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Title: Dataware (Alternity 2811) by Wolfgang Baur ISBN: 0-7869-1215-4 Publisher: Wizards of the Coast Pub. Date: September, 1998 Format: Paperback Volumes: 1 List Price(USD): $16.95 |
Average Customer Rating: 3.8 (5 reviews)
Rating: 5
Summary: A well written must-have for any campaign
Comment: Of all the books in the Alternity, I would have to say that this is one of the better-written supplements. The strongest portion is the section on the Grid and its mechanics. It is so chock full of good information that anyone who plays a PL5/6 and/or cyberpunk-like campaign will find something useful here. I will admit that the section on Robots is a little weaker but that is only in the area of the quantity of material (the quality is still quite good). Definitely worth the money.
Rating: 5
Summary: Dude 2 down from me....
Comment: Okay, I am sorry if I haven't read the book. I am, however, familiar with the Alternity rules and so I would like to answer the screams of another reviewer here, to clarify a few things. Probably he/she is not exactly expecting this, so I guess I'm speaking to those others reading these reviews.
Alternity *is* an infinitely adpatable game. Simply, the sourcebooks are meant to be **optional supplements**. You don't *have* to integrate them, but this is simply a manual of rules for clarification on stuff you don't necessarily want to work out yourself. Just because there is an adventure module on the shelves doesn't mean that you have to use the module, it simply means that you can. This book is obviously meant to alleviate the souls and minds of the gamers from unnecessary work.
Rating: 3
Summary: Good for Cyberpunk and Space Opera...but not both
Comment: Dataware is one of those supplements that isn't made for good reading, it's made for making your game better. A bit dry, but chocked full of wonderful information for tech-oriented heroes.
The actual dataware portion of the book is splendid, if you are playing a PL6/Cyberpunk campaign, filled with oodles of new software and devices that just screams "Gibson", but I have found these rules difficult to integrate into a PL7 or PL8 campaign.
On the other hand, the robots section of the supplement did wonders for my Star*Drive campaign. With Episode One just hot off the presses in town, my players really wanted to go bashing droids right and left. This supplement really pulled through in that respect. I was able to design several droids to throw at my players in just an hour or so.
Check it out, it'll add a lot of new tech to your campaign.
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Title: Star Drive: Campaign Setting (Campaign Setting) by David Eckelberry, Richard Baker, David Eckleberry, TSR Inc ISBN: 078690738X Publisher: Wizards of the Coast Pub. Date: July, 1998 List Price(USD): $29.95 |
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Title: Starships (Alternity) by David Eckelberry, TSR Inc ISBN: 0786913193 Publisher: Wizards of the Coast Pub. Date: January, 1999 List Price(USD): $18.95 |
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Title: Alternity Gamemaster Guide: Rules for Modern to Far-Future Roleplaying Games (Hardcover Rules Book) by Richard Baker, Bill Slavicsek, TSR Inc ISBN: 0786907290 Publisher: Wizards of the Coast Pub. Date: May, 1998 List Price(USD): $29.95 |
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Title: Arms & Equipment Guide (Accessory) by Richard Baker ISBN: 0786912146 Publisher: Wizards of the Coast Pub. Date: August, 1998 List Price(USD): $16.95 |
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Title: Alternity: Player's Handbook by Bill Slavicsek, Richard Baker ISBN: 0786907282 Publisher: Wizards of the Coast Pub. Date: April, 1998 List Price(USD): $29.95 |
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