Or, to put it another way, do you believe the Alpha Dawn rules can be used in a more "generic" fashion, without being tied specifically to the Frontier? In many discussions, some people have voiced the notion that the "retro-future" feel of the game is absolutely vital to its charms, but on the other hand, projects like Fantasy Frontiers indicate that some folks don't agree. So how about it -- could you see yourself using the Alpha Dawn rules with a flashier, more modern campaign setting, or one that's even more retro than the early 1980s?<br /><br />For myself, I'm sort of in the middle. I believe that the <i>concepts</i> of Alpha Dawn can be left intact while the <i>presentation </i>can be updated. For example, a chronocom doesn't have to be a big, clunky wristband more reminiscent of a pocket calculator stuck to a teleport bracelet from <i>Blake's 7</i> -- I believe it can be a slender band that uses a holo projector instead of a screen and voice command instead of buttons, but performs exactly the same function. Computer cases don't have to be the size of appliances, and memory certainly doesn't have to be reel-to-reel tape (as seen in the introductory comic in the Alpha Dawn Basic Game book) -- indeed, I believe Alpha Dawn computers don't even have to be built according to the early-80s "hobby kit" model, but can still use the rules as printed!<br /><br />That's what got me excited about the Revival in the first place -- Bill's updated presentation in the Digitally Remastered books. If the books themselves can get a visual update while still containing the same core, I think the game's style can too.
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