Playing ALIEN, or, How I TPK’d the Entire Party

The ALIEN Roleplaying Game came out in 2019 from Fria Ligan. It was a bit of a surprise – on one hand, it felt like a likely very expensive, major license, but on the other, there was also the feeling that the more recent, very unfortunate movies had kinda killed interest in it. Certainly, I felt like that Alien’s very specific mode of survival horror in space was perhaps too narrow a frame to support the classical approach of putting out a big rulebook, adventures, sourcebooks, and an introductory boxed set. That’s the stuff you want in a long campaign, but long campaigns imply characters stay alive. This is Alien. People don’t do that here.

However, Fria Ligan makes quality stuff, so when the opportunity came to play, I jumped on it. Also, it’s not as though there’s anything else to do these days than play roleplaying games online.

We played the Starter Set’s introductory adventure Chariot of the Gods. The venue was Foundry VTT, where you can buy modules with all the necessary stuff already set up. I find it helps getting used to a new system when the VTT does half the work for you and tells if your roll was a success or a failure. Voice and video we got through Discord. Playing virtually also had the crucial advantage that we could send secret messages to the Game Mother without the other players seeing us pass notes, which can be a very important part of ALIEN.

ALIEN uses Fria Ligan’s house ruleset, the Year Zero Engine, used in Mutant: Year Zero, Tales from the Loop, and the rest. Basically, you roll a pool of six-siders and sixes are successes. Failure is very common, which fits some games better than others. It fits ALIENs desperate survival horror very well.

The following, of course, will have SPOILERS for Chariot of the Gods. Proceed at your own risk.

ALIEN has two game modes, Cinematic and Campaign Play. Campaign Play is exactly what it sounds like, while the Cinematic mode has pre-written adventures with pregenerated characters, each with their own secret agendas. They’re long enough for a one-shot or a mini-campaign, and at least Chariot of the Gods lived admirably up to the “Cinematic”. The first session, our approach on a derelict ship in the dark between the stars, our exploration of its frozen corridors and disused laboratories, was straight out of the movies. Of course, this was also because that’s what we as players were there to do, so that’s how we played it. The characters were archetypical and easy to fall into – the crew of the Nostromo, basically.

We also observed a shift in style in the later sessions. After we had explored the ship, the fear of the unknown dissipated, and once we had fought some monsters and discovered them to be dangerous but killable, we went from playing Alien to playing Aliens, as it were.

The scenario also had an act structure, which governed the characters’ secret agendas that shifted as the situation escalated. Some of the goals were mutually exclusive and drove player-versus-player conflict. The corporate liaison, for instance, is pretty much Burke from Aliens. Oh, and one of the PCs is a secret android (because of course there is a secret android!) whose Act III agenda was to kill everyone who knows too much and stop any xenomorph crap from reaching Earth. Which I then proceeded to do. I think that was the first time I’ve effected a Total Party Kill from a player position. And it was total, since after shooting the corporate liaison and putting the other two crewmembers in cryostasis, I started the ship’s self-destruct sequence. No survivors, great game.

It was interesting to play a game that not only allowed lethal player-versus-player conflict, but was also designed to spark it. The Cinematic modules are such self-contained stories that they can allow for frequent PC death. There are also plenty of NPCs that can serve as replacement characters, and Story Points carry with the player and aren’t lost when your space trucker gets disembowelled by something that came out of the air duct.

One thing I am not entirely certain about was how the android worked in the narrative from the viewpoint of the other players, because our debrief was very brief indeed. From my point of view, it worked well, because I knew all along that my character was a synthetic, with double sets of agendas. For the other players, it just suddenly turned out in the third act that the roughneck Cham isn’t Cham at all but a synthetic, and then he shot Wilson and told his name was really Lucas, and then the story was suddenly over. I think there was little in the way of foreshadowing, apart from some players having realized that one of us must be a secret android because this is ALIEN and there’s always a secret android.

I think ALIEN also somehow redeems Prometheus and Alien: Covenant. I do not think they are good movies (to be frank, I think they should’ve quit after Aliens). However, Prometheus has a mythological gravity to its setting. While it doesn’t really work in the context of the previous films in the franchise and feels like Ridley Scott pulled it out of his hat, the ALIEN Roleplaying Game uses that mythological aspect to great effect and synthesizes it with the bug-hunting marines and space truckers of the original movies. Your crew may be just working joes hauling stuff from one colony to another for a paycheck, but they are doing it across the awful majesty of deep space. You might be a down-to-earth colonist on the final frontier, just wanting to make a living, but that earth is not yours. There are terrible secrets at the edges of the galaxy older than life on Earth, and they do not want to be discovered. Alien didn’t need to ask the question of why the xenomorphs exist, it just needed to have them there so hijinks could ensue. Prometheus… also really didn’t need to ask that question, but it did, and that’s why we have a setting to explore. I’m not sure we had that before Prometheus. Certainly the previous attempt at making an RPG of the franchise flopped hard. Then, the 1991 Aliens Adventure Game was also based on the ruleset of Phoenix Command, so it was never destined to widespread appeal.

I kinda want to run this myself, now. The idea of a longer campaign appeals to me less and I am already running three of those, but a series of adventures in the Cinematic mode, with conflicting character agendas, chaos, carnage, and few survivors, sounds just great.

The Esoterrorists, 2nd Edition

I do admit that I am an easy sell on certain tropes. One of these is the conspiracy for good fighting against supernatural threats. In role-playing games, Delta Green is the classic, existing to date in at least four different rule systems. The Laundry Files, based on Charles Stross’s novels is another. ENOC: Operation Eisenberg is a pulpier take. And then there’s The Esoterrorists, the inaugural game of the GUMSHOE system, written by Robin D. Laws and published by Pelgrane Press. The first edition came out in 2007, and the second followed in 2013, which is about on par for how current I am with this stuff. I happened to read it just now, so here are thoughts. I cannot honestly call this a review.

GUMSHOE, of course, is the ruleset created for investigative games that abandoned the surprisingly long-lived paradigm in traditional games – most notably Call of Cthulhu – that to find clues, you had to roll Spot Hidden. When you have to roll for something, there’s always the chance of failure, and if the investigators had bad luck, they’d miss out on clues and if this eventuality hadn’t been planned for (and it usually wasn’t), there was the real danger of getting stuck in the investigation, and then the Keeper would get to come up with something convoluted and weird. GUMSHOE’s solution is that if your character has the appropriate investigation skill, you need only ask to receive whatever clues there are to get. In some cases, there is the question of perhaps spending skill pool points for more information, but in GUMSHOE, the investigation never gets stuck because your characters didn’t find a clue at the crime scene. After all, the book notes, in detective stories and TV shows, the interesting bit is never how the protagonists don’t find a clue. It’s what they do with the stuff they find.

I have previous experience with GUMSHOE from Trail of Cthulhu, and I prefer it over traditional CoC. The system is very simple, and since apart from multiple flavours of horror investigation (The Esoterrorists, Fear Itself, Trail of Cthulhu, Night’s Black Agents) it also does time-traveling hijinks (TimeWatch), superheroes (Mutant City Blues), and space opera (Ashen Stars), it’s evidently easy to teach it new tricks.

The Esoterrorists, then, is a very tightly focused game. The characters are agents of the Ordo Veritatis, a secret society fighting against the Esoterrorists. The Esoterrorists are a conspiracy of loose cells that seek to break the Membrane between our world and the Outer Dark. This is accomplished by fomenting fear and panic in the public and undermining the consensus reality. The OV’s job is to figure out something is wrong, follow the clues, put down any gribblies, either apprehend or take out the bad guys, and then feed the public a line of bullshit to cover it all up as something mundane.

It’s a really strange read in the media landscape of 2020.

Unlike OV’s cousins the Delta Green and the Laundry, it’s not a conspiracy within the government nor a state-sanctioned top secret outfit, but a very loosely defined group with a cell structure and some sway here and there (ok, there is also a sourcebook on the Ordo, but I haven’t read it yet). Information on the Ordo Veritatis is distributed on a need-to-know basis, and you don’t need to know, because that’s outside the mission parameters.

The mission, then, is where the tight focus comes in. The Esoterrorists sells a very specific session structure, where the characters are called into the location of some supernatural hinky stuff, given a briefing by Mr./Ms. (or Mx., I suppose, but this is from 2013) Verity, and then it’s off to find leads, follow them, probably get into a fight with the other guys, follow some more leads, have a final confrontation, and then sweep everything under the rug so that people can sleep at night.

A really, really strange read.

The book also has another campaign frame, “Station Duty”, written by Gareth Ryder-Hanrahan, where the OV agents set up a watch station in a small town, and set about unravelling its larger mysteries together with some locals. It’s suggested that the local characters be built using the rules of Fear Itself, a game that I understand is a lot more about running away than shooting back. It’s a very evocatively written chapter, and I like the format of its presentation. The town is very much fleshed out yet given to the GM and the players to develop, and the gallery of NPCs is each written up as a potential victim, someone influenced by the Outer Dark, and as a full-on Esoterrorist.

The Esoterrorists is very light on mythology, though it clearly has Call of Cthulhu in its DNA (but then, which horror RPG doesn’t?). In addition to Health, agents also have Stability, and when Stability runs out, madness follows. The rules for mental disorders are funky. For instance, if the agent gets afflicted by selective amnesia, the group together comes up with a new fact from the agent’s life, such as a marriage, that the PC has now forgotten.

That kind of thing is possible because of the tight mission focus, moderate to high lethality, and fast character generation. Characters are liable to be whipped up quick and enter play without an extensive backstory, and get to work fighting crime. There is a system for dependants and pillars of stability, but it is not very fleshed out. The focus also makes the game look ideal for convention games.

Though the Lovecraftian influences are clearly there, The Esoterrorists is also very different in its aesthetics. Where Call of Cthulhu is all about the nameless horror, indescribable creatures, and the slow erosion of sanity as you discover that everything you thought you knew about the world is not just wrong but also that you being wrong is meaningless, The Esoterrorists is more about highly-trained individuals with a hard, scientific world-view engaging with definable and classifiable horrors that will eviscerate you and then wear your skin for a suit. It’s a graphic, gory horror that does not suggest things. It shines a cold, bright light on the chunky salsa so the forensic pathologist can get to work.

No game is for everyone, which goes double for horror games, but The Esoterrorists looks like an accessible and elegant piece of work, once you wipe off all the blood.