Thread: Some questions about ALIEN?
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January 2nd, 2021, 11:42 #1
Some questions about ALIEN?
I ran my first ALIEN game, the cinematic version of the Chariot of Gods. It was really something different from what I am used to. It was very intense for everyone. I really enjoyed it a lot, and I thought that the FG implementation of the rule set was outstanding. I am thinking about running a Colonial marines campaign once it comes out. I have many questions about running ALIEN in general, and about the FG version. I hope others will share their understanding of the rules.
How do you visually tell what a zone is? For example, consider the bridge of Cronus. Is the life support monitor and the sensor station in the same zone? How much movement is required to move from the command station to the comm station? An abomination walked into the bridge, and it was very difficult to determine who should be able to do what.
How do you modify consumables such as air on the main tab? If a character replenishes their air supply of their suit, how do they increase the number? If a player accidently equips a suit twice how do they fix the air supply?
Is there some wat to add an explanation of the skills to the character sheet? I am thinking of the way the 5E skills explanation appears when you click the little circle to the right of the word.
What does “If you are suffering from a panic effect (7+ on the Panic Roll)” mean? A 7 is “NERVOUS TWITCH. Your STRESS LEVEL, and the STRESS LEVEL of all friendly PCs in SHORT range of you, increases by one.” How is the duration of this not effect is instantaneous? How long is the duration of this effect?
Related to the previous question is how do implement Panic Roll result replacements? A few times something triggered panic rolls by multiple characters. Let’s say that the first character gets the above-mentioned nervous twitch result. Then another character gets the following result: Flee…every friendly character who sees you run must make an immediate Panic Roll. What happens to the character with the nervous twitch result? The second result REPLACES the first result, so does the “all friendly PCs in SHORT range of you increases by one” not happen? This chain reaction stuff became a huge rules nightmare for use.
The results of the xenomorph attacks are a long text explanation inside a little box. There is no way to increase the size of the box, and display the entire result all at once. I found this a bit frustrating.
When you roll two dice at the same time, the total displays in the chat, but you can’t see the result of each die since the chat box shows black numbers on a black die.
How do bolt guns and ammo work? Do they have a limited number of shots (5 or so) and you lose one ammo each time you shot it, or do you only lose one ammo when you roll a face hugger?
Is initiative open knowledge before combat starts?
How do xenomorphs and actions work? I think that xenomorphs need to move to close range, and then engage, and only then they can finally attack. So a xenomorph at close range needs to spend both its actions engaging. It can then attack the next time it gets to go. Is this correct?
The combat tracker was really strange. It kept jumping around. We tried to figure out when it jumps, but could not. I think it is either an alien not on the map or a concealed alien. It might be when a player pushed the end turn as opposed to the GM.
Thanks in advance for your answers.
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January 2nd, 2021, 18:45 #2
That's a lot of questions :-)
How do you visually tell what a zone is? For example, consider the bridge of Cronus. Is the life support monitor and the sensor station in the same zone? How much movement is required to move from the command station to the comm station? An abomination walked into the bridge, and it was very difficult to determine who should be able to do what.
How do you modify consumables such as air on the main tab? If a character replenishes their air supply of their suit, how do they increase the number? If a player accidently equips a suit twice how do they fix the air supply?
Is there some wat to add an explanation of the skills to the character sheet? I am thinking of the way the 5E skills explanation appears when you click the little circle to the right of the word.
What does “If you are suffering from a panic effect (7+ on the Panic Roll)” mean? A 7 is “NERVOUS TWITCH. Your STRESS LEVEL, and the STRESS LEVEL of all friendly PCs in SHORT range of you, increases by one.” How is the duration of this not effect is instantaneous? How long is the duration of this effect?
Related to the previous question is how do implement Panic Roll result replacements? A few times something triggered panic rolls by multiple characters. Let’s say that the first character gets the above-mentioned nervous twitch result. Then another character gets the following result: Flee…every friendly character who sees you run must make an immediate Panic Roll. What happens to the character with the nervous twitch result? The second result REPLACES the first result, so does the “all friendly PCs in SHORT range of you increases by one” not happen? This chain reaction stuff became a huge rules nightmare for use.
MORE PANIC: If you are suffering from a
panic effect (7+ on the Panic Roll) and are
forced to make another Panic Roll, the new
panic effect replaces the previous one. If the
new roll is lower than the previous effect,
however, it is automatically adjusted to one
step more severe than the previous effect.The results of the xenomorph attacks are a long text explanation inside a little box. There is no way to increase the size of the box, and display the entire result all at once. I found this a bit frustrating.
When you roll two dice at the same time, the total displays in the chat, but you can’t see the result of each die since the chat box shows black numbers on a black die.
How do bolt guns and ammo work? Do they have a limited number of shots (5 or so) and you lose one ammo each time you shot it, or do you only lose one ammo when you roll a face hugger?
Is initiative open knowledge before combat starts?
How do xenomorphs and actions work? I think that xenomorphs need to move to close range, and then engage, and only then they can finally attack. So a xenomorph at close range needs to spend both its actions engaging. It can then attack the next time it gets to go. Is this correct?
The combat tracker was really strange. It kept jumping around. We tried to figure out when it jumps, but could not. I think it is either an alien not on the map or a concealed alien. It might be when a player pushed the end turn as opposed to the GM.
These are of course my interpretation of the rules and your questions and stand to be corrected if needs be.Last edited by godsick; January 2nd, 2021 at 20:05.
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January 2nd, 2021, 23:43 #3
godsick,
Thanks for your answers. I will go through them carefully and make sure I understand before asking some follow up questions.
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January 2nd, 2021, 23:46 #4
Re: Many questions...
Some of the players are very passionate about rules. In the case of 5E we google for the question and it has almost always been discussed at length on the internet. But that is not the case with ALIEN. I took notes as we played. I was able to figure out many things, but not everything.
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January 3rd, 2021, 03:55 #5
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I had the above problem running a custom game. I *suspect* it's tied to the initiative "rolls" - according the RAW, you're supposed to be using a deck of cards, a functionality I haven't seen in FG so far - they suggest one full set house of cards, so essentially 1-10 (ace being a 1) but FG has replaced that with a d10 roll. However, because people are "rolling", it's possible for them to get the same number, as opposed to the deck of cards - I "think" the initiative tracker is *trying* to separate out players even when they roll the same number, but it isn't actually adjusting the initiative numbers on the combat tracker. I can't even imagine what kind of a fit the tracker might have if you had more than 10 initiative slots.
Anyway, my current suggestion, is have all the players "roll" for initiative, "roll" for your "monsters", then manually go thru the tracker and make sure that everyone has no repeating numbers. That's the best I can think of for the time being - if anyone manages to really nail down what's going on with the combat tracker, I'd love to hear about it.
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January 3rd, 2021, 04:36 #6
Thanks again for the above comments. I connected to the game alone and spent some time testing the various things pointed out to me. I learned a lot more about the interface.
Let me reword the question about the map. The rulebook claims that "In official scenarios and other material for the ALIEN RPG, zones are usually indicated on a location map." How are the indicated? Is it by lines, or is it by labels, or both? (I think I would draw the lines clearly the next time before starting. We found the maps confusing, and I did not help things by being inconsistent with my rulings.)
Playing around a bit, I see that only the d10 die roll result is black on black, not a d6 (base or stress). It happens regardless of the number of dice rolled. So that is a minor bug.
Regarding initiative, I disagree with the above response. After double checking, I found the following: "Place your initiative card by your character sheet, so everyone can see…" So initiative order is public knowledge. I assume this applies to the enemies as well. This is important because the players get to re-order themselves BEFORE combat: "you can exchange your initiative card…at the start of the fight." So initiative must be public knowledge.
I found the answer to the question about xenomorph movement. I was wrong: "use a fast action to run … between SHORT and ENGAGED range." So a xenomorph at short range can engage with the fast action and attack with the slow action, just like any other type of character.
I am able to reproduce the CT bug, but I cannot see any pattern. I seems to occur with one character. I delete that character and the problem goes away. I add the character back and the bug is back. So it seems to be something about that character sheet.
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January 3rd, 2021, 12:23 #7
Hi there,
Regarding initiative, I disagree with the above response. After double checking, I found the following: "Place your initiative card by your character sheet, so everyone can see…" So initiative order is public knowledge. I assume this applies to the enemies as well. This is important because the players get to re-order themselves BEFORE combat: "you can exchange your initiative card…at the start of the fight." So initiative must be public knowledge.
The combat tracker was really strange. It kept jumping around. We tried to figure out when it jumps, but could not. I think it is either an alien not on the map or a concealed alien. It might be when a player pushed the end turn as opposed to the GM.
https://www.fantasygrounds.com/forum...PG-Bugs-Thread
Playing around a bit, I see that only the d10 die roll result is black on black, not a d6 (base or stress). It happens regardless of the number of dice rolled. So that is a minor bug.
Let me reword the question about the map. The rulebook claims that "In official scenarios and other material for the ALIEN RPG, zones are usually indicated on a location map." How are the indicated? Is it by lines, or is it by labels, or both? (I think I would draw the lines clearly the next time before starting. We found the maps confusing, and I did not help things by being inconsistent with my rulings.)
For the bridge or any location without any accurate description it comes down to how you with to visualize it yourself. In this case the Cronus is a Heliades-class ship similar to the one featured in Prometheus. Looking at the Prometheus bridge from the movie you can see that it is very open plan and would consider it one location. One thing you can do as a GM in preparation for a scenario is to add your own note pins attached to the map describing what you think it looks like for the players. Another thing is that during a session is to try to keep consistency, right or wrong, going for the remainder of that session. You can then clarify exactly what the ruling should be for the next session and inform the players in advance. It's not easy being a GM, like herding a troop of wild monkeys sometimes so I have a rule where I can call pause and everyone has to stop what there doing until I can deal with them all on an individual/group basis. Especially in this as players tend to spread out and want to do their own thing.
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January 4th, 2021, 04:50 #8
The Savage Worlds rulesets deal with cards, and specifically cards with for initiative with no duplicates. They also allow for all cards to be hidden if you want, and only appear as that initiative comes up. Would be nice to see that implemented for the Alien rule set, but remain an option. Maybe even the default option. Or to define what type die to roll for initiative and suppress doubles.
Ideally, for rolling, would love for there to be a way to count each 'actor' in the combat tracker and set the die type to that number as a max. Then roll for each actor, and re-roll any doubles. Players wouldn't be able to roll their own initiative this way, but it would be a much more direct way to implement a die roll instead of the card draw. And account for combats with more than 10 actors/actions.i3ullseye
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January 4th, 2021, 09:10 #9
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January 4th, 2021, 10:21 #10
I like the idea about a xenomorph having one hidden initiative number.
I see now that maps need to be gone over and zones sorted out before starting an adventure.
I am still not clear on panic roll chain reactions. I am going to house rule that panic roll results can only trigger panic rolls no more than ONCE per character's turn. In other words, no super chain reactions.
"every friendly character who sees you run must make an immediate Panic Roll"
As for panic effect duration, I like the suggestion of "until the start of your next turn".
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