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4 of 5 people found the following review helpful:
2.0 out of 5 stars Ho hum., October 24, 2000
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Graham Wills (Naperville, IL USA) - See all my reviews
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This review is from: Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying) (Paperback)
I like Alternity; a very nice rules system with a pleasant, if not terribly inspired space opera setting and an X-files style modern setting. This book is a psionics add-on to the base system that provides some interesting genre notes and a minor additions to the rules, but, to be honest, the core rules cover it in plenty of detail for most purposes (I disagree with Thomas Denmark over this, obviously). If you want to go into a lot of psionics related detail in a game, maybe think about this book. Otherwise, pass.
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3 of 10 people found the following review helpful:
2.0 out of 5 stars Information that should have been in the core rules books, June 7, 2000
This review is from: Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying) (Paperback)
I almost wanted to give this product 3 stars, because the production value is very good, but the content is too lacking in material. Psionics are such a basic staple of science fiction, and this book treats it in an adequate, if uninspired manner. Apparantly the purpose of this book was to provide generic information to be used in any kind of campaign, but it comes across so generic that it has no flavor. Alternity is a noble attempt, but drops short of its goal of creating the definitive sci-fi game. The fact that the information in "Mindwalking" is in a separate supplement is proof that Alternity is lacking. Note to Wizard of the Coast: next time you do a sci-fi game, put a full treatment of psionics in the core rules books.
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Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying)
Mindwalking: A Guide to Psionics (Alternity Sci-Fi Roleplaying) by JD Wiker (Paperback - November 1, 1999)
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