Reviews


This is the review section for the products for Alternity.

***** = Excellent!  Get it for sure!
*** = Ok, but nothing phenomenal
* = Lets call a spade a spade: it blows!
 

Player's Handbook

Absolutely necessary if you want to play Alternity.  Contains almost all of the rules needed to play the game.  The artwork is very good as well.  Includes a fast play section to get players into the game quickly.  An excellent book, and a definite must have to play!

Rating *****
 

Gamemaster's Guide

Companion to the Player's Handbook, it too is a must have to play Alternity (you could play without it, but it's easier if you have it).  All the rules of the game from the GM's point of view are presented here, along with rules for star ships, mapping systems and galaxies, and other general campaign construction info.  Great artwork too.  Also includes a little first time adventure.

Rating *****
 

Star*Drive(tm) Campaign Setting

A huge hardcover book detailing TSRs first Alternity campaign, Star*Drive.  Personally, I don't care for the campaign itself, as humans seem to overwhelm the other races in sheer number and importance (fraal, etc.).  However, that aside, this book contains a vast amount of info about the Verge, the Stellar Nations, the independent colonies of the Verge, and the politics and history of Star*Drive.  If you aren't running a Star*Drive campaign, don't go out of your way to buy it, although it still might provide you with some useful ideas for your own campaign.

Rating ***** (if running a Star*Drive campaign) or ** otherwise
 

Arms and Equipment Guide

Even though its a Star*Drive accessory, it is very useful to any campaign.  It provides alot of new things like weapons, armor, cybergear, and vehicles.  It also provides info on how to make ordinary items into very useful things (i.e..  a trench coat made out of Stealth Weave, or a machine gun brief case).  Not necessary, but good if you have a little extra cash.

Rating ****
 

Alien Compendium

Some useful critters are located here for when heroes land on planets.  Useful in either Star*Drive or your home campaign, but nothing a GM with a little imagination couldn't do.  Still, it's a time saver with plenty of pre made creatures to fight, run from, adopt, etc.  If you're going to buy it because of the promised "half-a-dozen new player character races", don't bother.  Why?  A) Half-a-dozen equals 6, not 4.  And B) (and this is my opinion only) the new races are pretty crappy (except for the deepfallen).  The best part of this book is the last chapter, detailing a variety of very interesting aliens know as the externals.

Rating ***
 

Campaign Kit

Provides a good GM's screen as well as character sheets for each type of character.  Also sheets to keep track of vehicle status.  The biggest problem isn't really that big.  You must have access to a photocopier to make use of these sheets as there's only one for each type of character.  They are meant to be used as templates, so in other words:  DON'T WRITE ON THE ORIGINALS!!

Rating ****
 

Dataware

Very useful for people running a Grid hacker's campaign.  Provides details for many new programs for computers.  Also gives rules for making AIs, robots, and a host of other related things.  It may just be me, but in some places it was hard to understand (however it is a well established fact that for some reason I can't grasp the concept of Grid combat very well :)  My favorite part of this book is that it tells how to make robotic PCs!!

Rating ****
 

The Last Warhulk

An excellent adventure, but it can be a DEATH TRAP if the PCs are A) newbies at role-playing, B) hack and slashers, or C) governed by a sadistic GM!  There is alot of time to role-play, and there are some very intriguing characters.  Once aboard the Warhulk, very combat intensive (of course, how different GMs run the adventure will change this).  Although meant for Star*Drive, this adventure is easily converted to a home campaign (assuming PL7 and AIs exist).

Rating ****
 

The Lighthouse

If any of you play AD&D planescape, this is the city of Sigil in space.  A center point where characters can rest, buy supplies, be hired for missions, etc., this book shows the Lighthouse in GREAT detail.  Unfortunately, this is one of the more useless products for those of us running a home-made campaign.  While it contains some nice ideas, it contains nothing a GM couldn't do on his own.

Rating **** (if running Star*Drive) or **
 

Black StarFall

A great little start-up adventure that came with the first printings of the Player's Handbook, perfect for players and GMs alike to get the hang of the Alternity gaming system.  Interesting ways to test the players' skills at a variety of tasks.  And hey, the price is right!

Rating ****
 

Red Starrise

Finally managed to look this one over.   A cool follow-up adventure to Black Starfall, this one has an optional section in which the GM can introduce space combat.  Interesting supporting characters, and nasty aliens, as well as a good plot.  The weak point:  I found it wasn't as easily convertable to a home campaign as Black Starfall.  .

Rating ***
 

Starships

One word: EXCELLENT!  This book covers chapters on alternate FTL methods such as jump gates and space folding (as well as a psionic drive for you Dune fans), gives numerous deck plans for ships, and a wealth of new equipment and weapons for ships.  It gives alternate methods for space combat, including one for 3D space combat, the vector system (don't get too excited, PHD in physics and calculus required:) as well as numerous optional add-on rules to make space combat more exciting.  Includes ship stuff from progress level 6-8.  The best add-on yet in my opinion!

Rating *****
 

Planet Of Darkness

Ok, this adventure is awesome, but let me explain why I rated it the way I did.  First, the good points;  excellent story line, and a good mix of role-playing and fighting.  The players will constantly be interested and challenged, and will most likely remember this adventure for some time to come.  The two major flaws;  first, some of the rewards are a bit outrageous (one person offers the PCs $600,000 to protect her!!!) but this is easily changed by the GM, so it isn't my major beef.  The other (bigger) problem is for those of us running a home-made campaign, it is virtually impossible to convert this adventure into a home-made setting, as the Star*Drive universe is so deeply ingrained that you'd have to basically re-write the adventure to make it fit into a generic campaign.  But if you're running a Star*Drive campaign (or if you just want something to read), for the love of God, GET THIS ONE!!

Rating **** (if running Star*Drive) or * otherwise
 

Outbound:  An Explorer's Guidebook

Well, this was a disappointment and a half.  First off, the good points.  This supplement provides a few interesting new pieces of equipment (and I mean a few), and is easily convertable into almost any home campaign.  Now, you get to hear me b*tch :)  First, I found the three systems presented weren't anything that almost any GM couldn't imagine up in about 10 minutes.  They each had a couple of small interesting features, but nothing spectacular (a klick base, an alien pyramid, and a race of subterranean creatures are the biggies).  The book promised to look at old perks and flaws, which it did, and that wasn't too bad.  It also promised new perks, flaws and careers for scout campaigns.  The end result was 2 new perks and 2 new flaws, along with 1 new career for each class (1 for Free Agents, 1 for Tech Ops, etc.).  Finally, the last chapter of the book deals with every hero's favorite pass time:  filling out surveying forms!! (Yee haw!).  Yes, the last part gives an extensive form template for the players to fill out to "add to the role-playing experience".  Just as in real life, I hate filling out forms.  BTW, I'm no art critic, but the art was pretty bad as well.  At any rate, there's the review.  I hope April's releases will be better.

Rating:  **
 

Tangents

This is, if nothing else, an interesting read.  It offers the possibility of infinite alternate planes, some of which contain magic, elves, and sentient planets.  It explains how superspace works (the dimension between tangents) and gives examples of how virtually any PL can go paraverse-hopping.  Although not exceptionally in the style of Star*Drive or my VoidRunner universe, this is still a nifty little book with some really crazy theories in it.  :)

Rating:  ***
 

Threats from Beyond

Not what I expected, this book doesn't tie up any loose ends or reveal any great secrets.  Rather, it provides a wealth of new ones.  Its more of a collection of Verge conspiracy theories than anything else (and I was disappointed with how many of those conspiracies had nothing to do with the externals).  At any rate, it provides numerous plot hooks, but the GM will still have to do the majority of the work with regard to adventure design, etc.  What it doesn't do:  provide statistics, go into any depth about any external species (none of the book is concrete fact: its written from the perspective of a possible conspiracy nut), or present any new external races (at least that I've found), contrary to what WotC said it would do.  Overall, not too bad, but not too good either.  I hope Klick Klack is better.

Rating:  ***

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