I’ve never really been able to sustain a sci-fi game, and its not been for a want of trying. I’m not giving up either, but I’m going to attempt if from a different direction. I’m going to try to find something as close to D&D in space as possible.
Yes, yes, I’m aware of Gamma World, but I’m discounting it as too much work for me to take it forward to space adventure (not to mention cutting the wacaday elements)
The choice seems so obvious in hindsight: Alternity.
This was written by Bill Slavicsek and Rich Baker, so a fine pedigree. It was released in 1998 to muted applause. WotC came a-calling soon after and Alternity progressed straight to the back burner. I hardly noticed at the time. I think i played a couple of sessions, but not enough to get involved. I must have been playing something else back then (Feng Shui or summat)
So, a TSR game, loosely generic, but with a strong implied setting, great production values and uses the full polyhedral? Perfect.
Couple of trips to eBay later and I have the Players Guide and the Star*Drive setting in my hand, and the GM Guide incoming.
It’s early days on the first read through, but this nuggets shone out immediately:
"(You can) give your hero your real name if you like"
That’s rare advice. I’m taking it as an auspicious start. On the con side though, you have to roll low to succeed. I’m going to have to grit my teeth and plough on through that one.
More reports as I go.