Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Alien RPG (Game & Adventure Review)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MGibster" data-source="post: 8398029" data-attributes="member: 4534"><p style="text-align: center">Review Part One</p><p></p><p>Let’s not spend a lot of time on how the book looks. It looks great. The art by Martin Grip, Axel Torvenius, and John R. Mullaney evokes the look of the various movies. The cover art (see above) is absolutely gorgeous and I’d love a framed copy to hang in my office at home. My aging eyes appreciate that the font is easy to read and the book is well organized so I rarely have a hard time hunting down some obscure rule. There’s even an index!</p><p></p><p>Setting information is drawn from all the movies in the franchise, including <em>Prometheus</em> (2012) and <em>Covenant</em> (2017). They even went a bit deeper pulling material from proposed scripts for <em>Alien 3</em> that were never used such, as the Union of Progressive Peoples and the Arceon space station populated by technophobic monks, and fans of the computer game <em>Alien: Isolation</em> will remember Sevastopol space station which is mentioned. I don’t believe they pulled any setting information from the various Alien comic books published by Dark Horse Comics in the 80s and 90s.</p><p></p><p>The setting information in <em>Alien</em> is rather sparse. There’s a section providing details about what it’s like living in space, including tidbits on religion, entertainment, and law enforcement, and some broad outlines of large corporations like Weyland-Yutania, Seegson, and Lasalle Biotechnical in addition to political entitles like the aforementioned UPP, the Three Worlds Empire, and the United Americas. Ultimately, the setting information is rather sparse but it a way I think this works in the game’s favor. There’s enough setting information to give the GM ideas but not so much that they or their players will feel overwhelmed. If you’ve seen any of the Alien movies you know everything you need to know about the setting to enjoy the game.</p><p></p><p style="text-align: center">Character Generation</p><p></p><p>Let’s start with character creation. <em>Alien</em> uses a point buy system where players select their careers, select their starting attribute levels, their starting skill levels, their career talent, and their gear. There are only four attributes and a total of twelve skills in <em>Alien</em> making character generation very simple. It only takes about ten minutes to create a character.</p><p></p><p>The attributes are fairly straight forward and should be familiar to anyone who has any experience playing an RPG.</p><p></p><p>Strength: Muscle power and brawn.</p><p></p><p>Agility: Speed and motor control.</p><p></p><p>Wits: Sensory perception, intelligence, and sanity.</p><p></p><p>Empathy: Charisma, empathy, and the ability to manipulate others.</p><p></p><p>There are twelve careers each of which has some skills associated with them.</p><p></p><p><strong>Colonial Marine</strong>: Key Skills - Close Combat, Stamina, Ranged Combat (Hicks & Hudson from <em>AliensI</em>)</p><p></p><p><strong>Colonial Marshal</strong>: Key Skills - Observation, Ranged Combat, Manipulation (Marshal Waits from <em>Alien: Isolation</em>)</p><p></p><p><strong>Company Agent</strong>: Key Skills – Comtech, Observation, Manipulation (Carter Burke from <em>Aliens</em>.)</p><p></p><p><strong>Kid</strong>: Key Skills – Mobility, Survival, Observation (Newt from <em>Aliens</em>)</p><p></p><p><strong>Medic</strong>: Key Skills – Mobility, Observation, Medical Aid (Upworth from <em>Alien: Covenant</em>)</p><p></p><p><strong>Officer</strong>: Key Skills – Ranged Combat, Command, Manipulation (Ripley & Dallas from <em>Alien</em>)</p><p></p><p><strong>Pilot</strong>: Key Skills – Mobility, Ranged Combat, Comtech (Ferro from <em>Aliens</em>)</p><p></p><p><strong>Roughneck</strong>: Key Skills – Heavy Machinery, Stamina, Close Combat (Brett & Parker from <em>Alien</em>)</p><p></p><p><strong>Scientist</strong>: Key Skills – Observation, Survival, Comtech (Ash from <em>Alien</em>)</p><p></p><p>There are two types of talents, career talents which are only available to a PC if they are in the right career and general talents which are available for any PC. Talents might affect how a skill is used, it might affect damage, or it might allow a PC to do something that would otherwise be impossible to do. The Officer career has access to a talent called Pull Rank which allows the PC to make Command roll and if successful order another non-officer PC or NPC to follow that order even if it places them in harm’s way. The Pilot has a talent called Reckless allowing him to Push any failed skill roll based on Agility twice (more on Pushing later).</p><p></p><p>And finally, the player may select equipment for their character. The equipment list is rather sparse limited to weapons, tools, and medical gear.</p><p></p><p>While I like all the careers, I feel as though the Pilot doesn’t really fit into the game very well. There are examples of pilots throughout the various movies, but piloting was rarely something the characters spent a lot of time on. Depending on the scenario being run, the character playing the Pilot might not actually have much cause to make a lot of piloting rolls. And nobody likes investing points in a skill that just isn’t used very often.</p><p></p><p>Next Up: Basic Rules</p></blockquote><p></p>
[QUOTE="MGibster, post: 8398029, member: 4534"] [CENTER]Review Part One[/CENTER] Let’s not spend a lot of time on how the book looks. It looks great. The art by Martin Grip, Axel Torvenius, and John R. Mullaney evokes the look of the various movies. The cover art (see above) is absolutely gorgeous and I’d love a framed copy to hang in my office at home. My aging eyes appreciate that the font is easy to read and the book is well organized so I rarely have a hard time hunting down some obscure rule. There’s even an index! Setting information is drawn from all the movies in the franchise, including [I]Prometheus[/I] (2012) and [I]Covenant[/I] (2017). They even went a bit deeper pulling material from proposed scripts for [I]Alien 3[/I] that were never used such, as the Union of Progressive Peoples and the Arceon space station populated by technophobic monks, and fans of the computer game [I]Alien: Isolation[/I] will remember Sevastopol space station which is mentioned. I don’t believe they pulled any setting information from the various Alien comic books published by Dark Horse Comics in the 80s and 90s. The setting information in [I]Alien[/I] is rather sparse. There’s a section providing details about what it’s like living in space, including tidbits on religion, entertainment, and law enforcement, and some broad outlines of large corporations like Weyland-Yutania, Seegson, and Lasalle Biotechnical in addition to political entitles like the aforementioned UPP, the Three Worlds Empire, and the United Americas. Ultimately, the setting information is rather sparse but it a way I think this works in the game’s favor. There’s enough setting information to give the GM ideas but not so much that they or their players will feel overwhelmed. If you’ve seen any of the Alien movies you know everything you need to know about the setting to enjoy the game. [CENTER]Character Generation[/CENTER] Let’s start with character creation. [I]Alien[/I] uses a point buy system where players select their careers, select their starting attribute levels, their starting skill levels, their career talent, and their gear. There are only four attributes and a total of twelve skills in [I]Alien[/I] making character generation very simple. It only takes about ten minutes to create a character. The attributes are fairly straight forward and should be familiar to anyone who has any experience playing an RPG. Strength: Muscle power and brawn. Agility: Speed and motor control. Wits: Sensory perception, intelligence, and sanity. Empathy: Charisma, empathy, and the ability to manipulate others. There are twelve careers each of which has some skills associated with them. [B]Colonial Marine[/B]: Key Skills - Close Combat, Stamina, Ranged Combat (Hicks & Hudson from [I]AliensI[/I]) [B]Colonial Marshal[/B]: Key Skills - Observation, Ranged Combat, Manipulation (Marshal Waits from [I]Alien: Isolation[/I]) [B]Company Agent[/B]: Key Skills – Comtech, Observation, Manipulation (Carter Burke from [I]Aliens[/I].) [B]Kid[/B]: Key Skills – Mobility, Survival, Observation (Newt from [I]Aliens[/I]) [B]Medic[/B]: Key Skills – Mobility, Observation, Medical Aid (Upworth from [I]Alien: Covenant[/I]) [B]Officer[/B]: Key Skills – Ranged Combat, Command, Manipulation (Ripley & Dallas from [I]Alien[/I]) [B]Pilot[/B]: Key Skills – Mobility, Ranged Combat, Comtech (Ferro from [I]Aliens[/I]) [B]Roughneck[/B]: Key Skills – Heavy Machinery, Stamina, Close Combat (Brett & Parker from [I]Alien[/I]) [B]Scientist[/B]: Key Skills – Observation, Survival, Comtech (Ash from [I]Alien[/I]) There are two types of talents, career talents which are only available to a PC if they are in the right career and general talents which are available for any PC. Talents might affect how a skill is used, it might affect damage, or it might allow a PC to do something that would otherwise be impossible to do. The Officer career has access to a talent called Pull Rank which allows the PC to make Command roll and if successful order another non-officer PC or NPC to follow that order even if it places them in harm’s way. The Pilot has a talent called Reckless allowing him to Push any failed skill roll based on Agility twice (more on Pushing later). And finally, the player may select equipment for their character. The equipment list is rather sparse limited to weapons, tools, and medical gear. While I like all the careers, I feel as though the Pilot doesn’t really fit into the game very well. There are examples of pilots throughout the various movies, but piloting was rarely something the characters spent a lot of time on. Depending on the scenario being run, the character playing the Pilot might not actually have much cause to make a lot of piloting rolls. And nobody likes investing points in a skill that just isn’t used very often. Next Up: Basic Rules [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Alien RPG (Game & Adventure Review)
Top