Alpha Omega Core Rulebook - Alpha Omega is a thrilling, comprehensive, and adaptable role-playing game. Alpha Omega provides players a unique and in. Mind Storm Labs. ADD TO WISHLIST >. Watermarked PDF. AlphA OmEgA. 1. Welcome to Alpha Omega. The Role-playing Game. Using This Book. Section Guide. Getting Started. Modes of Play. Alpha Omega - Core Rulebook - Ebook download as PDF File .pdf), Text File games.2 AlphA OmEgA is A rOlE-plAying game—a collaborative storytelling.
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PDF version of hardcover book version. RPG Item Version. Alpha Omega Core Rulebook · Alpha Omega · System. Nickname. PDF Version. Alternate. I think I used to have a PDF of the core rulebook laying around I got a lot of flack for not being 'Evil' enough to be an Omega wielder, and it was GM to discuss how he wanted to handle Alpha and Omega usage, though. Alpha Omega Core Rulebook (PDF Version) [RPG Item Version Link]. PDF version of hardcover book version. [What Links Here].
We launched the Ethan Haas Was Right website in late June and began leaving messages and clues across the Internet about a mysterious website that had just appeared. We began receiving, what we thought at the time, was great traffic to the site.
However, once the two marketing campaigns were linked it just exploded and we started receiving millions of hits a day and tens of thousands of emails.
Within 24 hours the majority of online and print media outlets, including the mainstream press like USA Today and Forbes were running with the story. We tried leaving in-game messages through some of the characters, to let players know the two were not connected, but that just created more debate and conspiracy theories. It also didn't help that Paramount contacted YouTube to have our video clips taken down.
Even after our the marketing campaign ended we still had people coming up to us at conferences and telling us they didn't believe we were real. They still believed we were part of some elaborate marketing ploy by [Cloverfield producer] J.
A great unexpected result from it was the exposure a table top RPG received in the mainstream media. We received a lot of emails from people who never played an RPG before, or had years ago, and this got them interested in playing again.
PM: What is the genesis story for the AO world? Earl Fischl: AO got its start way back around At the time. I had been working on what would become the foundation for AO's setting -- a world wiped clean, humanity forced to relinquish control and put in its place by a savage, primal wilderness which had clawed its way right to the gates of the few remaining mega-cities.
I always loved the hyper-urban world of cyberpunk, and the primal feel of monster-filled, savage wilderness. I had been reading a lot of stuff by guys like Zachariah Sitchin, Alan Alford -- all kinds of other stuff about ancient astronaut theory, the nephilim, etc. Kind of a weird combination, but that was really the mix that got the whole thing started.
My earliest setting notes referred to the "world remade" and I loved that idea of starting over; of destroying the world as we know it and building something new. There's something freeing about apocalyptic stories and the world that sometimes follows. The idea of the Evolutionary War [a cosmic war between angelic and demonic entities] became the pivotal device for unleashing the apocalyptic scenario required to "remake the world," and create what are almost two separate settings -- the Cities and the Wilds.
In , Dave and I met at a Halloween party, of all things, and the conversation led to this game I had been working on for years, which was originally called We started working on it together, and things exploded. We were on the same creative wave, and the rest is history. PM: The world of AO is very ambitious, and seems to successfully combine several genres. Then the magic system and the aliens together bring a Cthulhu vibe of cosmic horror. It seems you could run a dozen different types of campaign in the same world.
Was this deliberate -- to bring together these elements into one system? EF: The blending of genres occurred naturally, maybe unconsciously.
AO is the kind of fantasy world I've always wanted as a fan and writer, and luckily Dave and I shared that. I grew up on science fiction, fantasy and horror. For me, that was it. I didn't want to watch, read or play anything else. In retrospect it is amazing to see what influences come through during the creative process. I mean, everything owes a debt to what has come before. I'm lucky to have been in an environment which exposed me to a lot of great influences from a very young age.
AO is the natural result of those influences, and a whole lot more, coming together. It definitely wasn't the result of carefully planned market research or a ploy to appeal to as wide an audience as possible.
We simply created the world, and ultimately the game we wanted. Hopefully others like it as well. It is kind of funny actually. I had come across Lovecraft and certainly knew who he was, but never really got into it years ago.
When we were running the Ethan Haas story, and I was writing the Journal, people started saying the journal pages we were releasing look like Lovecraft. I had to run out and start finding Lovecraft's stuff, which of course I'm a big fan of now. Unfortunately, you could spend your life gathering influences and never get any of your creative work done, so Lovecraft has come to me late.
PM: What are the steps you took once you'd outlined the world, to begin the process of actually publishing and distributing the game? TM: We made the decision very early on to publish ourselves as we intend to produce several publications including novels and graphic novels set in the Alpha Omega universe, as well as other games based on our rule system.
We didn't seriously look at distribution until much later in the development cycle. We knew as a young company we had to have a finished quality product to show distributors before we could get them too interested or commit to supporting our products.
Once the core rulebook was finished and we began previewing it to distributors we received a very positive response which has resulted in us partnering with several distributors in the US and around the world. PM: The art in the core book and on the website is fantastic. I don't know anything about the art side of things -- how do you go about getting the artists you need for a project like this?
A few days into our search, we found conceptart. We posted an ad on the site and provided an email address where interested artists could send us submissions. After ten days or so, we had received over submissions! We rated each artist on their ability to draw characters, creatures, equipment, vehicles and action scenes, making notes about individuals that stood out in each category. We made a short list of five artists and offered each of them an opportunity to draw three images based on a general description of our world.
Three made the cut and we started right away! The pace was extremely intense and we really pushed the artists to perform at a rate they had never experienced before. Aaron Panagos, our Lead Concept Artist, and Matthew Bradbury, our Lead Illustrator, worked incredibly hard; basically putting their lives on hold for five months and performing incredibly, exceeding our high expectations.
PM: When developing the game, what was your playtesting system? No, this runs the whole gamut from D4 to D So, for example, your dice pool might consist of 1d20, 2d10, 2d6, and 1d4.
Those are your dice for the entire Combat Round, split them however you want across your actions. Yes, ALL of your actions for the Combat Round, including attacking, defending, casting spells, picking locks, etc.
Run out of dice for the round? Gotta wait til the next one. This alone made combat a very chart-heavy task, but add into that the "stances" which really should have just been called something else, since it was basically just modifiers you applied for kneeling, standing, running, lying prone, hovering, etc.
If you were able to cast magic, you put points or whatever it was into different areas. Made for a really unique magic system, though it was just as chart-cumbersome as the rest of the game. It kinda sucks that the producer Mindstorm Labs just kind of vanished.
I remember that they were working on another book, stuff got delayed, then they stopped going to GenCon and went quiet and just kind of disappeared. I think I used to have a PDF of the core rulebook laying around somewhere, but if I do it's on a PC that's currently disconnected and laying inaccessible in a corner due to the work being done ironically, right next to the bookshelf where my AO books are Thanks for the description!
Those staggered turns sound the hardest part to implement at a table. Also not terribly rewarding, as some players with higher stats will have more turns while other players just sit there, watching the action they are supposed to be part of.
It was definitely a challenge, though it was entirely possible that if you were comparing two characters that had equal numbers of character points that the character who went more couldn't hit as hard, or as often due to lower stats somewhere else.
I did a couple pieces of art for them so I got some comp copies or I bought them. I liked the atmosphere of the game and it seemed like you could make some interesting characters. Also the books had some great graphic design and organization. It seemed very crunchy but I started to make a character to think through the mechanics.
I think something came up that seemed broken.
I think perhaps it was impossible to kill anything when unarmed even if beefed up with all of the ridiculous enhancements and stuff. If I remember correctly combat had something weird going on with segments? Whatever it was I thought that if my gaming group thought the Burning Wheel combat system was too complicated then this could prove even more of a non-starter.
Loved the game, especially the artwork and atmosphere. I pre-ordered the second book, but it was shipped to an old address, so I don't even remember what it was. It's entirely too crunchy. Between the weird-ass dice pools and the full-blown modifiers for combat stance, movement, etc , it is just bonkers to keep track of.
Having a companion app to keep track of all the modifiers might make it more playable. The last campaign I played in before selling my copy, I was playing as an Omega-wielding nihilist fish-man. I embraced the idea that all things end, and that you should enjoy your life while you can. I got a lot of flack for not being 'Evil' enough to be an Omega wielder, and it was just so shitty. That's a failure on the part of the GM to discuss how he wanted to handle Alpha and Omega usage, though, not exactly a fault of the game itself.
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