Fact-checked by Grok 2 weeks ago

Alternity

Alternity is a game (RPG) designed by Richard Baker and Bill Slavicsek, published by TSR in 1998 as the company's final original RPG title prior to its full integration following acquisition by . The game provides a flexible, modular ruleset supporting adventures across diverse genres, ranging from contemporary techno-thrillers and conspiracy-driven to post-apocalyptic survival and far-future . The core system emphasizes skills and simulation, using a where players roll a d20 "control die" plus a variable "situation die" (from d2 to , depending on task difficulty) against a skill total to determine degrees of success or failure. Character creation involves selecting from six core abilities (Strength, Dexterity, , Intelligence, Will, and ), optional non-human (including five races), backgrounds, and one of several professions such as Tech Ops for gadgeteers or Combat Specs for soldiers. Optional rules expand gameplay with elements like , , mutations, and advanced technology, including starships and powered armor. Official campaign settings released for Alternity include StarDrive*, a sprawling interstellar epic in a united Stellar Ring federation threatened by alien incursions and internal strife; Dark•Matter, a modern-day framework blending conspiracy theories, the paranormal, and secret societies in the style of The X-Files; Gamma World, a post-apocalyptic world of mutated creatures and ancient tech ruins; Tangents, exploring alternate dimensions and reality-warping anomalies; and an adaptation of the StarCraft video game universe. Although initially praised for its innovative mechanics and genre versatility, support for Alternity ended in 2000 as Wizards of the Coast streamlined its product lines, leading to its discontinuation after a modest run of supplements and novels. In 2017, Sasquatch Game Studio attempted to revive the brand with a new edition co-developed by the original designers, releasing some materials before the project was discontinued following the studio's closure in 2021; as of 2025, fan communities continue to support the original game.

History and Development

Publication and Design

Alternity was developed by TSR, Inc., with primary design credits going to Bill Slavicsek and Richard Baker, and development overseen by Kim Mohan. The project drew influences from TSR's prior science fiction roleplaying games, including Star Frontiers (1982) and Buck Rogers XXVC (1988), which established the company's legacy in the genre before a hiatus following financial challenges. Following Wizards of the Coast's acquisition of TSR in 1997, the game transitioned under the new ownership, marking one of the final major releases from the TSR era. The core rulebooks, the Player's Handbook and Gamemaster Guide, were published in 1998, with the Player's Handbook released in April and the Gamemaster Guide in June. Marketed as a versatile, modular roleplaying system, Alternity aimed to rival established titles like Traveller and 2020 by offering adaptable rules for various subgenres, from to . Key design goals emphasized scalability across power levels, allowing characters to progress from heroic to capabilities through a of scales that extended beyond ordinary human limits (typically 1-15) to accommodate tougher, formidable, and champion-tier entities. This framework facilitated integration with Dungeons & Dragons-style fantasy elements via shared core mechanics, such as a six-attribute mirroring D&D's Strength, Dexterity, , , (as Will), and (as Personality). A core innovation was the step-die resolution mechanic, which dynamically adjusted dice sizes based on task difficulty to determine degrees of success or failure against a total.

Influences and Initial Release

Alternity drew significant inspiration from classic science fiction literature and media, blending hard sci-fi elements with cinematic adventure. Designers Bill Slavicsek and Richard Baker cited influences such as Isaac Asimov's Foundation series for its expansive galactic scope and societal dynamics, as well as films like Star Wars and Star Trek for their narrative-driven space opera elements. These were combined with traditions from earlier RPGs, including the exploration-focused mechanics of Traveller and the pulp adventure style of TSR's own Star Frontiers, to create a versatile system supporting diverse sci-fi subgenres from gritty realism to heroic fantasy. Additional nods to hard sci-fi authors like Larry Niven and Arthur C. Clarke informed the game's emphasis on plausible technology and interstellar physics, while works like Dune, Blade Runner, and Alien shaped its atmospheric tone and modular campaign tools. The game's development aligned with TSR's post-acquisition strategy under , which sought to diversify beyond the dominance of by launching a dedicated d20-based sci-fi line. Acquired in late , TSR aimed to capture the growing sci-fi market, previously underserved by their fantasy-heavy portfolio, through a system that echoed AD&D's structure but adapted it for modern-to-far-future adventures. This shift positioned Alternity as a competitor to established titles like Traveller, emphasizing flexible mechanics for game masters to build custom universes. Alternity's initial release occurred in , following a limited-edition preview of the at 1997 that gathered player feedback for refinements. The full launch at featured prominent demos, including the debut of the Living Verge organized play campaign, alongside a robust push highlighting the system's "universe creation" tools in the Gamemaster Guide. These tools provided game masters with modular guidelines for designing worlds, factions, and technologies, promoted as essential for crafting personalized sci-fi narratives. Initial sales reflected solid uptake among sci-fi enthusiasts but fell short of expectations for broader .

Core Game System

Mechanics and Resolution

The core resolution mechanic in Alternity revolves around an action check, where players roll a d20 (control die) plus a situation die (d4, d6, d8, d10, d12, or d20, depending on difficulty or modifiers) and add the results to determine success against a relevant skill, ability, or derived score. Success occurs if the total is less than or equal to the target score, with degrees of success defined as ordinary (≤ target), good (≤ half target, rounded down), or amazing (≤ one-quarter target, rounded down); marginal results apply in specific contexts like initiative. Step dice adjustments modify the roll: bonuses subtract a die step (e.g., d20 - d4 for a +1 step bonus), while penalties add one (e.g., d20 + d6 for a -1 step penalty), creating a non-linear probability curve that emphasizes consistent mid-range outcomes. This system extends to variable outcomes like healing or environmental effects, where step dice (d4 to d12) represent escalating impacts based on success degree. Combat operates within structured action rounds divided into four phases—amazing, good, ordinary, and marginal—determined at the round's start by action checks using a derived Action Score of (Dexterity + Intelligence)/2, rounded down, plus any profession bonuses. Initiative order follows the phase in which a participant's action check succeeds, with actions resolving simultaneously within each phase; Dexterity influences the base score, providing higher-agility characters an edge in earlier phases. Attack rolls use relevant combat skills (e.g., Melee Weapons or Ranged Combat), modified by factors like range (e.g., +2 steps at long range) and cover (e.g., -1 step bonus for partial cover), resolved as standard action checks against the attacker's skill rating. The degree of success on the attack determines damage application, escalating from ordinary to amazing outcomes. Damage is tracked across three primary wound categories—stun, , and —each with boxes equal to the character's score (mortal boxes are half, rounded up), alongside fatigue boxes (also half ). Weapons inflict via step dice codes tailored to success level and type (low-impact, high-impact, or energy), such as a 9mm dealing d4+1 wound on ordinary success, d4+2 wound on good, and d4 mortal on amazing; higher wounds automatically inflict secondary lower-level (e.g., one wound inflicts one stun). Filling all stun boxes results in (unconscious but stable), all wound boxes in being down (dying without aid), and all mortal boxes in death; accumulating wounds impose cumulative penalties, such as +1 step difficulty per two filled boxes. Armor mitigates this by subtracting step dice from incoming (e.g., a reduces low-impact by d6-2), varying by weapon type and quality. The scale modifier addresses interactions across disparate power levels, such as personal (scale 0), vehicular (scale 1-3), or stellar (scale 4+), by applying +10 or -10 adjustments to rolls per scale difference; for example, a personal-scale against a vehicular target adds +10 to the attacker's difficulty, while vehicular weapons gain -10 when targeting personal-scale foes, ensuring balanced resolution without overwhelming smaller entities. Equipment and psionics integrate seamlessly into the resolution framework, with weapons and gear providing step die bonuses or penalties to relevant checks (e.g., a grants -1 step to ranged attacks within optimal range) and damage codes resolved via the core mechanic. Psionics function as specialized skills under broad categories like or psychokinesis, expending Psionic Energy Points (equal to score) for devotion checks that use the same d20 + situation die system, often with inherent step bonuses (e.g., -1 step for a mindwalker's primary skill).

Character Creation

Character creation in Alternity follows a structured step-by-step process designed to produce balanced heroes suitable for science fiction campaigns. Players begin by allocating points to the six core attributes: Strength (physical power and endurance), Dexterity (agility and coordination), (health and resistance), (mental acuity and knowledge), Will (mental fortitude and perception), and (charisma and social influence). These attributes are generated using a point-buy system, where players distribute 60 points across the attributes, adhering to racial minimums and maximums—typically ranging from 4 to 14 for s—with an average score of 9 and a heroic average of 10. Certain hero classes impose minimum requirements, such as a Combat Specialist needing Strength 11 and 9. Following attribute assignment, players customize their characters through the perks and flaws system, which allows for nuanced personalization while maintaining balance. Perks represent advantages, such as extra contacts for a or Danger Sense (which provides bonuses to initiative and at higher levels), while flaws introduce disadvantages like reduced starting funds (e.g., Dirt Poor, cutting wealth by 25-90%) or phobias that impose penalties in specific situations. Players may select up to three perks or flaws, with perks costing skill points and flaws granting them in return; this exchange ensures customization without overpowering the character, though some perks require minimum skill ranks to access. Points, usable as a last resort to modify die rolls by one degree of success, provide additional balance by rewarding narrative play and can be replenished using unspent skill points between sessions. To flesh out the character's history and resources, players select background packages, often in the form of career templates that bundle starting gear, contacts, and motivations aligned with the campaign's scale. These packages, detailed in over 25 pre-built options, provide signature equipment like weapons, ships, or communication gear, along with plot hooks such as trade alliances or research obligations; for instance, a Mindwalker's background might include $5-30 in starting cash and psionic contacts, while a gains $12-60 and social networks. The choice ties directly to the campaign's scope, from planetary adventures to interstellar epics, ensuring the character's origins integrate with the game's setting. Skills are then purchased and calculated to define the character's competencies, forming the basis for all actions in the game. The skill total is determined by adding the relevant score to the skill , where ranks range from 0 (untrained) to 10 (mastery), and success levels are assessed as full (ordinary), half (good), or quarter (amazing) of the total, rounded down. Skills fall into broad categories tied to attributes, such as Melee Weapons (under Strength) for or (under ) for technical knowledge; players start with a number of broad skills equal to half their score and receive ( - 1) × 5 skill points for specialties, with class-specific skills costing less to encourage thematic builds. These totals are resolved via rolls in skill checks, where the total sets the difficulty threshold.

Species and Hero Classes

In Alternity, characters known as heroes can belong to one of five core playable , each offering unique physiological traits, cultural tendencies, and mechanical advantages that influence and gameplay. Humans serve as the versatile baseline species, with no ability score modifiers and adaptability across all professions, enabling them to excel in diverse environments without specialized bonuses or penalties. The Mechalus, a technologically advanced resembling humans but enhanced with integrated and biological systems, stand approximately 1.8 meters tall and weigh around 90 kilograms; they possess natural immunities to neurotoxins and can integrate 1.5 times the capacity of humans. Key traits include a built-in for data processing, retractable data tendrils for direct system interfaces (granting a -1 step bonus to skills), and reflex devices for improved reaction times, making them ideal for tech-heavy roles. Fraal are slender, gray-skinned humanoids with large black eyes, averaging 1.6 meters in height and exhibiting a calm, philosophical demeanor as nomadic starfarers who have interacted with for millennia; they are naturally telepathic and possess innate psionic aptitudes, particularly in and , with a cultural emphasis on mental development over physical prowess. Their traits include low-light vision and a resistance to emotional extremes, often leading them toward Mindwalker professions. Sesheyans are slender bipedal warriors, standing about 1.7 meters tall and weighing 40 kilograms, featuring leathery wings with a 6-meter span for in Earth-normal environments, eight eyes (four on each side of the head), and a flexible . As skilled hunters, they exhibit light sensitivity but gain bonuses to zero-gravity maneuvers and natural , with cultural practices centered on honor-bound and emotional expression through aikei markings. T'sa are small, hyperactive technicians, 1.1 to 1.4 meters tall and 30 to 50 kilograms, with scaled , four for multitasking, whip-like tails, and finned crests; their rapid enables quick reflexes and fast , while their oviparous reproduction allows maturity in just three months. Technologically adept and non-aggressive by nature, they excel in and like sha’cre’ta, often employing cryogenic weapons and tools suited to their high-energy lifestyle. Weren are large, bear-like mammalian humanoids, standing 2.1 to 2.4 meters tall and weighing 120 to 180 kilograms, covered in thick fur (often camouflaged in white, gray, green, or brown), with retractable claws, prominent fangs or tusks (longer in males as status symbols), and dense musculature for enhanced strength and endurance. They possess keen senses of smell and hearing, natural weapons for unarmed , and resistance to fatigue and injury. Culturally, they form tribal warrior societies on their cold Kurg, valuing honor, bloodlines, ritual , and to resolve conflicts, with influences from the Orlamu following . Heroes advance through four primary professions—Combat Specialist, , , and Tech Op—each defining core competencies via class-specific skills, perks, and tracks up to level 10, where higher levels unlock advanced abilities and increased skill ranks. Combat Specialists focus on martial prowess, requiring minimum Strength and Constitution scores, with starting skills in Athletics, Melee Weapons, and Modern Ranged Weapons; they gain perks like improved armor resistance and tactical bonuses, advancing to specialize as soldiers or mercenaries. Diplomats (sometimes referred to as Adventurers in broader contexts) emphasize and leadership, needing and Will scores, with skills in , , and ; their tracks include resolve enhancements and social perks, suiting roles like ambassadors or executives up to level 10 expertise in intrigue. Free Agents handle agility-based troubleshooting, relying on Dexterity and Will, with , , and Modern Ranged Weapons skills; advancement provides independence perks like evasion bonuses, ideal for explorers or spies. Tech Ops specialize in engineering and gadgets, requiring Dexterity and , featuring , System Operation, and Knowledge skills; their paths offer invention perks and system mastery, progressing to roles like pilots or scientists. Skill kits function as modular add-ons to professions, providing bundles of related skills (e.g., the Spacer kit granting bonuses to piloting and astrogation) that allow hybridization across classes without altering core tracks, enabling customized builds. Certain , notably Mechalus and Fraal, have access to psionic disciplines such as Clairsentience for precognitive foresight or Psychokinesis for telekinetic manipulation, powered by a pool of power points that deplete with use and regenerate over time.

Campaign Settings

Star Drive

The Star*Drive for the Alternity role-playing game is situated in the 26th century, where humanity has expanded to colonize thousands of worlds, with the Union of Sol serving as the primary human government in the densely populated Core Worlds. This interstellar society includes alliances with alien species such as the telepathic fraal, cybernetically enhanced mechalus, and reptilian t'sa, amid ongoing corporate intrigue from entities like VoidCorp and threats from aggressive powers including the Thuldan Empire and enigmatic extragalactic invaders known as . The Galactic Concord, established by the Treaty of Concord in 2472 following the Second Galactic War, serves as a fragile alliance maintaining peace across stellar nations while facilitating exploration and trade. Key factions define the political landscape, each with distinct technologies, cultures, and agendas. The Allied League, a democratic coalition emphasizing individual freedoms and independence, supports the Concord's ideals and often mediates conflicts. In contrast, the Thuldan Empire pursues militaristic expansion through programs and superior naval forces, viewing itself as humanity's rightful unifier. The Orlamu integrates religious devotion with technological prowess, treating —the alternate dimension used for travel—as a sacred , which grants them advanced expertise in stardrive engineering. These groups, along with others like the profit-driven Profit Consortium, engage in rivalries that fuel intrigue and alliances across the galaxy. Central plot elements revolve around the Verge, a spanning about 100 light-years and containing thousands of systems, which was isolated for a century until its reconnection in 2496, sparking , , and separatist movements. Psionic abilities, manifesting across and regulated variably by factions, add layers of mystery, with phenomena like fraal hinting at deeper cosmic secrets. Stellar mapping efforts, as expanded in the Star Compendium: Systems of the Verge supplement, provide detailed profiles of Verge worlds to support campaigns involving discovery and resource claims. The setting seamlessly integrates with Alternity's core system by scaling mechanics from planetary operations to galactic strategy, allowing gamemasters to run adventures that span personal skirmishes to interstellar . Representative scenarios include pirate raids on commercial shipping lanes, where defend convoys against rogue elements, or tense diplomatic summits negotiating Verge territories amid factional tensions. Hero classes such as spacers and diplomats fit naturally into these narratives, enabling diverse character roles in exploration and conflict.

Dark•Matter

Dark•Matter is a for the Alternity role-playing game, situated on a near-future version of in the late , where everyday reality conceals a web of threats that merge with elements, such as ancient influences and secret societies. This hidden world features devious organizations plotting for dominance, otherworldly forces embedding within human power structures, and nightmarish creatures lurking in the shadows, creating an atmosphere of pervasive conspiracy and supernatural intrigue. Central to the setting are key organizations that drive the narrative, including the Hoffmann Institute, a private investigative entity founded in the early to probe events and recruit skilled individuals for combating these threats through accumulated knowledge and covert operations. Opposing or complicating these efforts are groups like the Greys, extraterrestrial beings known for abductions and subtle manipulations, pursuing agendas of infiltration, experimentation, and potential large-scale incursions into human society. Species such as the fraal appear as enigmatic, hidden natives integrated into Earth's concealed history, adding layers to the conspiracy elements. Adventures in Dark•Matter typically involve X-Files-inspired mysteries, where player characters uncover plots like spectral hauntings or engineered viral outbreaks tied to rituals, often employing psionic abilities interpreted as bestowed "gifts" from enigmatic entities to navigate these perils. Supporting investigations, advanced such as bio-scanners enables detection of anomalous life forms or signatures, blending high-tech tools with challenges. The setting's horror-infused tone amplifies tension through mechanics that prioritize Willpower-based saves to resist fear and madness induced by ghostly apparitions or demonic manifestations, ensuring encounters test characters' mental resilience alongside their physical capabilities.

Published Supplements

Core Rulebooks

The core rulebooks for Alternity, published by TSR and Wizards of the Coast in 1998, consist of the Player's Handbook and Gamemaster Guide, which together provide the foundational rules for playing the science fiction role-playing game, along with the Campaign Kit that includes the Game Master's Screen as an essential quick-reference accessory. The , authored by Bill Slavicsek and Richard Baker, is a 256-page volume (ISBN 0-7869-0728-2) released in April 1998, offering players comprehensive guidance on character creation, skill systems, basic —including the step dice resolution system—and introductory adventures to facilitate immediate play. It includes a "Quick Rules" section for streamlined gameplay initiation, emphasizing the creation of heroes suited for contemporary to far-future settings. Complementing the Player's Handbook, the Gamemaster Guide, also by Richard Baker and Bill Slavicsek, is another 256-page hardcover ( 0-7869-0729-0) published in May 1998, focusing on tools for game masters such as world-building procedures, advanced rules for combat and , and utilities like tables to support design and campaign management. This volume equips gamemasters with resources for moderating sessions, handling complex scenarios, and expanding the game's framework beyond player-facing elements. The Game Master's Screen, bundled within the 36-page Campaign Kit (ISBN 0-7869-1213-8) released in July 1998 and authored by Eckelberry, serves as a four-panel foldout featuring quick-reference charts for key elements like steps, scales, and common , enabling efficient access during without flipping through the core guides. This kit, priced at $12.95, also includes additional forms and tools, making it indispensable for practical session preparation.

Equipment and Adventure Guides

The Arms and Equipment Guide, published by TSR in 1998, serves as a key supplement for enhancing player options in StarDrive* campaigns through detailed listings of gear and technology (ISBN 0-7869-1214-6). This 96-page book covers hundreds of items, including weapons like laser rifles equipped with multiple fire modes for varied combat scenarios, protective armor types ranging from lightweight fabrics to heavy plating, ground and space vehicles with performance specifications, and accessories such as communication devices and sensors. All items are priced in credits, the standard currency in the Alternity universe, allowing gamemasters to balance economies and resource management. A companion volume, the Dark•Matter Arms & Equipment Guide (ISBN 0-7869-1433-8), published in 2000, provides similar detailed equipment listings tailored for modern-day campaigns, including over 200 items such as conventional firearms, surveillance gear, and investigation tools. This 96-page supplement supports investigative and horror-themed adventures with pricing and stats integrated into the core system. Standalone adventure modules further bolster scenario variety, with titles like Black Starfall (TSR 2806, 1998) delivering introductory missions for StarDrive* newcomers through a 16-page structure featuring system maps, profiles, and plots involving malfunctions on derelict ships. The Killing Jar (TSR 11615, 2000), a 64-page module by Bruce R. Cordell, presents biohazard-themed horror with containment breaches and experimental horrors, complete with encounter maps and antagonist stats to facilitate tense, survival-focused sessions. These modules emphasize for easy adaptation to different hero classes, such as equipping a with specialized gear from the Arms and Equipment Guide.

Reception and Legacy

Critical Reviews

Upon its 1998 release, Alternity garnered praise for its innovative modular , which allowed for adaptable campaign settings across subgenres, and its scalable mechanics that supported progression from individual characters to interstellar conflicts. Reviewers highlighted the logical structure of and task , describing the as straightforward once grasped, with a semi-abstract damage model using stun, wound, and mortal tracks based on for realistic injury simulation. The core books' production quality, including digest-sized hardcovers with glossy covers, was also commended for accessibility during play. Critics, however, pointed to the complexity of the step dice mechanic, where difficulty is adjusted by adding or subtracting polyhedral dice (e.g., +1d4 for moderate challenges or -1d20 for easy ones), which could slow resolution and introduce variability that overshadowed skill ranks in extreme cases. The broad scale of progress levels—spanning prehistoric to far-future technologies—added depth but contributed to a steep , particularly for players transitioning from simpler systems like . Fast-play rules were included to mitigate this, providing a simplified entry point for newcomers. Commercially, Alternity achieved modest success but faced limited support after Wizards of the Coast's 1999 acquisition of TSR, with production ceasing in 2000 due to underwhelming sales figures that failed to sustain the line. Retrospective analyses in the 2010s, such as those on EN World, have emphasized its lasting design innovations, including perks that prefigured feats in D&D 3rd Edition and skill rank benefits that influenced 's bounded accuracy and class structures. These elements underscored Alternity's role in bridging traditional frameworks with modern, genre-flexible play.

Community Revival and Modern Adaptations

Following the acquisition of TSR by , support for Alternity ended in 2000 as part of a broader rationalization of the company's holdings, rendering the game out-of-print and leading Wizards to allow the trademark to lapse. efforts emerged soon after to sustain the game, with communities forming around dedicated websites. AlternityRPG.net, established in , became a central hub for enthusiasts, hosting thousands of posts, -submitted resources, and play-by-post games since the early . These communities produced house rules, PDF supplements, and electronic magazines to expand and adapt the original system. For instance, the site offers downloadable PDFs of essential rules, character sheets, and adventure modules, alongside fan projects like custom sourcebooks for robots and psionic effects. E-zines such as The Last Resort, launched in April 2003, provided bimonthly content including campaign ideas, new equipment, and fiction, with multiple issues available as free PDFs. Another early publication, Starfall E-Zine from 2001, focused on fiction, starships, and rule variants. The lapse of the Alternity trademark enabled an official revival in 2017 by Sasquatch Game Studio, which launched a Kickstarter campaign in April that funded in June with $62,043 from 703 backers. The project culminated in the 2018 release of the Alternity Core Rulebook, a 256-page digest-sized hardcover updating the original d20-based mechanics for modular science fiction play, including the new Protostar setting and tools for custom campaigns. Additional supplements followed, though production faced delays as noted in studio updates. Modern adaptations have extended Alternity's legacy through fan conversions and digital tools. Community projects on AlternityRPG.net include full conversions of settings like Robotech and Ghost in the Shell to the original system, demonstrating its flexibility for adaptation to other RPG frameworks. In the 2020s, fans have leveraged virtual tabletops such as Roll20 and Foundry VTT for remote legacy play, importing PDFs and house rules to recreate Alternity campaigns online amid the rise of digital RPG platforms. In 2024, the community launched Alternity Beyond, a fan-made digital toolset supporting character creation, campaigns, and homebrew rules for the original system.

References

  1. [1]
    Alternity Player's Handbook (Alternity Sci-Fi Roleplaying, Core Book ...
    The Player's Handbook, the companion volume to the ALTERNITY Gamemaster Guide, contains everything players need to create SF heroes and play the ALTERNITY game, ...
  2. [2]
    [PDF] Alternity_RPG_Fastplay_Player.pdf
    ▻ Setting: The ALTERNITY rules can be used to create adventures in any modern to far-future setting. Players and Gamemasters need to decide what type of ...<|control11|><|separator|>
  3. [3]
    Alternity Sci-Fi & Fantasy Generic RPG
    Alternity is a Science-Fiction "Role Playing Game" featuring Dark Matter (modern day conspiracy), Star Drive (futuristic space opera), Gammaworld (post ...
  4. [4]
    Alternity | RPG - RPGGeek
    Alternity is a science fiction role-playing game (RPG) published by TSR in 1998. Following the acquisition of TSR by Wizards of the Coast, ...
  5. [5]
    Alternity | Sasquatch Game Studio
    Sasquatch Game Studio is pleased to announce the return of Alternity (TM), a modular science fiction roleplaying game where you create your own future!
  6. [6]
    [PDF] ALTERNITY Player's Handbook
    Jan 21, 1998 · The Gamemaster Guide includes instructions for creating your own al- ternate tomorrow campaign, or you can use one of the official campaign.
  7. [7]
  8. [8]
    Wizards of the Coast: 1990-Present - Designers & Dragons
    Aug 3, 2006 · On April 10, 1997, Wizards of the Coast announced their purchase of all of the assets of TSR, including D&D and the other major gaming ...
  9. [9]
  10. [10]
  11. [11]
    Whatever happened to the old TSR Tabletop RPG Alternity? - Quora
    Mar 29, 2022 · The Alternity rules set is modular, so gamemasters can support the ... cyberpunk setting will use a virtual reality/hacking module instead.<|control11|><|separator|>
  12. [12]
    The Trouble With Science Fiction and RPGs, Part II
    Nov 5, 2013 · Alternity was the science fiction answer to Dungeons & Dragons fantasy, providing a universal system with modular setting information. Not ...Missing: compete | Show results with:compete
  13. [13]
    Review of Alternity Player's Handbook & Gamemaster Guide - RPGnet
    Alternity is a game put out by TSR, whose design began before they were acquired by Wizards of the Coast. It was apparently an attempt to recreate what they had ...
  14. [14]
    Review of Alternity Player's Handbook - RPGnet RPG Game Index
    Alternity's alien races are far more intriguing than those found in, say, Star Trek, but decidedly inferior in concept and execution to those of Traveller, or ...Missing: compete | Show results with:compete
  15. [15]
    None
    Below is a merged summary of Alternity's influences, release, and strategy from *Designers & Dragons: The ’90s*, consolidating all information from the provided segments into a comprehensive response. To maximize detail and clarity, I’ve organized the information into a table format for each major category (Influences, Release, Strategy), followed by additional notes on sales, launch events, and useful URLs. This ensures all unique details are retained while avoiding redundancy.
  16. [16]
    Alternity - RPG Writeups - Hello!
    Essentially, you have four types of hit points: Stun (which K.Os you if it goes to 0), Wound (which seriously fucks you over if it goes to 0), Fatigue (guess), ...<|control11|><|separator|>
  17. [17]
    Alternity: The System - Geek Related
    May 2, 2011 · The core mechanic of Alternity uses a d20, but to roll low under a skill. Die rolls are modified not by flat numbers but by die “steps” (d4, d6, ...Missing: resolution | Show results with:resolution
  18. [18]
    1998: Alternity: Science Fiction Roleplaying Game
    Dec 15, 2018 · The publication of Alternity: Science Fiction Roleplaying Game in 1998 marked the return of TSR, Inc. to the Science Fiction genre. In its ...
  19. [19]
    [PDF] Action Check Races - Identical Games
    Physiology. Physiology. The mechalus are a technologically ad- vanced people who colonized the entirety of their star system prior to human contact.Missing: descriptions | Show results with:descriptions
  20. [20]
    Pyramid: New Frontiers: The Star*Drive Universe for GURPS
    The Stellar Ring also contains the homeworlds of four alien species discovered by humanity: the Mechalus, the Sesheyans, the T'sa, and the Weren. Each of these ...
  21. [21]
    Fraal - Alternityrpg Wiki - Fandom
    Fraal are thin, calm humanoids with large eyes, who are thinkers and philosophers, and are nomadic starfarers who came to Earth 10,000 years ago.Missing: Dragon Magazine
  22. [22]
  23. [23]
    AlternityRPG.Net Forum -> Star*Drive Setting Quick Intro?
    Sep 5, 2007 · If you don't have the players alternity quickstart rules, you should download it from this website & give it to players before your first gaming ...
  24. [24]
    Alternity all Book "Star Compendium: Systems of the Verge" by ...
    Alternity all Book "Star Compendium: Systems of the Verge" by David Eckelberry. Alternity is a Science-Fiction "Role Playing Game" featuring Dark Matter ...
  25. [25]
    Dark Matter (Alternity Sci-Fi Roleplaying, Dark Matter Setting, Modern)
    30-day returnsThe Dark Matter Campaign Setting expands the Alternity game universe by introducing a near-future world full of the paranormal and occult.
  26. [26]
    Dark•Matter Campaign Setting | RPG Item - RPGGeek
    Rating 7.9/10 (55) Devious organisations scheme for world domination, otherworldy forces infiltrate our power structures, and creatures from our nightmares lurk in the shadows.
  27. [27]
    Dark*Matter by Freaking Crumbum - RPG Writeups
    Welcome to Dark*Matter, a campaign setting for the Alternity Game System. Yes, that Alternity Game System, the one was developed towards the very ass-end of ...
  28. [28]
  29. [29]
    Review of Dark•Matter - RPGnet d20 RPG Game Index
    Oct 30, 2006 · Dark Matter – Supernatural Conspiracy Roleplaying - is a present day setting about conspiracies, aliens, the occult, cryptozoology and so on. It ...
  30. [30]
    Review: Alternity Dark•Matter - The Other Side blog
    May 29, 2024 · Dark•Matter takes place on Earth, but not the Earth we know. This is an Earth with a hidden history where monsters, aliens, psychic powers and even magic are ...
  31. [31]
    Alternity all Book "Player's Handbook" by Bill Slavicsek & Richard ...
    Explains what the game is about, what roleplaying is, how to use the book, how to start playing and the most important bit - It's all about having fun. The ...Missing: design influences
  32. [32]
    Alternity all Book "Gamemaster Guide" by Richard Baker and Bill ...
    $$19.95Dec 15, 2000 · Release Date: May 1998 ; Format: Hardcover ; Page count: 256 ; ISBN: 0-7869-0729-0 ; Price: US$ 19.95 ...
  33. [33]
    Alternity all Book "Alternity Campaign Kit" by David Eckelberry
    Page count: 36. ISBN: 0-7869-1213-8. Price: US$ 12.95 Alternity Role-Playing Game En science fiction. Four Panel Screen (4 pages) Includes many useful tables ...
  34. [34]
    Alternity Player's Handbook (Alternity Sci-Fi Roleplaying, Core Book ...
    In stock Rating 3.8 (97) Alternity Player's Handbook (Alternity Sci-Fi Roleplaying, Core Book, 2800) - Hardcover ; Publisher: Wizards of the Coast, 1998 ; Buy Used. Condition: Very Good.
  35. [35]
    Alternity Gamemaster Guide: Richard Baker, Bill Slavicsek
    30-day returnsPublication date, June 9, 1998 ; Edition, First Edition ; Language, ‎English ; Print length, 256 pages ; ISBN-10, 0786907290.
  36. [36]
    Alternity Gamemaster Guide - Richard Baker; Bill Slavicsek
    $$18.31 Rating 4.1 (48) · 14–30 day delivery1998; Language: English; ISBN 10: 0786907290; ISBN 13: 9780786907298; Binding: Hardcover; Edition number: 1; Number of pages: 256; Rating. 4.10 4.10 out of 5 ...
  37. [37]
    Review of Star*Drive Arms & Equipment Guide - RPGnet
    Weapons only take up 34 pages of the 96 in the book. There's information on clothes, medical equipment, armour, vehicles, communications gear, sensor items, ...
  38. [38]
    Alternity Star*Drive Books
    Alien Compendium II: The Exploration of 2503 Author: William W. Connors, Steven Schend, and JD Wiker Release Date: April 2000 Page count: 96 Price: US$ 19.95
  39. [39]
    Star Drive Campaign Setting (Alternity Sci-Fi Roleplaying, Star Drive ...
    This full-color volume hurls players into the 26th century with a galaxy of nonstop action, epic adventure, and astounding far-future technology.Missing: Sathar | Show results with:Sathar
  40. [40]
    Review of Star*Drive Campaign Setting - RPGnet RPG Game Index
    This long chapter covers the worlds of the frontier, those not controlled by the Concord or any of its constituent nations. These worlds are all described in ...
  41. [41]
    Alternity Product Listing (Complete?)
    Seven Alternity adventures were published as part of the RPGA Adventurer's Guild program, which was a promotional program from 1998 to 2000. There are maybe 50- ...
  42. [42]
    Alternity RPG new address (we got play by forum too)
    Feb 8, 2005 · Alternity.Net has moved to http://AlternityRPG.Net/ after our old web host fell apart. Alternity is a generic RPG system, which is out of print ...
  43. [43]
    Alternity Recommended Downloads
    Character Managers. SQuAT developed since 2006; manage your Alternity characters and expand your campaigns with new races, attributes, skills, perks, flaws, ...
  44. [44]
  45. [45]
  46. [46]
    Last Resort E-zine - Alternity Project - Information
    The Last Resort emagazine will cover all aspects of the Alternity system and support any campaign that uses this great game engine. So plan on info for ...Missing: fan 2001 PDFs
  47. [47]
    [PDF] Table of Contents - Alternity
    The Last Resort is a electronic magazine dedicated to the Alternity Role-Playing. Game. This work is offered free of charge to all interested parties and is not ...
  48. [48]
  49. [49]
    Alternity 2017 - A Science Fiction Roleplaying Game - Kickstarter
    May 26, 2021 · A modular Science Fiction Tabletop Roleplaying game limited only by your imagination.<|separator|>
  50. [50]
  51. [51]
    D&D General - What happened to Sasquatch Game Studios?
    Oct 27, 2021 · I'm stepping away from active participation in Sasquatch. We've got some work to do on one more sourcebook for our Alternity RPG Kickstarter ...Here's Some Concept Work For ALTERNITY'S Spaceship BookAlternity Modules | EN World D&D & Tabletop RPG News & ReviewsMore results from www.enworld.org
  52. [52]
  53. [53]
  54. [54]
    Foundry Virtual Tabletop: Home
    Foundry Virtual Tabletop is software that provides an innovative online role-playing experience. The software supports Windows, Mac, and Linux.Missing: Alternity | Show results with:Alternity