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Free League ALIEN RPG

ExileInParadise

RPG Therapist
Staff member
Adamantium WoA
Wizard of Story
As you may have noticed from one of my recent additions to one of my older posts, I've been spending some quality time in the ALIEN RPG from Free League.

The ALIEN RPG is a new, fully-licensed RPG that does a fantastic job of mining all of the various background lore, official and unofficial (aka canon and extended) and weaving a unified setting out of all of the disparate parts.

The core of the game is based on the "Year Zero Engine" used in other Free League games, and its a pretty abstract / lite type of engine which could have turned out pretty boring for ALIEN ... except for a particular focus on a system for stress and panic (think Sanity checks from Cthulhu games) and a system for dealing with limited consumables without turning the player into total equipment accountants.

So, the base of the game is set in 2183 AD, after the events of Alien^3 (the one with the prisoners that came after the fan favorite with the Marines).

Elements of the 4th movie are present - as well as deep mining the games, comics, novels, draft scripts and everything else related to the Alien franchise.

This is a great contrast to the first ALIEN Adventure Game RPG by Leading Edge Games in the early 1990s - which only had ALIEN and ALIENS to draw from, and was primarily a US Colonial Marines campaign.

Free League has provided some great support for the game so far.

The product line started with the "Cinematic Starter Kit" with a cut-down rulebook introduction to the game and setting, as well as the Chariots of the Gods cinematic adventure.

Next came the core rulebook which contains the Hope's Last Day cinematic adventure of the fall and destruction of the Hadley's Hope colony on LV-426 / Acheron / Calampos in the Zeta 2 Reticuli.

There is also an adventure called Destroyer of Worlds dealing with the Fort Nebraska base and colony in the Kruger 60 system.

Pre-order PDFs are out now for the Colonial Marines Operations Manual which covers playing as a Colonial Marine Strike Team and has sandbox mission generation as well as a 10-mission story arc campaign.

The story in Colonial Marines missions follows the events of Destroyer of Worlds which obliquely reference events in Chariots of the Gods.

There are additional resources for download from their site, as well as additional resources you can buy like dice sets, setting maps, map tokens and other player aids.

And that leads me into some of what I really like about this game:
The production values are lavish.
The artwork is consistently good throughout headed by Martin Grip.
And the writing is headed by a science-fiction novelist Andrew E.C. Gaska, backed up by additional writing by respectable independent RPG writers like Paul Elliott of Zozer Games.

As noted elsewhere in these forums - the star map is based on realistic starmap data, with some concessions to some of the "lore" that breaks parts of the map realism.

But, as an admitted superfan of the movie ALIEN - I find one of the most enjoyable parts of this game to be finding and recognizing the all of the hidden easter egg references and sources ladelled liberally all through the design.

The game is designed to run in two modes: cinematic mode is based around (cough expendable cough) pre-generated characters with agendas and plot hooks pre-designed to be taken advantage of in the adventure.

Additionally there is a "campaign" mode where you create and grow characters much like traditional RPGing.

And that hits the hard part of the ALIEN RPG... the xenomorph is a bit of a one-hit wonder as a threat - all the players know what is coming.

"Oh there's an egg its an alien. Oh there's a robot, he's evil. Oh the company is doing something shady" - non-surprising trope-a-rific.

This makes it a bit tough to use the xenomorph well in a long-running campaign... that's what makes cinematic mode useful.

Need a quick-fix of alien encounter that doesn't wipeout your main players - run a cinematic.

Then the characters are like clones in Paranoia, and just as expendable.

So what else can you do in the ALIEN universe besides avoid being killed by a xenomorph?

That's where both the Leading Edge Games and Free League RPGs stand out well - they each mined a LOT of material to provide a lot of hooks and inspiration for other missions in the setting besides just prying facehuggers off friends.

In the Leading Edge Games ALIENS Adventure Game, Leading Edge repurposed their Living Steel background, particularly the Corporate Wars era of the timeline which was a fantastic fit with the ALIEN and ALIENS movie universe... even if it had been started years before ALIENS was even a thing.

To their credit, Free League brought a lot of the Leading Edge Games setting elements (much of the Chapter 3 setting from that book) such as planets, bits of the lore about them, and even the Harvesters of Tartarus alien lifeform forward into the new game.

I mentioned Paul Elliott from Zozer Games before as one of the contributing writers to the Free League ALIEN RPG line and I personally think it was a brilliant move.

I've been a customer / fan (and even a partial inspiration for) Paul's independent game HOSTILE for the Cepheus Engine (a 2d6 engine built from the open-game Traveller RPG from Mongoose Publishing)

In HOSTILE, Paul solved the main problem with any game containing the xenomorph ... what else can it be about?

Free League apparently learned from that and mined all of the canon and non-canon "lore" of the ALIEN franchise and tried, successfully in my view, to use that as opportunities to make the ALIEN RPG campaigns about something more than just killing people in horrible ways.

So, overall, I've been on the preorder for each product in the ALIEN RPG line and I've not been disappointed with any of it.

The only downsides I've found so far - to fit the franchise lore, putting some of the "canon" colonies and their locations into the near star map introduced some broken star map data - but I see that as what it is - trying to fit obviously unfittable franchise into place.

The other downside is that the official adventure material is a case of having to give the majority fans what they want - many of the adventures are basically built around the evil corp trying to harvest xenomorphs type trope... luckily these are cinematic adventures which can give you movie-type adventure without messing with your long-term campaign characters.
 

Stephan Hornick

Community Goblin & Master of the Archive
Platinum WoA
Wizard of Story
Wizard of Combat
Borderland Explorer
Thank you for your summary, Allen. Several times in your explanations you point out that you could play campaigns in this setting without focusing on the evil corp and on the xenomorph. But you don't go into detail on how you would do it. Would you mind going into detail here?
I see this obstacle as a major obstacle for many GMs, regardless of whether it is with ALIEN or Lord of the Rings or other films.
 

JochenL

CL Byte Sprite
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Borderland Explorer
IMO, the Engineers (are they called that way in English?) are a cool topic for a combined exploration and scientific campaign. Their history has been scratched by the movies and I think that a GM could easily expand on this. The mutagen not only created the "default" xenomorph but also several other kinds, like the all tentacles blob of Prometheus and the white ones of the following movie. They could have seeded other worlds with their own genome and there could easily be something human-like outside - even if Earth was portrayed as a lucky exception that was not destroyed.
 

JohnnFour

Game Master
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Demonplague Author
Borderland Explorer
I watched a sample of play on YouTube. The "critical hit" tables have instant death. What does Free League do about those tables for campaign play? Or is campaign play about avoiding combat?

Free League has been impressing me with the quality of their games. Forbidden Lands is fantastic fantasy, and Coriolis looks amazing.

I watched Alien again two nights ago. I forgot the alien ship where the alien eggs are found. Deep lore embedded from the start.
 

ExileInParadise

RPG Therapist
Staff member
Adamantium WoA
Wizard of Story
Thank you for your summary, Allen. Several times in your explanations you point out that you could play campaigns in this setting without focusing on the evil corp and on the xenomorph. But you don't go into detail on how you would do it. Would you mind going into detail here?
I see this obstacle as a major obstacle for many GMs, regardless of whether it is with ALIEN or Lord of the Rings or other films.

Well, I guess I can quote myself from the Free League forum on that:
https://forum.frialigan.se/viewtopic.php?f=103&t=7429


This has always been one of the more vexing questions about any ALIEN-based RPG campaign.

The question really is - what else can be done in the Alien universe?

Quite a lot - and Free League went a bit overboard adding in as much possible Alien-inspired background from books and comix and such to help with just that.

Some ideas on what sorts of long-term campaigns could be run:
* Survey Teams who go and explore the next possible thing - could include science teams
* Belters exploiting resources from the unclaimed fringes of systems - constantly being harrassed for "claim jumping" when companies think they own everything
* Colony Builders - a variation of Space Truckers primarily on colonization vs established trade - pick surveyed candidate system, build the initial colony or station and move on
* Colonial Marine patrol - this is probably an option from the upcoming expansion - along with anti-piracy and corporate interventions
* Mercenaries - hired by small corps and colonies for protection or raids against rivals
* Medical Intervention - a specialist unit dealing with the various crazy medical situations that colonies are ill equipped for
* Technical Intervention - everyone depends on technology and sometimes you need expert outside help for big station issues
* Space Truckers - hauling stuff to pay the bills
* Space Salvage - space truckers focusing on repo of ships and stations or salvage/recovery of aging/abandoned gear.
* Media / Reporters - paid to cover the colonies with a slant on keeping the folks back home from wanting to emigrate
* Spies - any of the above, but really cover for spies out gathering intel on rivals across the colonies
* Entertainer Troupe - making the colony circuit on a shoestring budget and hoping their creaky ship doesn't fall apart before they can pay it off.
* Athletics Teams - corporate sponsored to improve colonial morale
and finally - what about the foolhardy adventuring type that find ways to knock abut the universe just seeing things?

None of these need xenos - they can all focus on dealing with the physical and mental stresses of deep space existence on their own.

What you are looking for are ways to build *teams* that have some excuse to be mobile in the setting.

Adventures are simply problems put in front of this team to solve.

Then you have a huge sandbox to explore and, anytime you need to wake the players up - well there's a derelict, an egg, or the next colony to visit unexpectedly went quiet

I also posted in that thread:

At the risk of getting yelled at for "crossing the streams":

There is an RPG game like this which has been kicking around for ... about 40 years [1] which has running jokes about it being used as a basis for ALIEN games since the early 80s [2].

It has a wealth of "space trucker" friendly material for it that is not at all troublesome to adapt to an ALIEN universe.

Recent editions and an open spin-off heavily feature supplements written by one of the contributors to the ALIEN RPG itself [3] [4]

...

[1] Yes, I mean Traveller - patron encounters, spaceport encounters, and much more can be mined for inspiration.
[2] JTAS 4 contained stats for "Reticulan Parasites" which led to people asking "we're really playing Traveller right, not Alien?" because GMs would liberally sprinkle said parasites into games without warning.
[3] Zozer Games' CREW EXPENDABLE supplement for HOSTILE can flesh out and supplement an ALIEN RPG game "Space Truckers" game quite nicely.
[4] Zozer Games' SOLO supplement for Traveller can be used to solo play a Space Trucker style game as a mine-able testing ground for a "Space Truckers" campaign with friends.
 

ExileInParadise

RPG Therapist
Staff member
Adamantium WoA
Wizard of Story
I watched a sample of play on YouTube. The "critical hit" tables have instant death. What does Free League do about those tables for campaign play? Or is campaign play about avoiding combat?

I will quote from the book:
INSTANT KILL : Note that there are four critical injuries (results #63–66) that kill you outright.
If you roll any of these, your character shuffles off their mortal coil.
No Death Roll is allowed.

Those entries cover "disemboweled" "crushed skull" "pierced head" and "impaled heart"
That's about as critical as it can get and completely represents the severity of many xenomorph encounters.

A caveat from the rules is that you run out of health before you starting taking the majority of critical hit effects and making death rolls and facing those 4 terminal entries on the d66 table.

So, yes, avoiding encounters with things that disembowel you, crush or pierce your skull or impale you through the heart is recommended.

By they way, each of those criticals is inspired *directly* by an on-screen death in the franchise movies - crushed skull is a favorite by the way.

You can tell your players that after the first one and remind them they were warned.

If you even suspect xenos, psychos, robots, cockroaches, apoplectic mice etc are around - its best to start playing like you're in Alien: Isolation.

And, an Alien GM could kill one or more NPCs horribly as examples and tension ratchets before they start hunting PCs directly.

You see this in Alien Isolation as well where you get plenty of warning the station is in trouble, THEN you see your buddy killed, and then you see the xeno hunting other people... then it finally drops down in front of you letting you know that you are now prime candidate to become dog chow.

I recommend listening to the Ridley Scott or Jim Cameron commentary tracks on the ALIEN or ALIENS special edition discusses drawing out the opening acts to raise the suspense rather than just throwing people straight into a grinder.
 

ExileInParadise

RPG Therapist
Staff member
Adamantium WoA
Wizard of Story
IMO, the Engineers (are they called that way in English?) are a cool topic for a combined exploration and scientific campaign. Their history has been scratched by the movies and I think that a GM could easily expand on this. The mutagen not only created the "default" xenomorph but also several other kinds, like the all tentacles blob of Prometheus and the white ones of the following movie. They could have seeded other worlds with their own genome and there could easily be something human-like outside - even if Earth was portrayed as a lucky exception that was not destroyed.

Yes, they are Engineers in English as well.
They also feature repeatedly in the RPG - apparently the Arcturans had contact with them and called them The Star Teachers.
One of the missions in the Colonial Marines Operations Manual campaign even features that.

The one hesitation I would have with an exploration campaign to find the Engineers would be to ... remember the Prometheus!

I think, given their mission, motive, and means - I'd prefer to be elsewhere...
 
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