Skip to main content

Proposed Game: Alien

System Free League Publishing

Game Master Paul

In Hall

"I can't lie to you about your chances, but... you have my sympathies."

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 an 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.

This is the official ALIEN tabletop roleplaying game—a universe of body horror and corporate brinkmanship, where synthetic people play god while space truckers and marines serve host to newborn ghoulish creatures. It’s a harsh and unforgiving universe and you are nothing if not expendable.

Stay alive if you can.


Comments

Popular posts from this blog

Running your combat in "Theatre of the Mind" a different Roleplaying experience

First off this is not just limited to Dungeons & Dragons, but can be applied to all systems. How To Run Narrative Combat For those used to running RPGs using a gridded battle map and miniatures, running narrative "theatre of the mind" combat can feel both terribly strange and strangely familiar. If we're used to running combat on a 5 foot per square grid, the switch to combat in the theatre of the mind can easily make us feel like something is missing. How can we really know what's going on in combat if we can't see it? The answer lies in the other two pillars of our game—exploration and interaction. We don't set up battle maps and lay out miniatures when our characters have a discussion with an NPC. We likely don't set up a big map and start counting off squares when the characters explore an ancient ruin (although we can!). We don't have visual queues when we're describing how a thief narrowly avoids a poisoned pin while attempting to disarm

Proposed Game: Ghosts of Saltmire

System D&D 5e Game Master Calum Venue: Glanville Hall Wednesday night A mixture of Roleplaying and action, nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger.

Proposed Game: Two Wrongs

System Era: Hitman Game Master Mark C Venue: Glanville Hall Wednesday night In this game, you are a hitman, an assassin who eliminates targets for anyone paying the right amount. Whether your skill is stealth, approaching your enemies unseen, firing a bullet from a neighbouring rooftop, hacking automated defences or demolishing a building to eliminate everyone inside, you are always in demand. You might be new to being an assassin, or you might be a grizzled veteran about ready for retirement. None of this matters to the Assassins’ Guild; only that you can complete the job and your team are assigned. With the protection of the Guild, you need not fear retribution once you escape the scene of the crime – the scrubbers have your back. Every trace of you, every piece of camera footage, everyone who will testify that you were there will vanish without a trace. As a result, joining the Assassin’s Guild was never a hard decision for you, even with the possible downsides... When you are in t