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Free League's Alien RPG - My Experience
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<blockquote data-quote="hawkeyefan" data-source="post: 8783580" data-attributes="member: 6785785"><p>No, I think that it makes the game interesting and different from other "team-based" games like D&D. I think forgetting that pure team mentality is one of the keys to enjoying a game like this. The characters should have reasons to not get along at all times. They should struggle to work together at times.</p><p></p><p>And as I said in my last post, not every conflicting agenda needs to be in direct opposition to another. </p><p></p><p>As for the length of the game, I don't think it would be a problem there. I don't expect a campaign of Alien to be as long as a campaign in other games. Multiple sessions for sure, much more than a one shot (or the three sessions it took us to play through Chariot of the Gods), but nothing like what many consider standard D&D campaigns. </p><p></p><p>Agendas can also change over time, so that may be an interesting element. </p><p></p><p></p><p></p><p></p><p>I don't share that view. I share the view more that it's the removal of the plot protection given to the PCs. </p><p></p><p></p><p></p><p></p><p>I agree that the agendas (conflicting or not) can help drive things forward. I don't think that's "stupid". I'd argue that some group of hyper-competent people who work in total unison is far more contrived than characters who may behave in ways that are not ideal. </p><p></p><p>Your overall take on this is way too negative, and doesn't come anything close to my experience running the game... so I can't attribute it to the game nor the setting. </p><p></p><p></p><p></p><p></p><p>Yeah, I ran Chariot of the Gods, actually! I'm familiar with the cinematic and campaign approaches. Although I didn't recall that campaigns don't use agendas. I'd likely still keep them in there, although would have to give it some thought... as I said, having reasonable agenda for such a "mission" based scenario seems a bit challenging.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8783580, member: 6785785"] No, I think that it makes the game interesting and different from other "team-based" games like D&D. I think forgetting that pure team mentality is one of the keys to enjoying a game like this. The characters should have reasons to not get along at all times. They should struggle to work together at times. And as I said in my last post, not every conflicting agenda needs to be in direct opposition to another. As for the length of the game, I don't think it would be a problem there. I don't expect a campaign of Alien to be as long as a campaign in other games. Multiple sessions for sure, much more than a one shot (or the three sessions it took us to play through Chariot of the Gods), but nothing like what many consider standard D&D campaigns. Agendas can also change over time, so that may be an interesting element. I don't share that view. I share the view more that it's the removal of the plot protection given to the PCs. I agree that the agendas (conflicting or not) can help drive things forward. I don't think that's "stupid". I'd argue that some group of hyper-competent people who work in total unison is far more contrived than characters who may behave in ways that are not ideal. Your overall take on this is way too negative, and doesn't come anything close to my experience running the game... so I can't attribute it to the game nor the setting. Yeah, I ran Chariot of the Gods, actually! I'm familiar with the cinematic and campaign approaches. Although I didn't recall that campaigns don't use agendas. I'd likely still keep them in there, although would have to give it some thought... as I said, having reasonable agenda for such a "mission" based scenario seems a bit challenging. [/QUOTE]
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