Alternity Player’s Handbook (Alternity Sci-Fi Roleplaying, Core Book, 2800)
Written by scifiboo on July 13, 2011 under Sci Fi Books
Tags: 2800, Alternity, Book, Core, Handbook, Player's, Roleplaying, SciFi


TSR–thе companionship thаt virtually invented role-playing wіth thеіr impose a curfew-breaking Dungeons аnd Dragons–now brings уου thе сουrаgеουѕ nеw world οf Alternity, everywhere players act out thе adventures οf heroes, citizens аnd scoundrels against a science-fiction backdrop populated wіth intriguing personalities аnd exotic aliens. Even аѕ nοt “generic,” Alternity іѕ much more flexible thаn D&D οr many οthеr role-playing games οn thе market. Thе system promotes character creation (instead οf random gener
List Price: $ 29.95
Price: $ 19.95
One Giant Leap for Roleplaying,
Even as the cover price of the Alternity Player’s Handbook is a bit steep ($29.95), one finds very quickly that it’s worth every penny. The last product line to be released with the TSR logo — though the companionship had, by this time, been bought by Wizards of the Coast — Alternity is a manifest evolution from the cluttered, slipshod rules set of Dungeons & Dragons, the granddaddy roleplaying system of them all. The physical feature of the products is high and the material itself is more than solid.
Designed to be the science fiction counterpart to venerable ancient D&D, Alternity has been given a two-book treatment very similar to that game’s, splitting out the rules into a Player’s Handbook and a Gamemaster’s Guide. All the rules necessary for play are located in this, the Player’s Handbook, even as all the small fillips, extras and tidbits a GM might need are conveniently gathered in the other volume. The end result of this is a coherent, tightly-packed book to the top with excellent stuff and nothing but the excellent stuff, from character age group to combat resolution.
As the division of rules is elegant, so are the rules, themselves. Alternity was intended to be a “generic” system, capable of application in a wide variety of subgenres, from Clancy-esque technothrillers to the broad-scope space operatics of Star Wars. A system with a fantastic deal of consistency and flexibility was called for, and Alternity delivers. Using a single mechanic that is incredibly utilitarian — rarely calling for reference to a table or a chart, and usually involving no more than two dice at any given time — the game shreds the square wisdom that TSR is incapable of putting collectively a game that can compete in now’s marketplace. Learning the basics of Alternity takes no more than a few minutes. Potential players could start a game the same day they buy the book, and that’s excellent point.
Alternity is so flexible, in fact, that any setting from any other science fiction source (game, book, television show, or movie) can be adapted with a minimum of effort. No more need to jam one’s head with conflicting rules sets! Take the material and bend to fit. Alternity can take the hands-on with no problem, at all.
For those that don’t want to do the legwork themselves, the system “defaults” to TSR’s own Star*Drive campaign setting, selections of which are available in the Player’s Handbook in the form of alien race archetypes. If nothing else, Alternity simply reeks of promise, the kind that get wheels rotary in whatever way it can. What more could someone question of a game of imagination?
When it comes to science fiction roleplaying, here are many options to choose from. Alternity, a fine game from the ancient masters of the roleplaying world, is the solid choice to make, no matter your inclinations. Simple to learn, simpler to use, Alternity deserves your attention.
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|Look out… TSR has spawned a masterpiece.,
Once every few years, somebody makes an RPG so close to perfect that it redefines how RPGs reckon, work, and play. Alternity, kudos to Bill Slavicsek, is one of those games. Alternity’s one of the games which is so well-designed that even a cynic like me has to apply effort to complain about it. In a single well-written [and illustrated and proofread!] volume, Alternity’s Player Handbook buys the sheer creativiy and diversity that it took AD&D decades to match. The rules are the simplest TSR’s concocted to date; PC creation is nearly really freeform, with a system that nearly has more skills than uses for them all; and a balanced, equalizing system to preclude “terrible” PCs from being rolled up. Even technology up to 2625 is made, leave-taking few pebbles unturned. My only complaints? A small more leeway in the dates Progress Levels change would be useful, and another table or two in the back might be nice. The real problem, but, seems to be with the gadgets and guns: it’s too simple to accept charge rifles or whatever as the be-all and end-all instead of templates to default off of. In the grand scheme of things, these trivial flaws are irrelevant. The Alternity Player’s Handbook merges the style of TSR with the feature of Wizards of the Coast, making something to set the standards for years to come.
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|The best RPG out here,
I have never played a better roleplaying game. The dice rolling system is incredibly simple, and creativity is heavily encouraged. My only protest is that TSR or WotC or whichever chose to stop printing accessories for the game. Even as they are allowing independent freelance items through, they themselves have greatly impeded upon the progress of a fantastic game.
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