Free League's Alien RPG - My Experience

MGibster

Legend
By not doing it, you just kind of get looked down upon for violating the spirit of the game and being a "bad" role-player. By doing it, you likely upset your friends and look like a jerk. Otherwise, there are no penalties.
I had a chat with my players before the game explaining what Agendas were and that sometimes they'll put PCs in conflict with one another. When a PC went behind the other characters' backs to do something nefarious like get a sample, nobody thought the player was being a jerk because it was expected.
 

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Celebrim

Legend
The agendas help discourage that hyper-competency in favor of a more flawed-human approach, which is suited to the genre.

Maybe you just don't play with flawed humans but while every group I've played with can come together to work as a hyper-competent team, I've seen the same groups break down into every man for himself routs or develop in party rivalries or see one character sacrificing party interests for the sake of his own. I find I don't really have to encourage in party conflict. It's going to happen anyway.

And Stress is a great way of simulating the flaws in people.

So it’s not conflict that you’re against, it’s just the agendas? I’m not sure I follow.

I think there are a lot of things I didn't really enjoy, but I'm against the crapsack setting, And I'm against using the agendas to enforce that. And I'm against the limited focus on PC's versus what are effectively GM pets, not necessarily in this case because you have a GM emotionally invested in the monster winning (which I certainly didn't have in the one shot) but because that's true to the movies tropes. "Alien" is a case of an RPG that does one thing and does that one thing well, and I'm always against RPGs that just do one thing well. Ultimately, I'm finding I'm not that interested in playing a serious game where the PC's are the characters in a slasher flick. "Michael Myers" is not an interesting RPG to me, because even the name would imply that the PC's aren't really the protagonists of the story.

If the players are interested in exploring character and that will cause conflicts, how is that not doing exactly one of the things the agendas help promote?

Because the entire point of a single defined agenda is that you don't explore character. Your character is defined for you and to explore you'd have to play against character.
 

Retreater

Legend
Is that what the rulebook indicates?
Yes. The rules are contained in a short 20 pages, while the remaining 380 page count details how to make enemies of your closest friends, insults to throw at people who don't follow agenda cards, and a thorough list of Spaceball quotes (pretty much the entire screenplay. ;)
 


Laurefindel

Legend
The Alien RPG is definitely not for you, then. Nothing good comes of any stories in that setting, except maybe them rescuing Newt in Aliens. But only if you make sure to skip Alien 3 and work up some head canon.
Alien 3, AKA "how to ruin a franchise's best chance at spinoff or continuation in a pre-credit prologue"

Alien 3 is not a bad movie in itself, but why did they have to kill Newt and Cpl Hicks? Whyyyyyyyyyy!?! (sob)
 

Celebrim

Legend
Alien 3, AKA "how to ruin a franchise's best chance at spinoff or continuation in a pre-credit prologue"

Alien 3 is not a bad movie in itself, but why did they have to kill Newt and Cpl Hicks? Whyyyyyyyyyy!?! (sob)

Because they seem to think that we liked Aliens because it was a crapsack world where the audience was rooting for the monster.

It would have been better to kill Ripley, great of a character as she was, than to kill Newt and Hicks, because the only reason to kill the other two is to say that Ripley isn't actually a hero.
 

hawkeyefan

Legend
Maybe you just don't play with flawed humans but while every group I've played with can come together to work as a hyper-competent team, I've seen the same groups break down into every man for himself routs or develop in party rivalries or see one character sacrificing party interests for the sake of his own. I find I don't really have to encourage in party conflict. It's going to happen anyway.

And Stress is a great way of simulating the flaws in people.

Oh, I play with flawed humans, I can definitely confirm that!

But how flawed their characters are really depends on the game. D&D has told everyone for decades to eliminate risk and to always take the optimal route. Flaws in 5e are, as presented, easily and very often ignored.

What's funny is that the agendas in Alien are also easily ignored. It feels a little more wrong to do that in Alien, though... which is interesting in and of itself.

I think there are a lot of things I didn't really enjoy, but I'm against the crapsack setting, And I'm against using the agendas to enforce that. And I'm against the limited focus on PC's versus what are effectively GM pets, not necessarily in this case because you have a GM emotionally invested in the monster winning (which I certainly didn't have in the one shot) but because that's true to the movies tropes. "Alien" is a case of an RPG that does one thing and does that one thing well, and I'm always against RPGs that just do one thing well. Ultimately, I'm finding I'm not that interested in playing a serious game where the PC's are the characters in a slasher flick. "Michael Myers" is not an interesting RPG to me, because even the name would imply that the PC's aren't really the protagonists of the story.

All I can say here is that this is not at all how the game played out at our table. We had five players, and two had PCs that died. The rest made it out.

I do agree that part of the game is "can we make it", but I actually think that's a good thing. I think having an RPG with a focus like that is good. Though I do think you can shift that focus a bit. Certainly that seems to be the main difference between a short cinematic game and a longer ongoing campaign.

I don't think that you'd ever really want to totally abandon the "sci-fi horror" genre entirely, but it need not be at the forefront at every possible second.


Because the entire point of a single defined agenda is that you don't explore character. Your character is defined for you and to explore you'd have to play against character.

No, not really. They give you a goal for the character. But it isn't required that you follow that goal perfectly. Many of them are presented with words like "... if possible" or "... if need be" in them. There is plenty of wiggle room. And really all it does is give you a "how far will you go for X" question... which makes for interesting play.

As for the agendas enforcing the "crapsack setting", again, not how things went at my table. In Chariot of the Gods, there are two agendas that are at more at odds with the rest of the crew than others. One of those is optional, and I won't go into details because I don't want to spoil things.

The other is fairly obvious in that there's a company agent on board. The player who had the company agent was actually playing in a way to meet the orders of his agenda while also remaining loyal to the crew. The conflict for him came from the agenda and the idea he had for the character. It was actually an interesting dynamic to watch, knowing his agenda, but seeing him try not to put everyone in danger. And instinctively, the other players assumed he was working against them, so that created some interesting tension.

All of the players brought something to the character they played. I don't think your assessment of agendas as being this all-encompassing thing is accurate.
 

aramis erak

Legend
There are Agenda cards for characters that are some variation of "Do everything you can to protect your crew." Agenda cards are designed to encourage actions that help move the plot forward and they don't necessarily put you in direct conflict with other player characters. An Agenda card that reads, "It's been a while since you've unwound, go find some drugs." or "Find something you can sell for cash." encourages the PCs to explore their surroundings in search of their goals.
Yup.
The Agendas in Acts I and II of the game don't really encourage PCs to get violent with one another. At least not in any of the published adventures I've read through.
The phase II ones can be interpreted [misinterpreted?] as needing PVP in Chariots... see p. 3 for the scenario required GM reaction to PVP in Chariots. [PC now NPC after that one scene.]
Miller II: "by any means necessary means that if anyone trys to stop miller looting, miller may wind up going PVP.
Davis II Search the lab - if others have already deemed the lab a major problem spot, there is potential for either Davis to go off from stress or others to try to stop Davis
Rye I: get money? Soon as one can, coerce Wilson to authorize special duty pay. Then ensure he can't rescind it.
Rye II: money again - but looting. Taking chances to bring contagion back, if the players are thinking contagion, can make Rye a target of retaliation.
Rye III: collect that sample...
Cham II: protect them with your life? This may involve, if Rye or miller have gone overgreedy, stopping them to protect the others.
Wilson I - you MUST arrange tto get samples back. You're the one with the access to company funds... but if someone (especially Rye) decides to rough you up, well, better a killer than a corpse.
Wilson II - Rye or Davis may be sacrificed to become hosts if you can arrange it...
Lucas II - if the others have decided, "«bleep» this «bleep»!!!", it may be essential to go PVP...
Lucas III is a "WTF???" 180° turn... and a guaranteed PVP vs Wilson and/or Rye. Raid the kitchen & stewards closets, and cook up some dope for Davis. Give your share to Rye.
But in all cases, remember p. 3... after PVP, one or both cease to be PCs.
 

aramis erak

Legend
I don't think my goal was to crap on Alien. The RPG wasn't to my taste due to the PvP nature, but I did have some positive things to say about it - for example, I did like the system and mechanics. I wouldn't be averse to playing the occasional cinematic game, so long as it's actually a one-shot and not a 14-hour event.
You've not played the game as intended, and it's not your fault. See below

For me, I don't like competitive games that stretch that long.
Of course, I was not the GM of the session, so I don't know how closely we followed the adventure and rules. I know only enough that the setting and its expectations aren't for me.
Your GM bloody well seems to have entirely ignored core rules page 32:

ALIEN RPG p. 32 said:
PLAYER VERSUS PLAYER
In the ALIEN roleplaying game, your PC can end up in direct confrontation with another PC. This is quite common in Cinematic play, less so in Campaign play.

In Cinematic play, it’s up to the GM to call out when a Player versus Player situation escalates beyond the point of no return. When the GM has “called PvP,” the players involved play out the current conflict to its conclusion. After that, the PC who has “turned traitor,” if they are still alive, become an NPC and is from now on under the control of the GM. The player in question is given a new PC to play, if one is available. This means that you should be think very carefully before acting against the common interest of the group, even if you think it’s in line with your Agenda—it may cost you your PC. You are strongly recommended to wait until the third and final Act of the scenario before taking such drastic action.

In Campaign play, PvP is less common and any such situations are resolved in the group without specific rules—you’ll just need to work out your differences if you are to continue in the same crew of PCs.
You didn't get an authentic play of the intended game.

I can't argue with your feelings - but I can point out they're potentially influenced by the GM ignoring the single most important rule in re Cinematic play.


Yes. The rules are contained in a short 20 pages, while the remaining 380 page count details how to make enemies of your closest friends, insults to throw at people who don't follow agenda cards, and a thorough list of Spaceball quotes (pretty much the entire screenplay. ;)
If you're dealing with the preview version... the core rules are very much not that at all, and I'm wondering if you read the actual corebook, or just the rules section of the preview version.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Mod Note:

It seems as if discussion of whether the fiction of Alien, Star Wars, Dune, and other settings are or are not SF is not particularly helpful to a thread about whether a particular RPG or other game based on one is a good, fun game for you and others you might know.

So howzabout we drop that line of discussion in this thread, and have those who really want to explore that question fork it off to another thread?
 

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