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Tell me about Alternity?
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<blockquote data-quote="Stormonu" data-source="post: 5672524" data-attributes="member: 52734"><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5672524, member: 52734"] 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). [/QUOTE]
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