Your handy guide to Free League roleplaying-games

Whether you love fantasy role-playing games, post-apocalyptic survival, horror, science-fiction, investigation or a combination of these, Free League has you covered. This article is a guide to inspire you and help you consider whether one or more of these games are for you and your table.

The Swedish publisher and game developer has built an impressive suite of role-playing games. Each of the games are explicit in their themes and moods and the individual games try to emulate and reinforce them using the ruleset. They also share similarities in design beyond simple dice mechanics, which makes moving from one to the other easy.

Most of the games use some variation of the Year-Zero game engine and most of them are multi-award winning and outstanding in their presentation and design.

All of them are less complex than Dungeons & Dragons, primarily because the characters you can play have fewer unique capabilities and there aren’t 200+ spells you need to consider (as a player or GM) – though a few of their games are fairly “crunchy”. On the other hand, the rules governing exploration or social interaction aren’t usually as vague as in D&D (and many other older RPGs).

Fria Ligan (Free League) is a Swedish table top game studio and publisher established in 2011.

I own, and have read, most of Free League’s games, and I have played many of them. In the following text, I will briefly go over what unites them and add a few lines about each game. The aim is to help you pick your next game experience.

They are all beautiful and well produced games, and naturally there are some that I personally prefer over the others. But you might prefer different ones for different reasons. Therefore, the games aren’t ranked.

For each game I will however rate its complexity on a scale of 1-5, with 5 being the most mechanically complex. This scale is an internal curve for the suite of Free League RPGs. It is not a comparison with other games like D&D, Blades in the Dark or Rolemaster.

NOTE: I don’t have any financial relation to Free League and I’ve paid for everything myself.

What unites the Free League games?

Beyond sharing mechanics (see below) there are some design choices which you can find in many, if not most, of the company’s games.

Emergent gameplay
Free League favor designs where drama and narrative emerge from exploration and a certain level of randomness plus the resulting player choice, rather than as pre-planned campaigns and designed narrative arcs (The Last Cyclade campaign and the Alien Cinematic Adventures being notable exceptions).

Twilight: 2000 use a set of regular playing cards to determine random events every day.



Mechanical abstraction of time and resources
The time inside the game is often divided into ‘shifts’ of six hours. The timeframe is used for travel, resting, crafting and in Bladerunner, for example, one character can follow up on one clue per shift, which encourages splitting the group. Resources like torches, rations or oxygen are often abstracted into a dice mechanic.

In Forbidden Lands, your consumeables are represented by a dice. For example, when making
a ranged attack you roll a D12 with a full quiver. On a ‘1’ your supply of arrows drop to a D10.

Exploration and hex-crawl
There are coherent rules for travel and exploring, tied in with the games’ use of skills, time and resources.
Many of the games come with big hex-maps, where the PCs are expected to venture forth and find fame or fortune, or simply need to explore in order to survive.

Forbidden Lands is one of many games that has hex crawling as part of its core mechanic.

Deadly combat & crits
Fighting in Free League’s games is usually very dangerous for the characters. Losing all your health doesn’t mean a character is dead, instead the character is ‘broken’ and a critical hit is applied. These crits can be instantly fatal, and frequently result in lost extremities or lingering penalties that need time to heal.

Most of the Free League games use a critical hit system. This is a part of the torso table from Twilight: 2000.
Access to effective medical care will often determine whether a character survives.


Mental damage on top of physical damage
Characters can become ‘broken’ not only from being injured, but also by stress or mental damage. Often there are also critical injuries tied to the mental damage. The exact mechanic differs from game to game.

In Alien, rolling a ‘1’ on your stress dice triggers a panic roll.


Downtime and base-building
Downtime is normally treated as an integral part of the game. Activities during downtime are often related to base-building, recovering from injuries, gathering resources or preparing for the next adventure (training, gathering information and so forth).

Constructing a head quarter or upgrading your starship is cool, and most of the games have base building integrated into the games’ down time mechanics. In both Vaesen and Mutant Year Zero, it is also a core part of the gameplay.

In Mutant: Year Zero, the characters must not just survive, but also improve their “Ark”.


Personal ties & social mechanics

The games have mechanized social ties and interactions, often combined with the experience system.

Commonly, players designate another character as their ‘buddy’ and another as their ‘rival’, and these ties are often reinforced with mechanical effects and experience points for eg: xp for putting your life at risk for your buddy.

The rules around social conflict are more rigorous than in Dungeons & Dragons and many other older RPGs. If you want something from an NPC and you win the roll, they must do it, or attack. Some games also feature a Command ability, where characters can even force other characters to do as they command (or suffer mental damage if they refuse) – or get them back up if they are mentally ‘broken’.

Some games also have personality traits or backgrounds that players can ‘activate’ to get a bonus.

The Officer career in the Alien RPG has access to the Pull Rank talent.

The Year Zero-Engine

All of the games use the YZ mechanics, except Mörk Borg, the One Ring, Symbaroum and a couple of others, which are published by Free League, but are designed by other indie game designers.

The system is a dice pool system, where you must roll at least one ‘6’ to succeed in a task. Typically, you add your attribute and your skill together in addition to tools or weapons you employ, which determines how many dice you roll. Most of the games use D6, but a few also use D8, D10 and D12 (still with the aim to roll 6+).

All the games feature a “push” mechanic, where players can reroll a test, but with significant consequences if the attempt still fails, and sometimes with the ‘push’ causing physical or mental damage.

There are normally four attributes: usually called Strength, Agility, Wits and Empathy, which are determined at character creation and can’t be improved during gameplay.

The games feature 12-16 skills, with 3-4 skills associated with each attribute. The skills are kept at a high abstraction level. For example, ‘Manipulation’ typically covers all social rolls and Piloting will cover everything from motorcycles to starships (sometimes with options of more granularity).

In addition, characters have Talents – like Feats in D&D. These are special abilities that often come in two categories: a group which is tied to your archetype (class, if you will) and general talents, which everyone can buy with experience, like bonus to skill rolls in particular situations or with specific weapons, cyberware, the ability to reroll critical hits etc.

A few of the games also feature powers or magic of some kind.

The Games (Year Zero Games first, then non YZ games)

Alien

In this retro-science-fiction horror game you play colonists, space truckers or colonial marines who must face a cold, capitalistic, uncaring and horrific universe.

On top of the fearsome and deadly xenomorphs (and other nightmares), the characters can become embroiled in corporate plots and experiments, espionage and the conflict and warfare between the major political factions in the Alien universe. Or try to avoid them, while making their payments on their ship.

The rules are quite simple and use a stress and panic mechanic to underscore the key themes of the game.

Initially, the game may seem narrow, but it can work very well for a range of playstyles, including scary military science fiction, survival horror, corporate espionage and gritty, free trader, planet hopping adventures.

The explicitly ‘cinematic adventures’ published for the game are excellent for 3-5+ session dramas, where each character has hidden agendas that they need to achieve, often not aligned with all the other characters. Not many will survive through to the end of Act 3…

Because of the simple mechanics and well-known lore and visual style, it is a great game for first time role-players.

Play this game if you love gritty science fiction and horror.

“I loved it. An action packed rock’n’roll trip down paranoia lane, as if Jeremy Saulnier was given the task of directing an Alien movie.”

Martin Svendsen, playing Private Hammer in the adventure Destroyer of Worlds

Read more in my full review.

COMPLEXITY: 2

Bladerunner

This investigation heavy neon-noir game is the latest Free League game and based on the Bladerunner universe. You take the role as Bladerunners – elite police officers with a license to kill. Either as humans or replicants. It is designed for small groups (1-4 players), and takes place in 2037, about a decade before the second film of the franchise.

Characters (a variety of cops, like City Speaker, Doxie, Inspector and Skimmer) struggle not only with solving their case, but also with the morality of their actions and what it means to be human.

An interesting feature is that solving the case gets you promotion points, which you can use to get more talents. Whereas going against the rules, like letting replicants go, will earn you humanity points, which you need to upgrade skills.


The game is heavy on mood and lore and is great for character focused and RP-heavy games.

The starter set comes with an excellent adventure and some of the best props and handouts I’ve ever seen.

Play this game if you love character driven, role-playing heavy investigation games.

COMPLEXITY: 3

Coriolis – the Third Horizon

This far future occult space opera game has a distinct ‘Arabian nights’ atmosphere with planets teeming with life and the growing threat of the djinni said to come from ‘the dark between the stars’.

The game is set in a region of space that contains about two dozen systems connected by jump gates. You should expect to play explorers, pilots, zealots, mercenaries, spies and diplomats, normally with your own spacecraft. The Horizon has a significant spiritual aspect to the world in the form of Icons – saints that influence the world.

There are several supplements for the game and a big three-volume Mercy of the Icons campaign.

If you are familiar with older space opera RPGs, Coriolis is somewhere between Traveller and Fading Suns. Less spiritual than Fading Suns, but more than eg Traveller.


If you want a taste, I can recommend the actual play of the Mercy of the Icons campaign by Garblag Games.

Play Coriolis if you enjoy high adventure space opera games spiced with spirituality and the occult.

COMPLEXITY: 4

Forbidden Lands

The sword & sorcery-style fantasy RPG is designed with the Old School Renaissance mindset. It is a hex-crawl, open world focused game, where the characters frequently are rogues and sell-swords, more focused on personal gain than heroic deeds.

Survival and exploration are at the core of the system. Your equipment is key to your survival and will break (including arms and armor). Combat is swift and deadly, but ill-suited to encounter after encounter dungeon crawls.

As well as the regular humans, elves, dwarves etc., you can also play orcs, goblins and wolf-men. There are unique talents for each profession (class) which makes the various roles (eg Fighter, Minstrel, Rider, Druid, Peddler) distinct.

Unlike many older fantasy games, people and monsters don’t use the same mechanics. Each monster has fewer stats and a list of six “special attacks”, which makes fighting them feel unique and surprising, whether facing a harpy or a death knight.

Forbidden Lands can easily be used for a homebrew world. The system is simple enough that you can easily modify the spells and monsters.

The game is well-supported with two full campaigns and settings, two excellent adventure anthologies and an upcoming monster book and additional setting book.

Play Forbidden Lands if you love fantasy RPGs, but want something faster and grittier than D&D with a more rigorous exploration, base-building and resource mechanic.

COMPLEXITY: 4

Mutant Year Zero

This is the first game that employs the Year Zero engine (hence the name). It takes place in a post-apocalyptic future of an alternate timeline with robots, mutants and energy weapons. It is a cousin to games like Gamma World and Fallout.

It differs from the other games in that it has four books that can stand alone as their own games or work as supplements to the original game. Each of them is a complete standalone game with all the rules required, a setting and a campaign.

Play Mutant Year Zero if you enjoy a more ‘gonzo’ apocalyptic future full of weird mutants, crazed raiders, killer robots and fanatic cults.

COMPLEXITY: 3

Mutant

You are one of the mutants in “the Ark”. The Elder has forbidden you from exploring the ruins beyond the Ark, but food is running low and no one is able to bear children. To survive and prosper you must venture into the unknown and brave mutant creatures, the Rot and crumbling ruins to find grub, water and artefacts from the bygone age and develop the Ark while at the same time outsmarting and outfighting the rival gangs inside the Ark.


Genlab Alpha

You play a mutant animal, one of the genetic experiments of Test Area B35 “Paradise Valley”. The valley is fenced and guarded by the mysterious Watchers. Can you finally realize the dream of escaping your prison?

Players must explore the valley as mutant badgers, rats, bears, monkeys et al, protect their habitats and build the Resistance to the Watchers.

Elysium

Before the war that devastated the world, the three Titan Powers created sanctuaries to survive. You are one of their descendants living in Elysium. Players are all of one of the four noble families and Adjudicators, police and judges rolled into one. They are tasked with keeping the peace and go on missions to solve problems – secretly instigated by their own houses.

Uniquely, the game has a ‘strategic level’ where the players control each of the houses in their quest for dominance. All the missions were caused by the players through the strategic level. And during the actual gameplay, one player will be a traitor, who is trying to sabotage a successful outcome. However, when the team votes on who the traitor is at the end of the mission, whoever gets a unanimous vote, is judged as the spy!

This game feels like a mix of Judge Dredd and Paranoia.

Mechatron

Players are robots developing free will at the Production Facility Mechatron-7, who, now that they are detached from the hive mind, can go on their own missions.

The book is out of print, and I don’t own it, but the PDF version is available.

Tales from the Loop

In this ode to nostalgia, you play as kids in the 1980s, but in an alternate timeline, where humanity has discovered anti-gravity and sentient robots.
You play kids (10-15), who live near a big research facility, where odd things happen (including loose dinosaurs…).

The book contains two settings: a small town in Sweden and one in Arizona and a full campaign outline.

Characters fit one of the classic stereotypes (eg the jock, the computer geek, the hick and the trouble maker). The kids must struggle with home lives and school relations, as well as the strange going ons in the area. Adults are absent, adversaries or in a few cases allies.

The dramas can be very personal (eg violent step parent, alcoholic mother) as well as external.

The game handles “damage” differently than most games, as the characters can’t die, but they can get various detrimental conditions like “injured” or “upset“ or “scared”.

In its follow-up game, Tales from the Flood, you play teenagers, who can die.

Play Tales from the Loop if you want be a kid investigating weird science problems with your friends, while managing your personal problems and relations.

COMPLEXITY: 1

Twilight: 2000 (4th edition)

Twilight: 2000 is bleak dystopic post-apocalyptic survival RPG set in an alternate history, where NATO and Russia clashed in World War III at the end of the 2nd millennium. It features intensely human dramas and has a detailed survival and combat system.

It is designed as a player-driven hex-crawl game, where random events, rumours on the radio and the fortunes of war will help determine the course of the game.

The characters are soldiers of crumbled units and potentially a civlian or two, who must band together to survive. Players set their own goals for what ‘success’ looks like: fleeing west, creating a base and carving out a safe space for soldiers and civilians or roam around as mercenaries to get supplies until luck runs out?


Particularly with the Russian invasion of Ukraine, this game hits very close to home, and it not for everyone, but it is an excellent design and can easily be converted for a “realistic” modern game, for example a ‘Walking Dead style’ zombie survival game (which is in fact also an upcoming Free League licensed RPG title).

The game has a solo-mode, which I’ve tried with much success.

Play Twilight: 2000 if you want an intense – and likely bloody – survival game, where each choice comes at a cost in fuel, ammunition or humanity.

Have a look at my solo game.


COMPLEXITY: 5

Väsen

In Vaesen, you play a group of humans gifted with ‘the sight’, who are part of a secret society, the purpose of which is to track down and combat Vaesen. Væsen means “creature” in Danish and Swedish, and these strange ‘vaesen’ are out of classic folk lore, like trolls, the Neck or Nisser.

The default game is set in a mythical 19th century Europe, and in the core game you are the inheritors of the crumbling castle Gyllencreutz, which works as your base, which you can explore and upgrade as the game progress.

Characters are typically hunters, doctors, priest, professors, soldiers and the like. The play-style is akin to Call of Cthulhu, but with a stronger ‘motor’ for campaign play.

The core book has Scandinavia as a core setting, but there is also a British isles sourcebook and there is help for customization for any region of the world.

Play Väsen, if you want to solve mythic mysteries in a world that is changing – where the old is being swept away by industrialisation – and protect humanity from the supernatural.

COMPLEXITY: 2

Non-Year Zero Games

Mörk Borg

The indie smash hit is a rules lite old school renaissance heavy metal fantasy RPG. You play weirdos, religious fanatics, murderers and scoundrels in a world that is ending. How will you go out?
It is intentionally very dark, funny and crazy, and the core book can be consumed in an hour.

As an example of the style, at the start of a campaign, the game master decides how often you roll for whether one of the portents of Nechrubel might happen, and at some point, you will roll the final sign, and the world ends. At which point you are advised to burn the book.

The rules are entirely player-facing, intentionally imbalanced and random, unforgiving and lethal.


The community around Mörk Borg is vibrant, with many independently publish supplements, as well as the new Cy_Borg core book, which use the same lite rules for a disturbing cyber punk game.

Play Mörk Borg if you want dreadful, plague ridden, decrepit, black metal adventures, where your chance of survival is neglible

COMPLEXITY: 1

Symbaroum

In this epic dark fantasy game, you explore the great Davokar forest, scheme for and against the many factions, and search for wealth, treasure and ancient secrets.

The rules use a D20 as the main resolution dice, but the rules are entirely player facing, so for example when a monster attacks a character, the player rolls to defend herself with a modifier depending on the stats of the monster. The mechanics have depth and versatility, but not the amount of spells and monsters that D&D has.

The setting and lore is excellent and very detailed. The core rules describe the war against the Dark Lords that drove the victorius Alberetor out of there ruined lands to the Ambria and the vast forest of Davokar, which is full of human and elven tribes, who don’t want the invaders poking into the darkness.

Characters are knights, theurges, sorcerers, treasure hunters and witch hunters. Most people are human, but also changelings, ogres or goblin. However, the player is free to build her character with the abilities and powers available. The archetypes are simply guidelines, not a “class” you adhere to.

The game is extremely well supported with several sourcebooks and a very long campaign. It also recently got a Dungeons & Dragons 5th Edition version.

Play Symbaroum if you want a well-supported epic dark fantasy game with plenty of monsters and magical treasures.

Symbaroum won’t give you the crazy tactical grid combat of D&D nor will it give you the overwhelming creative wings you can get with a very narrative game. But it will give you a good solid framework that can act as an arbitrator but won’t try and tell you how to do everything. Attached to all of that is a setting that frankly might be worth the purchase of the books.

Lennart Knudsen, Symbaroum game master

COMPLEXITY: 4

The One Ring RPG (2nd edition)

If you love Tolkien, or want a low-magic epic fantasy game, the One Ring is perfect. This game is a beautiful and faithful adaptation of Tolkien’s world into a role-playing game.

As a game, the One Ring is at the other end of the fantasy-spectrum from Mörk Borg. Characters are heroes opposing ‘the Shadow’ in the time-span between The Hobbit and the events of the Lord of the Rings.

You can create evocative characters that seem to walk right out of the source material (dour rangers, merry hobbits and stout Men of Bree).

Typically, the group will work with a patron – like Gandalf, Bilbo, Cerdain or (Aragorn’s mother) – and combat the growing shadow, recover ancient artefacts from lost ruins and reunite the free peoples against the threat.

The system employs a D12 as the main resolution dice, but with a number of D6 depending on how skilled your character is.

The game has a narrative focused travel mechanic, the threat of ‘shadow points’ if characters do unheroic things and rules governing “councils”.

In the starter set, you get a full source book on the Shire, and a chance to play Bilbo’s friends and relatives and help him explore one of his theories over a series of adventures (expect both much tea and lunches, as well as dangers, nosy Bounders and inn visits).

See my review for a full break-down of the game.

The game also have a D&D 5e version, called Adventures in Middle-Earth, which I played extensively in its first incarnation.

COMPLEXITY: 4

In Addition!

There are a couple of Free League Games, that I’ve had zero interaction with, which are Into the Odd and Death In Space. Both are “rules light” indie games, with very specific design focuses. Both look cool. But there are only so many hours in my life… 🙂

I hope one of these description inspired you to find a group or pick up the game to run it for your friends. I could play anyone of these games for months or years and I recommend all of them.

If you have questions or comments, don’t hesitate to comment or DM me here or on one of the social channels.

ALIEN, women and horror

20 years ago, I co-wrote a thesis paper for my BA on gender, women and horror in the Alien films. We would have looked at it differently today, but the paper can still serve as an inspiration for Game Mothers and academics who wish to delve deeper into this universe and these topics.

Gender and gaming is a much more discussed issue today, thankfully, and I find it fitting to post this on International Women’s Day. The discussion of women and gender makes complete sense to me, especially when you discuss fictional universes and games, because it is so rewarding to examine them in the form of art and entertainment.

Ripley, as a character, undergoes radical changes through the four films, and we liken her death to the death of Christ.

Much of the theory used in the paper was already 20 years old when we used it, so from that perspective I think it could inspire others to dive deeper into the topic. That said, it is not a field I’m keeping on top of or working with, and there might be a lot of new more important theory out there which this article does not reflect.

The horror theory used I think can help Alien Game Mothers to more consciously incorporate horrific elements. As the paper describes, there are very strong links between what we consider horrific and women, reproduction, sex, birth and so on – themes that are extremely prevalent in the Alien universe. Understanding that theory can help GMs craft adventures, I believe.

The paper was written with my friend and fellow role-player, Per Frederiksen.

If these topics interest you, I suggest you give it a look!

ALIEN RPG – a review

I have loved the ALIEN franchise, since I saw Aliens with my father when I was maybe 10 or 11. It is still my most memorable movie experience. So, the ALIEN RPG, from Swedish Free League, was a must buy when it came out in December 2019.

I’ve played it for a total of around 15 hours (on Roll20), and I now finally have found time to write a review.

The game won a Gold Ennie at 2020’s virtual GENCON, so it is fair to say that it is very well made game! But picking up a role-playing game also comes down to taste, personal preference and just what game you wish to run right now. So, in this blog post, I’ll try to answer: is this a game for me? You will get the short and sweet points first. In the second part, I go into more depth on the mechanics and content of the book. In a future post, I will write my thoughts on the scenario Chariot of the Gods.

In Short: What is the Alien RPG?
The game is a retro-future horror role-playing game built faithfully to the franchise (and officially licensed). It uses the Year-Zero game engine, which is a dice-pool system – like most Free League RPGs.

The game is designed for two modes: cinematic play and campaign play. The cinematic play emulates an ALIEN movie and is a single adventure in three acts. It means, each character has a secret motivation, they can’t trust each other, are likely to do irrational things and aliens are probably going to kill some – if not all – of the them.

In the campaign you are likely to play either colonial marines, space truckers or colonists, and alien life forms aren’t meant to be introduced right away. Instead, the game features more mundane missions and jobs among corporate giants and working class grunts trying to make a living.

The book is around 400 pages and about half is system and the rest is lore, Game Mother information, a short adventure and a location.

The system emulates the stress and horror of the alien universe and it is fairly simple. Combat and action are cinematic, but there are enough character options for a short to medium-long campaign.

Ripley is the greatest female action movie protagonist of all time, and is an almost unique figure in the 80’s movie landscape.

What do I think of the ALIEN RPG?
The game looks amazing, has a great atmosphere and was a lot of fun to play.

The game enables you to immerse yourself in the Alien universe; a scary, uncaring, capitalistic future where no-one will really care that you scream you lungs out or have your skull pierced by a xenomorph tail spike.

The game has a fairly narrow scope, which I think works to its advantage. The system has been tailored to create the Alien-experience, primarily adding stress dice to the player’s dice pool, when they exert themselves or things go wrong (more on that below).

Because of the relative simplicity of the rules, the widely known universe and the cinematic style, I think it is one of the best options out there for introducing new players to the hobby .

Characters will die in ALIEN. A weapon and some armor might save you… but don’t let the xenomorphs get close.

The artwork and art direction is fantastic, and the book is easy to read and make sense of. However, I have read and played other Free League games, which makes the system familiar to me.

There is enough background and lore in the book to really get my creative juices flowing and I wish I had the time to run an extra campaign using Alien.

That said, I’m sure it isn’t a game for everyone. It is science fiction. It is dark. It is easy to lose a character. It is about body horror and being fairly insignificant in a world of grey and questionable morals. The system is also not very granular. So, not everyone’s cup of tea.

Why should I buy the Alien RPG?

  • You want to play a space-horror game
  • You want to run shorter adventures with a cinematic style for your group
  • You would like to introduce D&D players to another genre/system
  • You want to introduce new people to role-playing, but they aren’t into fantasy
  • You love the Alien universe.

Why should I pass on the Alien RPG?

  • You want a crunchy game that tries to simulate life in space and combat between people in the future
  • You want a game with a vast scope that you can use for any kind of science fiction game
  • You want a game that can support a years-long campaign

AN IN DEPTH LOOK AT THE ALIEN RPG

Below I will go into more depth with contents of the rule-book and the rules. My views are mixed in between and I end with a conclusion. If you have questions or want to discuss the game, post in the comments or reach out on Twitter (@RasmusNord01).

The System

Characters
The players can pick from nine different careers. These are mostly well-known types from the ALIEN franchise, such as Colonial Marine, Company Agent, Kid, Medic and Officer. They are broad in scope, so the Officer could be a Colonial Marine Officer, a Navigator or Captain on a ship or a colony leader-type.

You can also play a colonial marshal, which looks to be inspired by the 1981-movie Outland, where Sir Connery plays a “space sheriff” on Jupiter’s moon Io. The look of the film fits very well with the ALIEN universe, and if your players haven’t seen it, you can steal the plot…

The game only has four different characteristics (Strength, Agility, Empathy and Wits), and each is associated with three skills. This means 12 broad skills and keeping it simple.
For example, Mobility covers stealth, dodging, jumping and risky climbs, which in some systems would be three separate skills. Piloting covers all kinds of driving and flying, so you don’t need separate skills for driving a quad bike, flying a drop ship and driving a tank – for power loaders you do however need Heavy Machinery.

Each career has access to three talents unique to them, and all characters have access to about 30 general talents. The career talents are what enables characters to do something none of the other characters can do.

The special talents are interesting, and some are unlike what you see in most games. For example, the officer can get the Pull Rank talent, and with a successful roll can force both PCs and NPCs to do as they are told. The Company Agent “Rat Fuck Sonofabitch” has his personal safety top of mind and can make another character the target of an attack aimed at her (with a successful manipulation roll).

The Pull Rank talent is one example of how the Year Zero system has in-built mechanics for social interaction, which I think works better than fluffy “diplomacy” or “persuasion” in other games, where the actual outcome is often left to the GM.

There are also rules for synthetics … excuse me, artificial persons. They are in most ways better than a human PC, but they also have a few limitations.

Mechanics & Stress
The system is made up of dice pools of D6s. You add your relevant characteristic with the right skill and possibly ‘gear dice’ if you have the right tool and then you try to roll a 6. If you fail, you can try to ‘push’ the roll one time by describing the extra effort (you have the same idea in Call of Cthulhu 7th ed) and re-rolling the dice.
However, when you do, you get a stress level. Each stress level adds a stress dice, and if you roll a 1 (a Facehugger on the custom dice) on one of those, you risk going into a panic.

The stress mechanic is a key part of the way ALIEN simulates the films and the horror in them. My players named them – sardonically – ‘Hero Dice’, because they do enable you to accomplish greater feats, but they can also make things go very wrong.

If you push, and still fail, there will also often be a negative consequence, including damage to your characteristics, broken equipment and so on.

In our cinematic game, the problem was that, as things spiraled out of control, we rapidly tried all the different outcomes of the panic roll.

The intention is that you roll rarely – only when it is dramatic. One of the reasons is that there is only one retry. After that, the characters will have to do something different to reach their goal. The added bonus is that it keeps the game moving forward.

ALIEN also has a feature I’ve not seen in other Mutant Year Zero-games. Each skill comes with a number of Stunts players can pick, if they roll more than one success. For a ranged attack roll that could be an extra point of damage, but you can also pin down your enemy, the target drops a weapon, is pushed back or drops down. Or in Comtech, you gain additional information or are able to hide your tracks in the system. I like that, and it is very player facing as they get to pick the stunt.

Panic is rolled with 1D6 and adding your stress level. If you roll a total of 6 or lower, you keep it together. From 7-15 bad things happen – you can freeze, go berserk or flee, for example, and often increase the stress level of nearby PCs through your erratic behavior.

In our cinematic game, the problem was that, as things spiraled out of control, we very rapidly tried all the different outcomes of the panic roll. Thus, you become familiar with it – as a player – much quicker than a long critical table, and that was a criticism from my players: the results of panic were quickly unsurprising. That is one of our main criticisms of the system.

Combat & gear
Combat in ALIEN is very lethal – especially against Xenomorphs. I’ve killed a character with s couple of dice rolls (xenomorph attack, character was unable to parry, the space suit armor didn’t stop it (second roll) and the attack happened to be an auto-kill crit to the head).

People firing guns at each other using cover and with armor is a little less lethal, but still deadly. Rifles and shotguns do a minimum of two or three damage points, so characters who aren’t particularly strong will be “broken” if they are hit and have no armor. If you are broken, you roll on the critical table, which can be everything from a minor cut to a broken leg or pierced skull. There are no Fate Points to avoid a killing blow, no Death Saves or re-rolls on the critical table. If you get a bad critical, you need to make a new character.

Xenos also have their own critical table, which means they might get blown away when they reach zero health, or they could be playing dead, or lashing out in a final berserk move. That mechanic works well, although I wish it had more than five outcomes.

Unlike some Year Zero Engine games, the characters have Health Levels. In other games, the damage is taken directly from the Strength characteristic. I’m not sure why they’ve made this design decision? Damage to character’s strength can lead to a death spiral, but since melee combat is less prevalent in ALIEN, compared to Forbidden Lands or Mutant Year Zero, it seems less of an issue.

A great design feature is that monsters don’t follow the exact same system as a character. Xenomorphs have their own list of six random attacks they’ll use – usually twice per round, as they have more actions than humans. The system is also used in Forbidden Lands and works very well with the iconic killing blows of the xenomorphs.

This section also covers the many (bad) conditions you can suffer from, such as radiation, drowning, fire and vacuum.

The gear section is robust and has all the gear you recognize from the movies, plus additional items, such as various drugs.

The vehicle section only has six vehicles, all recognizable. That seems a bit light, but can easily be fleshed out in a supplement.

My only real gripe here is a lack of information on how the weapons for example work in zero-g. Can the rifles fire in space, where there is no oxygen, for example? They do include rules for hitting the hull with shots from your pulse rifle and the potential resulting explosive decompression…

Colonies typically have shit weather, shit food, boring backbreaking work and lousy pay, but at least the coffee is good – and free!

Hard Life Among the Stars
Between the sections on gear and spacecraft, there is a section on life in the ALIEN universe, which is very player facing. It includes the basics on how space travel works, but also covers topics such as media, salaries, entertainment, religion and law enforcement. It is fairly short, but important.

I would have liked – and it could be placed in this section – more how zero gravity, low gravity, radiation and other similar aspects of living in space is dealt with.

Spacecraft and space combat
The space ship section has examples of iconic crafts, like the Sulaco, and a modular system to build your own ships or upgrade existing craft.

ALIEN RPG is the first interstellar science fiction game, where the size of cargo ships makes a bit of economic sense. In many games, characters will be doing interstellar travel with just a couple of dozen tons of cargo – around the capacity of a big modern truck. In contrast, modern bulk carriers or crude carriers have 300,000+ tons of ore, grain or oil on board.

Even current coastal cargo ships have much greater cargo capacity than what you see “traders” typically haul in games like Traveller, Fading Suns, Space Master and so on. I really like that, as it fits with the gritty economic system of the game.

Space combat is described as quick and deadly – which would fit with the rest of the game’s approach to design. The system does have a couple of fun features, but not a ton of detail. It resembles the system used in Free League’s occult Arabian nights inspired science-fiction game Coriolis, but has been simplified.

I like that the captain on each side (a player and the GM) secretly picks his orders for each “role” on the ship. On top, there are four different roles for the various crew members: gunner, pilot, engineer and sensor operator, who have a total of 14 different actions, such as Target Lock, Accelerate, Maneuver, Fire Weapon and Launch Countermeasures.

I haven’t tried it, but with 14 actions split between the four roles, it seems like it doesn’t offer a lot of options – and how often do you want to ram another space ship, really?

On the fun side, there are however a lot of different component damage options, split between minor and major, like: coffee maker malfunction (!) and Intercoms disabled to AI offline and critical crew injury. These malfunctions are also used outside of combat, and are cool.

On a side note, the game and the adventure Chariot of the Gods doesn’t really take into account the mass and speed space craft must move with, and what would realistically happen if they collide (megaton explosive events).

All that being said, I doubt that space combat is what you play ALIEN for. I guess, in a Colonial Marine campaign, you could have multiple space battles, but in most games I would suspect it happens once or twice, if at all. The risk of losing your ship – if that is the “base” of your game, will also radically change the trajectory of your game.

The Alien Universe

The final part of the core book consists of advice to the GM, a decent section on the various governments, corporations and organizations. This is followed by a description of some of the key systems, planets and colonies.

The central tension of the world is between The United Americas and The Union of Progressive Peoples – a Cold War analogy – with various skirmishes, proxy wars and covert operations happening out in the rim.

In my view, there are a lot of interesting plot threads woven into all this lore, and plenty to get some solid ideas for campaigns and intrigues.

For example, the Interstellar Commerce Commission representative, Paul van Leuwen, who chaired Ripley’s tribunal, found out that a team of colonial marines along with Ripley were sent to LV-426 to investigate and now also has disappeared. He has launched his own investigation into what is going on, and he might need passage, or some freelance investigators to help him out…

The game takes place in the year 2180 and adheres to the canon of the movies and the excellent video game Alien: Isolation. It means the that the events and technology of Prometheus and Alien Covenant are part of the book, as is everything up to and including Alien 3. Alien Resurrection happens more than 200 years later, and is therefore not a part of the lore.

I think the lore sections gives you precisely enough info to spur your imagination, leaving plenty of room for making your own systems and colonies.

Along with lore, there is a detailed map of known space, which is featured inside the cover of the book. You can also buy a digital copy or on print.

The Weylan-Yutani Corporation is can be both employer and enemy. There are several competitors also featured in the book.

Economics is out of whack
One of my few issues, is with the fictional economics of the game, including the population sizes on the colonies in the core systems.

According to the lore, some planets have been completely strip mined. This fits with the themes of greedy corporations and horror, but seems very implausible.

Earth has been intensively mined for more than 100 years and though we have caused plenty of damage, we are very, very far from having strip mined our home planet. Australia alone is estimated to have deposits of 24 billion tons of iron ore left.

Even if earth has depleted its own resources, and you need to build infrastructure in space, it doesn’t seem like there is enough population outside of earth to generate sufficient demand for strip mining entire planets. Nor the technology or manpower to actually accomplish such a task. But now I’m nit picking!

Alien Species
The section on aliens is 40 pages long and is detailed enough for you to run a campaign.

It begins with details on the Engineers and alien technology, and then moves on to the various xenomorphs including other Extra Solar Species.

Especially the Xenomorph XX121 gets a lot of love, with information on all the different stages of its development, signature attacks for all of the stages and some hints about Empress and Queen Mother stages.

Cinematic Adventures
Alien can be played in cinematic mode and campaign mode.

Free League has, as of now, published two cinematic adventures: Chariot of the Gods and Destroyer of Worlds.

Cinematic mode is meant for “short” games, one-shots and conventions. A cinematic adventure has three acts, like most movies, and a key feature is pre-generated characters, who all have a personal agenda – a goal they need to achieve. The agendas increase the drama and make players take classic horror-movie style sub-optimal actions – like going off alone to the medical bay to steal drugs or go searching for the cat in an abandoned cargo bay, while a xenomorph is on the prowl.

In Chariot of the Gods, the characters even get new agendas in each Act, to push the action forward.

I must note that it took my group five 3-hour online sessions to get through Chariot of the Gods, and I skipped parts. I have though read online that others have done it in four hours and had fun.

Creating Campaigns
There are three potential campaign frameworks laid out: Space Truckers, Colonial Marines and Frontier Colonists.

The chapter on campaign play is, mainly, a lot of charts that lets you generate your own star systems, plants, jobs, missions, colonies and so forth.

I experimented with it, and I have to say that the tables allow you to generate some inspiring combinations that really spurred my imagination.

However, unlike Forbidden Lands and Mutant Year Zero, I don’t think you can simply run a game based on the results of these random jobs and missions. Alien does not have a list of interesting random events like Forbidden Lands, nor several detailed locations. It only has the example of Novgorod Station and a handful of accompanying events at the station, which could be enough to get you started, but my players would expect more.

Especially for colonists and space truckers, the jobs seem too mundane for them to be really exiting. Even with the random complications and plot twists, you need – as a GM – to flesh out things a bit more in advance based on that random input. You have to make sure there is enough details on the intrigue and drama and probably a main protagonist to make it interesting.

A trip to deliver 2000 heads of cattle to a small colony station two parsecs away with the complication that “problems at the destination means they can’t get the cargo off – and perhaps the characters can help speed things along?” is cool, because it is mundane and “feels right”, but the real adventure orbits around the problem that “something is wrong” at the destination, which is hindering their delivery, and that characters must get involved in that. And I’m not saying it is xenomorphs – it could be malfunctioning Seegson droids, a weird AI, UPP infiltrators or something else entirely. My point is: you need to make that adventure, the NPCs, the plot and the location in advance to whatever detail suits you. The tables will only get you so far.

How does a job salvaging parts at the shuttered Fury 161 facility sound? All rumours about a “space dragon” are completely unfounded. Double pay? Done!

The random colonial marines’ missions naturally lend themselves more to being interesting and dramatic on their own: e.g. a Raid on a Sensor Site with a company agent along, who is meddling to secure corporate assets with the twist of sabotage on board with a UPP frigate on an intercept course. That sounds action packed, but you still need to craft the details: the map of the sensor site, the NPCs, the complications and so on – but at least the framework of something interesting is there already.

In my view, you also need to make a campaign arc that propels the characters towards meeting a xenomorph threat – a grand intrigue of some kind – that can connect the plots and adventures into a satisfying whole. The game doesn’t say a whole lot on that front, which is a bit disappointing.

As the game is deadly, it could make sense to have a bit of an ensemble cast. For example, the space trucker crew could be eight people for four players, with each player having two characters. Or the rest could be NPC’s until someone dies. It also leaves NPCs to put in danger – or kill horribly – for dramatic effect. Having 10 characters available for a squad of marines also makes sense, as some characters deaths seems to be inevitable.

The book ends with a short cinematic adventure, that takes place in the same location as the Aliens film: the colony Hadley’s Hope. The characters arrive back from a job at a processing plant (before the colonial marines and Ripley arrive) to find the colony deserted and a warning message sounding over the intercom. The characters must investigate and survive to catch a shuttle off the infested base.

The short adventure can be played in a couple of hours and comes with nice floor plans, PC’s and NPCs. A great place to start, if you want to introduce new people to the game, the genre or, perhaps especially, to role-playing games in general.

Alternately, the floor plans could be reused for your own adventure or campaign.

Conclusion

The ALIEN RPG is a fantastic game. It is tightly designed and sticks to its core themes.

The rules are designed to make the game feel like you are inside a piece of ALIEN fiction. It evokes the atmosphere and style of the franchise perfectly.

Inside the book, you will find everything you need to run a game, although the custom yellow stress dice with Facehuggers on, I think would make it run more smoothly (and you probably need two sets).

The art is great, and the book is easy to read – however during combat with xenomorphs, you do need to reference tables scattered all over the book. The rules are quite simple and very player facing.

That said, the style and themes are probably not for every gaming group, but I would argue that even for die-hard D&D/fantasy fans, an ALIEN cinematic adventure could be a great change of pace or palate cleanser between campaigns.

I would love to run a campaign in ALIEN, and I think it could easily stretch over 7-10 adventures – for me – a short to medium long campaign. But probably not more than that. The amount of character options and room for advancement would simply run out (see my calculation below) – unless you kill characters very frequently, which isn’t fun in a campaign.

The only real critique point in the rules are the amount of variation in the panic rolls and for critical hits on xenomorphs. I think the lack of variation could be a problem, especially in a campaign, and the panic roll mechanic is not easy to change.

My other slightly negative points are ultimately nit-picks, and every supplement for the game will be a ‘must buy’ for me.

Let’s say you play for 25 sessions, with on average 3.5 xp per session, which would leave you with almost 90 xp. At a cost of 5 XP per skill point or talent, that would purchase you:
12 additional skill points (on top of the 10 a starting character has)
2 extra career talents
and 4 additional general talents.
At that point, a group will be extremely competent and covering all bases.