I'm going to take a look at the four published cinematic scenarios:
- Hope's Last Day (Alien RPG core book, 2019)
- Chariot of the Gods (Starter Set, 2019)
- Destroyer of Worlds (box set, 2020)
- Heart of Darkness (box set, 2022)
Chariot of the Gods, Destroyer of Worlds, and Heart of Darkness make up the Draconis Strain Saga series. Designed to be played in release order.
Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes. At conventions, I generally book a 6 hour time slot which includes time for explaining the system and a break for food.
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Hope's Last Day (Alien RPG core book, 2019, p.368)
Pages: 16
Run Time: 1 session
Pre-Gens: 5 terraforming colonists, Space Truckers
Hook: PCs return on a maintenance run and find things amiss at Hadley's Hope.
Run Time: 1 session
Pre-Gens: 5 terraforming colonists, Space Truckers
Hook: PCs return on a maintenance run and find things amiss at Hadley's Hope.
This is a great introductory scenario. It runs exactly like an Alien movie.
The time frame is two weeks before Ripley with the Colonial Marines arrive at Hadley's Hope.
It's a nice scenario. I like how Free League constructs their scenarios. They give you mandatory events that the GM must run and various optional events to add flavor or to tweak the pacing of the game. If the scenario has locations, they have detailed text for each location. The events are also separated into three Acts. Once an Act is over, unused events are discarded. Usually, the last Mandatory event in an Act closes that Act.
The marker tokens included in this set are large and are only useful for marking which zone a PC is in, multiple tokens in the same zone are generally stacked. It's not for any tactical use. The same tokens are used for Destroyer of Worlds and Heart of Darkness.
The PCs return from a routine maintenance run and find everything has gone to hell.
This scenario takes about 4 hours to run, perfect for a convention time slot. I've run this about 8 times already. It's really the 3rd act in a full scenario.
I was introduced to this game with this scenario, I love this scenario.
Run Time: 3 sessions
Pre-Gens: 5 Space Truckers (for 3-5 players)
Hook: Crew of the USCSS Montero, a starfreighter, wake up to find they're not where they're supposed to be.
Pre-Gens: 5 Space Truckers (for 3-5 players)
Hook: Crew of the USCSS Montero, a starfreighter, wake up to find they're not where they're supposed to be.
I've played in this twice and ran it twice. The first time I played it, it was finished in a 4 hr session, but it was an earlier version from the first printing of the core book. The second time I played it, we killed all our backup characters before they were activated, so we finished in 2 sessions. Both times when I ran it, it took 3 sessions.
This game is a nice slow burn. PCs wake up on their ship and start to figure out things aren't quite right.
It's a nice scenario. I like how Free League constructs their scenarios. They give you mandatory events that the GM must run and various optional events to add flavor or to tweak the pacing of the game. If the scenario has locations, they have detailed text for each location. The events are also separated into three Acts. Once an Act is over, unused events are discarded. Usually, the last Mandatory event in an Act closes that Act.
The marker tokens included in this set are large and are only useful for marking which zone a PC is in, multiple tokens in the same zone are generally stacked. It's not for any tactical use. The same tokens are used for Destroyer of Worlds and Heart of Darkness.
Pages: 90
Run Time: 2-3 sessions
Pre-Gens: 7 Colonial Marines (for 3-5 players)
Hook: Colonial Marines sent to capture 4 AWOL marines.
Run Time: 2-3 sessions
Pre-Gens: 7 Colonial Marines (for 3-5 players)
Hook: Colonial Marines sent to capture 4 AWOL marines.
I've played this once and ran it twice. When I played it, it took 3 sessions. When I ran it, it took 3 sessions and 2 sessions.
PCs are on a frosty moon, almost ready to deploy to fight the UPP on 61 Cygni, then they get pulled to do MP (Military Police) work.
I just find it odd that with fusion reactors that can terraform a planet, FTL drives, etc., they're still using petrochemicals. Maybe they need it for plastics.
The pre-gens are marines and the chain of command is: Gen (General), Col (Colonel), Maj (Major), Capt (Captain), Lt (Lieutenant), WO1 (Warrant Officer), GySgt (Gunnery Sergeant), Sgt (Sergeant), Cpl (Corporal), PFC (Private First Class), Pvt (Private).
A nice sandbox scenario, packed with action.
Run Time: 3 sessions
Pre-Gens: 7 Science Team Members and Space Truckers (for 3-5 players)
Hook: W-Y science team is sent to a space station orbiting a black hole to investigate a new life form. The space station uses prison labor.
Pre-Gens: 7 Science Team Members and Space Truckers (for 3-5 players)
Hook: W-Y science team is sent to a space station orbiting a black hole to investigate a new life form. The space station uses prison labor.
I played and ran it, both times took 3 sessions.
PCs are a mix of contract scientists for W-Y and crew members from the ship that takes them to a space station. When they arrive all hell breaks loose.
This scenario is also very sandboxy. Lots of options for the GM to use when running it. And various options for Players when playing.
This scenario is also very sandboxy. Lots of options for the GM to use when running it. And various options for Players when playing.
Here's my original review of the system and Q&As: Alien RPG Q&A
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