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What are your guy's thoughts on Alternity?
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<blockquote data-quote="giant.robot" data-source="post: 6151027" data-attributes="member: 93119"><p>Here's <a href="http://www.alternityrpg.net/" target="_blank">a link</a> with a ton of still maintained Alternity resources. I thought there was a copy od the Alternity Fast Play (base rules) on the site but I'm not seeing it. I'm sure a little Google-fu could find a copy without much trouble. The fast play rules are plenty for new players if you're trying to get a game started. The core concepts of the system are presented better in those than in the Player's Handbook in my opinion in terms of conciseness.</p><p></p><p>I highly recommend playing a Dark•Matter campaign if you can get the people together for it. Tell them it's X-Files: The Game. Learn from me and be a little more judicious with the Situation Die so the rolls aren't as swing-y and I think you'll have a good time. It's nice that all of the target numbers you need to play are written down on your character sheet. There's usually not of referencing rules in the Player's Handbook. If you're GMing the game make sure you however are pretty familiar with the rules to keep the game fast paced. A game in a modern setting where you're looking up corner case rules all the time gets really boring because your players will tend to know how modern settings work since they live in one.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 6151027, member: 93119"] Here's [URL="http://www.alternityrpg.net/"]a link[/URL] with a ton of still maintained Alternity resources. I thought there was a copy od the Alternity Fast Play (base rules) on the site but I'm not seeing it. I'm sure a little Google-fu could find a copy without much trouble. The fast play rules are plenty for new players if you're trying to get a game started. The core concepts of the system are presented better in those than in the Player's Handbook in my opinion in terms of conciseness. I highly recommend playing a Dark•Matter campaign if you can get the people together for it. Tell them it's X-Files: The Game. Learn from me and be a little more judicious with the Situation Die so the rolls aren't as swing-y and I think you'll have a good time. It's nice that all of the target numbers you need to play are written down on your character sheet. There's usually not of referencing rules in the Player's Handbook. If you're GMing the game make sure you however are pretty familiar with the rules to keep the game fast paced. A game in a modern setting where you're looking up corner case rules all the time gets really boring because your players will tend to know how modern settings work since they live in one. [/QUOTE]
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