes are the same, except Charisma is now Personality. Alternity is a "degrees of success" system: Awesome, Good, Ordinary, Marginal (only used when you can't really fail, but you can succeed "better"), Failure, and Critical Failure. Sorta class and level based, though levels can be removed without too much rewrite.

Because Steam is currently on a cyberpunk kick (seriously, check out the featured games), I'm getting ideas for Alternity again.
 

As I said in another thread, I think the evolution of games went Alternity -> Cortex -> Savage Worlds, each simplifying the dice rules along the way.

In terms of history, I'm pretty sure that's incorrect. Cortex is derived from Sovereign Stone. Savage Worlds is a simplification of the Classic Deadlands system, and I think Deadlands predates Sovereign Stone by a few years.
 

I'm curious about the old TSR Alternity System. I don't really know anything about it, other than that it supposedly played fairly quickly, had the 2e game mentality (and rules that worked to support that game type), and was supposed to be fairly broad in what it could support.

If anyone who has played it, or at least given it a good read, could fill me in on the blanks, it'd be greatly appreciated. How does it compare to the other sci-fi RPGs out there, and generally, what's the game like and about? Is it worth picking up fairly cheap? (I found a few copies of it in a used book store, thought I might grab one for a one shot someday).

I have the rulebooks and while I didn't play Alternity, I played DarkMatter (which used the Alternity rules) which was A W E S O M E.

Overall, I really enjoyed the system. Get it!
 


I have the rulebooks and while I didn't play Alternity, I played DarkMatter (which used the Alternity rules) which was A W E S O M E.

Overall, I really enjoyed the system. Get it!

DarkMatter is one of the best RPG supplements I've ever purchased.
 

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