The ALIEN Roleplaying Game Review: No One Can Hear You Scream In This Scintillating Sci-Fi Horror RPG
The official ALIEN tabletop roleplaying game from Free League Publishing is an exquisite body of work that combines the horror of the Alien universe with the endless possibilities of a tabletop roleplaying experience. It’s an environment rife with class inequality, rampant corporate greed, and a host of alien creatures that are as unforgiving as the inky black of space.
Free League Publishing has created a game that will transport players into a familiar setting with all of the necessary components for a fantastic narrative. The hardcover rulebook is a beautifully-crafted manual that will introduce readers to the world of Alien and provide a simple, yet sturdy set of rules that will guide gameplay.
And one of the defining features of the ALIEN RPG is the division of play into two styles of tabletop roleplaying. Free League Publishing has designed rules for traditional campaign play, but there is also the inclusion of cinematic play. While campaign play is designed for continuity and a narrative that extends over multiple sessions, cinematic play relies on pre-made scenarios that can be completed in a single session. Not everyone will survive. Maybe no one will. It’s an excellent element in the overall ALIEN RPG system that allows both the players and the GM to experience the story with minimal setup.
Don’t think that means the campaign play suffers from the addition of cinematic play, though. The core rulebook provides all of the pieces for a terrifying journey into space—characters, ships, colonies, missions, and, of course, aliens all feature prominently. Venture into the unknown and see what awaits.
STORY
Space is vast, dark, and not your friend. Gamma rays and neutrino bursts erupt from dying stars to cook you alive, black holes tear you apart, and the void itself boils your blood and seizes your brain. Try to scream and no one can hear you—hold your breath and you rupture your lungs. Space isn’t as empty as you’d think, either—its frontiers are ever-expanding. Rival governments wage a cold war of aggression while greedy corporations vie for valuable resources. Colonists reach for the stars and gamble with their lives—each new world tamed is either feast or famine. And there are things lurking in the shadows of every asteroid—things strange and different and deadly. Things alien. Stay alive if you can.
The story in the ALIEN RPG will differ according to the Game Mother—the guiding hand behind the narrative that will usher players into the Alien universe—and the players that sit at the table. That freedom and that customization is one reason why tabletop roleplaying games are so popular.
But even cinematic play will vary from group to group. “Hope’s Last Day” and “Chariot of the Gods” are two cinematic scenarios within the ALIEN roleplaying game. The first can be found in the core rulebook for players to discover the fine-tuned system of cinematic play, and the second is a separate scenario available for purchase.
Game Mothers are encouraged to be flexible and responsive to the state of play with the characters around the table. That means that both of those scenarios will possess a unique composition of events and reactions at each table.
And campaign play may involve a band of roughneck mutineers who hijack a Weyland-Yutani vessel. Or colonial marines and corporate agents who suppress an uprising on a Frontier colony. Or so many other possibilities.
The foundational cornerstone that ties all these narratives together is the Alien universe. It’s a frightening place full of mystery and horror. And it’s familiar to players. It’s a part of our popular culture.
Ridley. The cold and terrifying dark. Xenomorphs. Chestbursters. Facehuggers. Synthetics. Class inequality. Corporate interests. Those stories are threads woven into the fabric of our gaming culture. It’s sci-fi at its best.
And playing a character in that same universe makes the ALIEN RPG very special.
GAMEPLAY
The core characteristics of ALIEN mirror traditional roleplaying games. Players will build a character with attributes and skills that will determine how the PC interacts with the world and what strengths they might utilize during a campaign. The basic attributes are strength, agility, wit, and empathy.
Skills, though, are tied to the sci-fi universe of Alien and the natural abilities of the men and women that populate the colonies. Ranged and close combat. Heavy machinery and comtech. Medical aid and stamina. Command and persuasion.
What skills a playable character possesses will naturally influence the manner in which the PC makes decisions in the world.
Beyond the physical attributes and skills, a PC’s career will also dictate their status in the futuristic setting and their relationships with others in the group. Roughnecks are unlikely to fraternize with Company Agents. Colonial Marines might bridle under the command of Officers. Kids either get in the way or earn their keep.
Careers will also provide special talents that each PC can rely on in difficult situations.
Personal agendas add another layer of character development with an internal drive for the PC that motivates their actions and their decision-making process. These agendas might even result in the character acting in a way that is detrimental to the rest of the group.
But all of these character-building components can be tied in some way to existing roleplaying structures that guide narrative gameplay.
The beautiful and innovative aspect of the ALIEN RPG that I want to highlight is the stress level of the characters. That measurement fluctuates depending on the tension and horror of the story and the events involving the PCs. Stress level will definitely result in panic attacks, mental trauma, and other debilitating circumstances. However, it also helps the characters achieve their goals.
And that’s where the dice rolls come into play. Based on a character’s base attribute and applicable skill, they will roll a certain amount of dice. A base Strength of 4 and a Heavy Machinery skill of 3? The player will roll 7 dice for any Heavy Machinery skill check. But players must also add a number of Stress dice equal to their character’s current stress level. This means the character is more likely to succeed in what they’re attempting. There is the danger of a panic attack, though.
Stress in ALIEN is an excellent mechanic that both emboldens players and cripples them. All while fitting into the theme of the universe quite well. The dangers of space and aliens and cutthroat corporations undoubtedly generate high levels of anxiety, but how characters deal with that stress and let it manifest in their actions will differ.
It’s a beautiful balancing act that rewards the players and the Game Mother and channels that tension into a palpable atmosphere that thickens every time sometime rolls the dice.
The black and yellow dice sets that Free League Publishing sells as additional game components are essential purchases, in my opinion. While ordinary six-sided dice can be used in the roleplaying game, the stark contrasts in color and the specially-designed die sides enhance the gameplay. Witnessing a Facehugger symbol roll face up on skill check or during a supply roll is anxiety-inducing. It enhances the atmosphere. It enhances storytelling and gameplay.
Free League Publishing has done a fabulous job of developing a detailed world with dramatic narrative possibilities. Everything is there that’s needed for a compelling journey through space.
Whether it’s campaign play or cinematic play, a support structure exists for players and Game Mothers. Remarkable clarity and stunning precision improve the roleplaying experience, and a captivating world awaits.
Our campaign play is in the nascent stages, so I can’t provide exhaustive coverage of the long-term experience within the Alien universe, but our group thoroughly enjoyed the cinematic scenario “Chariot of the Gods” as a first foray into the depths of the ALIEN roleplaying game.
The pre-made scenario creates exhilarating freedom for everyone involved. As the Game Mother, I was able to effectively coordinate the game and guide the players through the basics of the world while they experimented with their pre-built characters and pursued personal agendas.
It was dangerous. It was lethal. It was drenching in tension. And it was everything that you would expect from a nightmarish event in the Alien universe.
There was plenty of shouting, plenty of terror, and a whole lot of fun.
VISUALS
The core book is an absolutely gorgeous production in its own right, and the ALIEN RPG bundle as a whole drags the players screaming into a world of dread and anticipation.
The rulebook includes over 300 pages of full-color illustrations and jet-black pages filled with numerous tables, references, and essential information for any roleplaying campaign.
As I’ve mentioned, the base dice set and stress dice set help to capture the mood of the game and pull players into the moment with custom die sides. The GM screen also provides the Game Mother with helpful rule reminders and a discreet place to prepare the story.
Other components like the maps and markers pack or the separate cinematic scenarios reflect the same high-quality care that Free League Publishing has applied to the roleplaying game.
It’s designed with care and attention to detail.
REPLAYABILITY
Roleplaying games like this obviously have an enormous potential for replayability. New campaigns can be constructed. New characters can be created. New stories told.
The inclusion of the cinematic play certainly enhances the replay value of the ALIEN RPG as well. The periodic publication of new narratives that gaming groups can enjoy with the limited setup is a strong selling point for this roleplaying series.
WHAT IT COULD HAVE DONE BETTER
The writers have managed to create a savage but alluring world rife with possibility. It’s a triumph, and there is little that I found distracting or difficult in the entire package. Cinematic play and campaign play offer two distinct alternatives within the storytelling universe, and the components that can be purchased in addition to the core book all contribute to the overall theme and environment of an Alien narrative.
VERDICT
Free League Publishing has knocked it out of orbit. It’s an interstellar masterpiece that honors the Alien legacy and builds on the stories that made the series great. It’s a sci-fi adventure that roleplaying fans will surely love, and it’s an accessible system for anyone interested in a good story and a rollicking good time.