Alien RPG - true to the source material
In space, no one can hear you scream...
Image by Free League |
[9 min read]
I managed to buy Free League's Alien RPG starter set, core rulebook, and Destroyer of Worlds adventure module for half price during Black Friday sales in 2023, and I am glad that I did. Not only are they beautiful products, they have really scratched that Alien itch that re-watching the movies gave me. As this is a strong candidate for running with my local tabletop role-playing group, I decided to give it a test drive, solo.
My play experience
The starter set came with maps, dice, useful cards and physical tokens, so I decided I would attempt to play through the short adventures from the core rulebook and starter set completely analogue - no digital tools to aid me, no laptop at the table, just a physical notebook to record my experience.
I did skim read both adventures and used Mythic Emulator 2nd Edition to resolve questions. One happy side effect of a poor memory is that I forgot most of what I read when actually playing, and if I did manage to remember a detail, I would use Mythic to see if my character would have known it.
I played full parties of pre-generated characters (five different ones in each scenario) that covered the gamut of typical space trucker arch-types such as the Pilot, Officer, Scientist etc. Despite Free league's Year Zero engine fitting the relatively light ruleset onto one page character sheets, juggling five of them at once was a challenge.
You can see the pros and cons of these choices above in my article on solo roleplaying - but ultimately I halted mid-way through the second adventure. Playing five characters in a new ruleset and without digital tools was a time sink, and I found a level of frustration at my poor handwriting that I could not overcome. But, this decision had nothing to do with my enjoyment of the system or the adventures!
BELOW CONTAINS MINOR SPOILERS FOR TWO OFFICIAL ALIEN RPG SCENARIOS
Hope's Last Day
Image by Free League |
In this short scenario where I was learning the rules, I made some tactical errors in building up too much stress early on, causing my characters to panic and most of them getting killed in my first encounter with a Xenomorph. While this felt fitting to the setting, and reminiscent of the first movie, it did make it difficult to try and escape with only one character left. My plucky scientist almost made it off the base with a clutch of alien eggs and would have been set up for life if a roaming drone hadn't found her by the airlock, and well, bitten off her head!
Chariot of the Gods
Image by Free League |
Free League's premium Foundry VTT modules are reportedly very good Image by Free League |
What I liked
Alien lore
Aside from the incredible presentation that I have come to expect from Free League, I was very happy to find that the core rulebook does a great job in laying out the history and setting from the Alien universe. Only ever having watched the films, my first exposure to the series' canon was not overwhelming, and gave me just enough lore to help me set the scene at the tabletop.
The core combat rules
Stress and panic
Seeing the Facehugger symbol show up on the yellow stress dice was always panic-inducing Image by Free League |
The titular Xenomorphs
Image by Free League |
Concerns I had
Death spiral
Campaign mode
The game outlines a mode of play using pre-generated characters in written scenarios based loosely on the films, aptly named cinematic mode. They even come complete with a three-act structure!
This is what I played, and is in contrast to campaign mode, intended for longer campaigns with player-generated characters who advance with experience. Given the brutality of the setting, I wouldn't want to get too attached to my characters, nor am I sure I could play a long campaign of survival horror. Without having tried this second mode of play, Alien RPG seems to me to be perfect for one-shots or a mini-series.
That said, I do applaud Free League for having published campaign books & adventures for three different styles of play - Space Truckers, Colonial Marines or Colonisers - and imagine these would vary the content considerably when compared to your standard survival fare.
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What I would bring to other systems
I really liked the Stress and Panic rules from Alien RPG, and would consider implementing something in a grim dark D&D campaign, like a re-skinned critical fumble table or something similar.
I have already adapted the resource usage abstraction seen in Alien (where you roll a number of d6s equal to your supply rating, and each one reduces the supply by one, until you run out). In my Curse of Strahd D&D 5E campaign, I have hacked up rules for the resource die, where you start fully equipped wth a d10 food & drink, and for each short or long rest for each of the characters, you roll the die. A roll of a one or a two steps the die down (e.g. d10 to d8, d8 to d6 etc), increasing the chance you've consumed those resources, until you run out. It abstracts resource management, adding a random element to increase tension.
Lastly - befitting the movies, the starter set characters each came with a hidden agenda (e.g. stealing an alien egg). I used these to help decide the actions of my party in my solo adventures, but these could be used effectively in any campaign with multiple players to spark some conflict and make for some interesting roleplaying.
Final thoughts
The Alien RPG is an Golden Ennie award-winning product that really delivers the quintessential Alien experience. If you like your brand of space exploration mixed with horror then Alien RPG is a strong recommendation and the starter set comes packed with a lot of value. The Year Zero engine really shines in this incarnation, adding enough crunch in combat and survival mechanics for my taste. I look forward to playing some more! But in the mean time...
This Is Ripley, Last Survivor Of The Nostromo, Signing Off.
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