Space is Not the Only Thing Trying to Kill You in the Alien RPG

Making a living in space is not easy. Radiation, micro meteors, and no food, air, or water. A mistake can take your life. And mankind is not alone. There are hostile things lurking in the shadows of mankind’s colonies and ships waiting to kill or worse. Things alien.

Making a living in space is not easy. Radiation, micro meteors, and no food, air, or water. A mistake can take your life. And mankind is not alone. There are hostile things lurking in the shadows of mankind’s colonies and ships waiting to kill or worse. Things alien.

alien1.jpg

Releasing today, Alien the Roleplaying Game (PDF) is a 392 page full color hardcover that explores the universe after the events of the movies Alien and Aliens. Campaigns are either limited Cinematic Play with pre-generated characters or longer running Campaign Play. Characters are blue collar space truckers, colonial marines, or colonists.

The Alien RPG is divided into thirteen chapters covering characters and character creation (including playing synthetics), combat and panic, gear, the dangers of space including ships and ship combat, the Game Mother’s job, governments and corporations, systems and planets, alien species, and campaign play with random adventure generators. Hadley’s Hope is described as an adventure for Cinematic Play with players running doomed colonists in the last chapter. Everything needed to kick off a campaign is included.

The game runs on Year Zero, the d6 dice pool system from Free League. Rolls can be pushed allowing rerolls but also generating stress which can lead to panic. I have run a few games of the Alien RPG and the panic is real. Players, not just their characters, become tense as stress builds.

Slight spoilers for the included adventure. The pregen MacWhirr, Colonial Administration union organizer, has the Talent of Pull Rank. She can give orders using Command and force another PC to obey even if it leads them into harm or danger. However, MacWhirr takes a point of stress every time she bosses someone around. And her commands won’t stop panic. So she gets closer and closer to losing it herself as those colonists she is responsible for panic or get ripped apart by xenos or betray and kill each other. Being in charge in the Alien universe is never easy. Getting ordered to your death is not great either, though.

alien2.png

Stress is bad but xenos are worse. Many Year Zero games use critical hits. In this game, aliens may be able to inflict critical hits just by connecting with a regular attack. A PC does not have to be reduced to 0 Health to get their throat slit or their skull crushed by the more powerful xenos.

While Cinematic Play is fast, brutal, and full of betrayal, Campaign Play promises to spread out the terror and dying by aliens with the nice gentle dangers of space travel and conflict with other humans. I haven’t gotten to play this style of Alien but the descriptions of corporations, military units and their ships, alien worlds, and the dangers and opportunities of space travel are all supplemented with various tables to generate adventures.

The book itself is beautiful: black with green textboxes, bringing to mind both the depths of space and the computer screens used on board ships in this universe. Full color art depicts the blue collar body count building nature of space exploration. And everything is easy to find with a well put together layout and an index. Maps of space, floor plans, ships, and depictions of xenos bring the world of Alien to extraterrestrial life.

If you are looking for dangerous sci-fi with working stiffs just trying to survive or want to explore the worlds depicted in the Alien movies and extended universe then this RPG is what you are looking for. All the tools needed to play as a player or run a campaign as a GM is included from ships to aliens to worlds to adventures. All packed together with a visual style designed to immerse you in an alien setting. And once you start playing you can feel the weight of command, feel the pressure of being outmanned and outgunned, and face your own mortality in the uncaring blackness of space. Time to embrace the alien and die screaming or face your fears and be one of the few to make it back home alive. This time.
 

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Charles Dunwoody

Charles Dunwoody


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How many Cinematic Play adventures are included? I can't imagine myself playing an Alien campaign but I am interested in scenario based play. But there needs to be a lot of scenarios for it to make sense

There are two cinematic adventures out so far. There is a large number of random tables for generating adventure ideas in the core book. A campaign book for marines was announced for next year.
 

Reynard

Legend
So, I need to wait until after the holiday to buy the whole shebang, but right now should I get the cinematic adventure or the core book PDF? Does the one shot give you enough to really get a handle on the game, and/or can you use the core book to run a cinematic one shot?
 

So, I need to wait until after the holiday to buy the whole shebang, but right now should I get the cinematic adventure or the core book PDF? Does the one shot give you enough to really get a handle on the game, and/or can you use the core book to run a cinematic one shot?

The core rulebook has a cinematic adventure, Hope's Last End, which takes place at Hadley's Hope before Aliens the movie kicks off. I ran this twice at Gen Con and really enjoyed it. The core rulebook also has Novgorod Station, which is a good place to kick off your own adventures.

Chariot of the Gods does have enough info to run it. I ran this one before the core rulebook was out. It is a haunted ship adventure. Of course it doesn't have the alien xenomorph from Hope's Last End but a different type.

Either one is great. If you're buying the core book and are getting a free PDF with it I'd start with Chariot of the Gods. That's what I did and it worked fine.

However, if you want to know about campaign play, ships and vehicles, and space travel and combat you have to have the core rulebook. Chariot of the Gods is cinematic only with enough rules to run that adventure.
 

There are different types of xenomorphs. And humans from soldiers to corporate types to pirates to claim jumpers to criminals and more. The movie Outland fits perfectly in this universe and that movie has no aliens.

I was actually thinking about using this game for more than just redoing the Alien movies. Expand the universe more. Despite their quality being questionable, the prequels showed us that there is something more to mankind's origins and hinted at the fact that mankind is apparently not even meant to exist - great fodder for cosmic horror. Weird experiments, hostile things, crews driven to madness by the void of space...there is a lot of potential here. Just using xenomorphs would feel a bit wasteful.
 


Reynard

Legend
The core rulebook has a cinematic adventure, Hope's Last End, which takes place at Hadley's Hope before Aliens the movie kicks off. I ran this twice at Gen Con and really enjoyed it. The core rulebook also has Novgorod Station, which is a good place to kick off your own adventures.

Chariot of the Gods does have enough info to run it. I ran this one before the core rulebook was out. It is a haunted ship adventure. Of course it doesn't have the alien xenomorph from Hope's Last End but a different type.

Either one is great. If you're buying the core book and are getting a free PDF with it I'd start with Chariot of the Gods. That's what I did and it worked fine.

However, if you want to know about campaign play, ships and vehicles, and space travel and combat you have to have the core rulebook. Chariot of the Gods is cinematic only with enough rules to run that adventure.
I ended up buying the core book PDF. It's really pretty. I haven't had a chance to read it in depth yet but at the very least the tone feels right.

If I were to run a campaign for this, I think I'd go with independents drawn into corporate shenanigans that culminates with a xeno infestation. I'd lean into the lost alien civilization bit and maybe even make them an archeological team or something.
 

aramis erak

Legend
I bought into the presale and have the book, screen, dice, and map already. I've run the intro scenario, "Chariot of the Gods," twice, and although experienced different outcomes, both groups experienced a lot of death, surprise, and turn-on-a-dime challenges that changed the focus and tempo of the game, giving it a 'zero to 60' feel...that is, things are calm...things are tense...you're being eaten, with little time to adapt. I have no idea how well campaign play will work, but cinematic play has delivered on the horror and tension promised.
I also got the preorder...
And ran one group through Chariots. It worked quite well.
I'm a session in on one group, 2 in on another group, both in the Space Trucker mode.
Death is the least of their worries... Depression is pretty bad.

There are a few issues for the space trucker mode which aren't answered in the core:
What's the standard size for a standard cargo mission? (I am using 200 tons)
can I find more cargo besides what's offered as mission cargo? (I'm using yes, but not easily.)

Note also, lots of small typographic errors.

Chariot of the Gods is cinematic only with enough rules to run that adventure.
The release/physical version doesn't include the preview rules; it's JUST the adventure, and you'll need the core to run it.
 



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