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Hardcover Gamemaster Guide Book

ISBN: 0786907290

ISBN13: 9780786907298

Gamemaster Guide

(Part of the Alternity RPG Series)

SOFTCOVER VERSION: Featuring time-tested safety concepts and the very latest industry standards in material design, the 2009 International Building Code offers up-to-date, comprehensive insight into... This description may be from another edition of this product.

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Format: Hardcover

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Customer Reviews

5 ratings

An Essential Element For An Exciting New Game

A core rulebook for TSR's new science fiction roleplaying game, the Alternity Gamemaster Guide provides ideas and essential rules for running an Alternity campaign. Alternity brings flexibility to the sci-fi gaming universe, allowing the gamemaster to create any sort of campaign, from friendly exploration and alien contacts to gritty, grim wars of vast planetary destruction. Use of this book assumes ownership and working knowledge of the Alternity Player's Handbook. It covers the basics of running a roleplaying game for novices, Alternity's special quirks for the experienced gamemaster, adventure and campaign design, and fast-play rules for the impatient. Sections deal with details of handling character creation, personal statistics and their effects, hero careers, and non-player characters. Tips are given for designing new hero careers, alien races beyond the five provided in the Player's Handbook, and a variety of vehicles, star systems, individual planets, spacecraft, and alien artifacts. The Guide contains many short tables for effects and characteristics, and for determining species lifespans (as determined by technology level). Brief optional rules are also presented for mutants, psionics, cyborgs, artificial intelligence, and "special effects" (any magic, miracle, or superpower beyond the other rules provided). For players' displeasure there are statistics for 15 dangerous animals from good old Terra and 20 generic alien creature types to modify for every alien need. TSR fantasy fans will find an appendix of conversion rules for bringing AD & D characters, races, equipment, and spells into an Alternity game.For ease in using published adventures and accessories, a sample nonplayer character statistics form with explanatory notes is provided. Also included are forms for ship design, ship status, and solar system design/record. There is an index of both this book and the Player's Handbook. Alternity Gamemaster's Guide is an essential element in what promises to be an exciting new game in the science fiction game genre. --Sharon Daugherty for Skirmisher Online Gaming Magazine

Excellent Sci-Fi RPG system

The Gamemasters Guide is an excellent resource for anyone who has tried Alternity and wishes to host thier own campain. The guide covers all the areas that you need to run a successful game. The Alternity game systems really makes it easy for the GM to be able to manage a good sized group without getting bogged down in complicated rules. Your players will have a blast! This is an excellent gaming system to start off with as well, since it is so strait forward. The game mechanic is simple, but allows for alot of depth and completeness depending on your tastes.Quite often in other game systems problems arise that are difficult to resolve with the rules, with Alternity Guide not only are the rules well organized and complete, the number of rule problems are minimal because of the efficent game mechanic and well written guide.If you are thinking about purchasing this Guide, it wouldn't be a mistake. It is well worth just to read and see the artwork throughout.

A solid and well made RPG system

I read through the Game Masters Guide, and I think that TSR really did a good job. The rules are solid, well thought of, and the book contains a lot of advice for GMs. I have played several RPGs, and I think Alternity is a great one.

Top-Notch Science Fiction Role Playing

In my opinion, Alternity can be racked up as Traveller for the late 1990s. The Gamemasters guide presents rule refinements and an excellent system for role-playing. I think that combined with the Alternity Player's Handbook, this game will present gaming enjoyment for years to come.The chapters on campaign design and campaign archetecture are real stand-outs. They would be very useful to any GM in any S/F role-playing game.My only complaints were a lack of an adventure (unless you got your copy early enough) and relativly weak chapters on adventure design, both of which would have been very useful for a fledgling GM.Overall, Alternity is a great system.

The Second Part of a Great RPG system

This is the other Book you'll need to play Alternity(the other one is the players handbook). If you fimilar with other TSR products like AD & D there is no suprize that you need a Players Handbook and Game Masters guide.This new system that TSR made is nothing like any of their other products, to put it simply this isn't AD & D in the future it's a whole new game. The rules are simple so you can get into the action right away, there is also a brand new combat system that makes combat a lot fast so you won't spend and entire evening on one combat round.I must recomend the Alternity books to anyone who loves to play in Far Future settings battling Hodes of Aliens and humans...
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