In today’s blog, we’re taking a look at the current iteration of our take on Alternity’s damage and wound system. As with other sneak peeks at our design, this is a snapshot of a work in progress, and we expect to continue to refine and adjust the systems as we get closer to launch. Read on! Continue reading
Monthly Archives: December 2016
Alternity Design Blog #9: AcadeCon Playtest part 1
While we’ve been quiet the past few weeks, much work has been happening behind the scenes to prepare Alternity for playtest. As part of that process, Rich performed a dry run of the playtest rules at AcadeCon 2016 a few weeks back, and ran a couple of scenarios of Alternity for the RPG Academy fans in attendance. Here’s part 1 of his convention report! Continue reading