This week, we want to give you a glimpse of our ongoing Alternity playtests so you can watch as we hone the rules and explore different SF settings. These early reports won’t be a deep dive into the rules specifics, because when we were playing, the rules were… let’s go with “fragmentary.” Yeah, fragmentary. You should get a sense of how the design is progressing, though and the interesting conflicts and dilemmas that Alternity characters find themselves in. Here’s Dave with this week’s report: Continue reading
Category Archives: Alternity
Alternity Design Blog #2: The Core Mechanic
Let’s face it—any discussion of the 1996 Alternity game begins with the distinctive core mechanic of the game, as the original game had a novel take that used a d20 and one or more other dice for resolution, with the possibilities of different levels of success based on the result. In this week’s Design Blog, Rich takes us through our process as we evaluate the core mechanics for Alternity 2017. Continue reading
Alternity Design Blog #1: Why Alternity?
Welcome to the Alternity design blog! Over the next few months we’re going to examine various topics and decision points in the process of building the game. As we noted in our announcement before GenCon, the first step in launching a new Alternity game is to engage the audience (you!) and begin a conversation. We want to give you a chance to “look behind the curtain” and see what kind of design decisions we’re making—and we want to float some trial balloons and see if our potential backers are in favor of our design direction or not.
So, with all that said, let’s turn to Design Blog Topic #1: Why Alternity? Continue reading