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Free League's Alien RPG - My Experience
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<blockquote data-quote="aramis erak" data-source="post: 8787140" data-attributes="member: 6779310"><p>Had people been warned about PVP , as they should have been, you probably wouldn't have had the issues with PVP at all. The PVP rule is in the player section of the core. And of the preview rules, too. </p><p></p><p>Looking at the preview rules.. because I'm too lazy to get the corebook out, and because it highlights what FL felt was absolutely needed. Note that the layout is nearly identical to the player section of the core rulebook. I'm leaving out chapter heading pages, as they're just quote, label, and art, and full page thematic art.</p><p>7-15 - high level overview of the setting</p><p>16-27 descriptive of how play is intended - themes, tools of play, differences of cinematic and campaign modes, and the PVP rule.</p><p>28-29 high level look at key elements of gear rules, including the vital consumables rules and encumbrance</p><p>32-43 Atts & Skills, and how to roll tasks.</p><p>48-49 basic combat</p><p>51-52 Stealth Mode (aka exploration mode)</p><p>52-56 Actions and Initiative in combat and stealth modes</p><p>57-59 melee combat</p><p>60-63 Ranged Combat</p><p>64-65, 67 Damage and healing</p><p>67-69 Stress and Panic</p><p>70-74 Conditions, hazards</p><p>75 player rules for synthetics</p><p>76 player description of Xenomorphs</p><p>80-90 combat gear</p><p>92-99, 101 non-combat gear</p><p></p><p>26 pages of actual mechanical rules in player section</p><p></p><p>11 mechanics pages in the GM's preview:</p><p>150, 151, 153-159: GM xenomorph rules</p><p>160 Crits</p><p>161 permanent traumas</p><p></p><p>the adventure is about 40 pages. the missing includes GM copies of the ship maps,,, and a couple images.</p><p></p><p>See, i wanted to point this out, as the "20 pages of rules" frustration-gripe isn't too far off... the corebook's added rules include random encounters, random mission generators, ship combat, travel and maintenance, advice on campaign mode, another cinematic adventure (which is also a direct prequel to the movie ALIENS).</p><p></p><p>I'll also note: the worst character breakdown in my <em>PPTS Brave Survival</em> campaign had nothing to do with combat, xenomorphs, nor injury... one of the players pushed her character hard... over 10 stress... and didn't have the character take downtime, drink a beer, nor even rant at the MU/TH/UR unit... until she finally snapped, and went totally catatonic. Worked herself into a nervous breakdown.</p><p></p><p>The stress and panic rules are great for just plain gritty space opera... Just remember, tho'- characters need to take downtime, or they will blow up, not unlike the issues 'twixt Ripley and the other crewmember at the start of the movie...</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8787140, member: 6779310"] Had people been warned about PVP , as they should have been, you probably wouldn't have had the issues with PVP at all. The PVP rule is in the player section of the core. And of the preview rules, too. Looking at the preview rules.. because I'm too lazy to get the corebook out, and because it highlights what FL felt was absolutely needed. Note that the layout is nearly identical to the player section of the core rulebook. I'm leaving out chapter heading pages, as they're just quote, label, and art, and full page thematic art. 7-15 - high level overview of the setting 16-27 descriptive of how play is intended - themes, tools of play, differences of cinematic and campaign modes, and the PVP rule. 28-29 high level look at key elements of gear rules, including the vital consumables rules and encumbrance 32-43 Atts & Skills, and how to roll tasks. 48-49 basic combat 51-52 Stealth Mode (aka exploration mode) 52-56 Actions and Initiative in combat and stealth modes 57-59 melee combat 60-63 Ranged Combat 64-65, 67 Damage and healing 67-69 Stress and Panic 70-74 Conditions, hazards 75 player rules for synthetics 76 player description of Xenomorphs 80-90 combat gear 92-99, 101 non-combat gear 26 pages of actual mechanical rules in player section 11 mechanics pages in the GM's preview: 150, 151, 153-159: GM xenomorph rules 160 Crits 161 permanent traumas the adventure is about 40 pages. the missing includes GM copies of the ship maps,,, and a couple images. See, i wanted to point this out, as the "20 pages of rules" frustration-gripe isn't too far off... the corebook's added rules include random encounters, random mission generators, ship combat, travel and maintenance, advice on campaign mode, another cinematic adventure (which is also a direct prequel to the movie ALIENS). I'll also note: the worst character breakdown in my [I]PPTS Brave Survival[/I] campaign had nothing to do with combat, xenomorphs, nor injury... one of the players pushed her character hard... over 10 stress... and didn't have the character take downtime, drink a beer, nor even rant at the MU/TH/UR unit... until she finally snapped, and went totally catatonic. Worked herself into a nervous breakdown. The stress and panic rules are great for just plain gritty space opera... Just remember, tho'- characters need to take downtime, or they will blow up, not unlike the issues 'twixt Ripley and the other crewmember at the start of the movie... [/QUOTE]
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