[Game a Day 17] Aliens RPG

HellHound

ENnies winner and NOT Scrappy Doo
Aliens… the xenomorphs are probably the best-known scary badguys of science fiction. And the second Alien movie, Aliens, just begged for a nice military RPG to hunt down those black acid-filled bugs and shoot them to spraying chunks. And Leading Edge Games filled the order with the Aliens RPG.

I was introduced to the Aliens RPG at the University of Ottawa gaming club in late 1990. My first impression of the game was that of a combat system looking for an excuse, and the excuse was one that every sci-fi geek would love – Aliens. Now, if you know anything about Leading Edge Games, then you’ve heard of the incredibly over-complex firearms combat system that was the core of their modern RPG, Phoenix Command.

I didn’t know it at the time, but Aliens uses a simplified version of that famous combat system (I recognized it a few years later, after playing both Living Steel – another sci-fi RPG that uses the same system as Aliens, and when I finally bought myself a copy of Phoenix Command). The actual combat system, while involving a lot of tables and being quite intimidating on first look, is actually deceptively easy to use once you get a chance to learn it. However, try learning it with a group of eight other new players and a GM who has only read it twice. The non-combat portions of the system are quite simple to use, with a base system of rolling under a target number on 3d6 while adding your relevant skill to the target number.

Either way, the game and system seems to be a strange mix of incredible accuracy of statistics and charts, and very general content (stats of aliens, weapons, armor and so on). However, the rule book serves as a great RPG version of the Colonial Marines Technical Manual (a great book of material about the Colonial Marines, and recommended reading for any detail-oriented fan of Aliens).

Our games of Aliens, on the other hand, were held together by our mutual love of the setting more than the rules. The Aliens RPG is really just all these details, and the combat system to use the details in. There doesn’t seem to be a lot of focus on expanding the universe or even on getting a campaign together beyond running games akin to the Aliens movie – a one-shot game with a lot of bugs and dead characters.

We, of course, played a team of colonial marines going to investigate an issue with another planet. Instead of a fresh, hostile colony like LV-426, we went to a very pleasant colony far from the problems in that sector… however (obviously), the problems on site were aliens (could you imagine the GM not using aliens in our first game? Talk about disappointment and false advertising).

Except the lush tropical setting, and an intercession near the end by a group of pirates, the game basically mirrored the events of the second Aliens movie, with a lot of die rolling and table-consulting. And a lot of pauses as we tried to make sense of the system… especially the combat timing which uses no combat rounds.

There are some elements of the system that I really appreciate, even after all these years – the lack of any kind of hit points is near the top of my list. The damage scale is open-ended, and you make tests using your willpower and combat training to prevent yourself from dieing or at least curling up into a ball of pain instead of fighting. The system results in bloody gory injuries, with snapped bones, ruptured organs and so on. Really, what it comes down to is avoiding getting hit, because your combat stats are seriously wrecked once the combat is over and you assess how long it will take to heal.

The slow healing system was also accompanied by another slow system – levelling. Like many RPGs of its day, each skill had its own XP tracking to be done, and would only level up once you had enough XP there… bringing up a low level skill could be done in a few sessions, but higher level skills were not even worth tracking – I remember reading the rules and realizing that we should not expect to raise a high level firearms skill without playing 40-50 games.

Overall, Aliens was ‘just’ another Phoenix Command variant with a cool franchise to back it up. While our games were disappointing because we didn’t really know the rules, I think it would be a lot of fun to break out again now that I have a firmer grip on the Phoenix Command system itself.

That is, if I can convince my players to consider an RPG where the characters are like fragile glass statuettes who’s skills advance once every year or so.

Perhaps it would be better for a one-shot? A xenomorph may be involved.
 
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I saw the rulebook lying around once at school a few years ago. I leafed through it, but didn't try to absorb the rules.

A one shot sounds like a fun idea. If the setting ever had any adventures, you could convert it to D20 Modern/Future, or another rules system, if the rules bother your players too much.
 

Agreed on all counts... except of course that my players choked on d20 modern's character classes - had a major hard time taking "fast hero" and "smart hero" and the like seriously.
 

HellHound said:
had a major hard time taking "fast hero" and "smart hero" and the like seriously.

That's too bad. The generic names makes it easier to keep track of just exactly what they focus on, and really emphasizes that d20 Modern is more of a toolbox than D&D is.

Anyway. I get the feeling, Jason, that you and I have similar game collections. I got that Aliens RPG back when it came out. The groups I was gaming with were pretty firmly immersed in D&D, so I never got a chance to play it. The system itself seemed a bit too complicated for my taste, but I suspect you're right in your assessment of its ultimate playability. The setting source material was generally interesting, which later settings like that of 2300 and Bughunters would exploit to varying degrees of success.
 

Our answer to d20 modern for our budding cyberpunk d20 game is eliminating the classes completely and replacing them with a generic "punk" class. Access to all the talent trees, choice of X class skills, and elimination of BAB and defense bonuses, replaced by combat skills from BESMd20.

As for RPG collections, I weep for parts of mine. The vast majority of my pre-1992 collection was wiped out in a flood of my parents' basement. So many games I will never see again unless I go out and buy them on eBay or at Titan Games - Ghostbusters, Prince Valiant, all the old editions of Call of Cthulhu (in the boxed sets), most of my TMNT collection, ChainMail, Metamorphosis Alpha, Tunnels & Trolls, Man Myth & Magic... and most painfully, Ringworld.
 
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Jason,

I have fond memories of playing the Aliens RPG at the Carleton U Strategy Club in the early 1990s.

If you're ever looking for players for that one-shot, I'm sure I can gather up a few. One might still even have the book.

No promises as to remembering how the system runs however... :)

Angus
 

HellHound said:
As for RPG collections, I weep for parts of mine. The vast majority of my pre-1992 collection was wiped out in a flood of my parents' basement. So many games I will never see again unless I go out and buy them on eBay or at Titan Games - Ghostbusters, Prince Valiant, all the old editions of Call of Cthulhu (in the boxed sets), most of my TMNT collection, ChainMail, Metamorphosis Alpha, Tunnels & Trolls, Man Myth & Magic... and most painfully, Ringworld.

Most of mine is intact still. I still have both editions of Ghostbusters (with a number of adventures), I still have Prince Valiant, I traded my Tunnels & Trolls deluxe box set (with fancy gold lettering and picture, and a +1 pencil) for some Arduin books, but I never had TMNT (never interested me), Metamorphosis Alpha, Man Myth & Magic, or Ringworld (ouch, though, about losing it - I've wanted it for years). I do have plenty of others - I counted well over 200 at one point, including stuff like Rus and Lost Souls.
 

armac said:
If you're ever looking for players for that one-shot, I'm sure I can gather up a few. One might still even have the book.
No promises as to remembering how the system runs however... :)

Long time no see, Angus. Looking forward to Con season so we can cross paths in the States again. Not like we live in basically the same city or anything.

Before actually running such a one-shot, I'd have to dig up a copy of the book. This is one of those Game-A-Day posts that I don't actually own the game for, just played a few sessions.
 

LOL I'll have to see if my friend still has the book.

As for summer cons...

I'm off to Wizard World East in Philadelphia this weekend to volunteer with WizKids.

I hope to get to Origins and GenCon again, but am starting to get worried about Origins due to the possibility of Parliament sitting until the last day of June. I'm still hoping that they break on the 23rd. It looks like I will wind up with a last minute decision being made for me.

Stupid work; it isn't supposed to interfere with play. :D

Oh, and I agree, there must be some place closer than all those US cons that we could meet and play... I'll have to check a map. ;)
 


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