Alien: Franchise Mode of Play
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The Alien RPG offers two modes of play:
Campaign play is similar to what you find in most RPGs. We have a central group of characters. We follow them from adventure to adventure. Their experiences and actions have consequences for those characters and the worlds they inhabit. Those consequences carry over from one chapter to the next.
Cinematic play represents a self-contained story. It takes on a three-act structure with a proscribed beginning and end. The characters are central to the story, but they aren't necessarily expected to survive it. Cinematic play is a thrill-ride headed towards a dramatic conclusion.
I've only played and ran Alien with the cinematic play mode. And I love it. I love that the characters have a real reason to fear for their lives. I love the secret agendas and the intra-party conflicts they inspire. I love the strange-bedfellows party compositions as dead characters are replaced with whoever happens to be around. And I love that a meaningful death, or worthy self-sacrifice, is totally worth striving for - as the tale rushes towards it's inevitable end.
I love cinematic play. But. I want those sacrifices and sell-outs to mean something. I want those ragged few who managed to find the finish line to live on. I want to meet those survivors years later and see how they turned out.
I want the best of both worlds. So, I plan to combine the two into a hybrid system. I'll run games in the cinematic style. But the events, outcomes, and surviving characters (PCs and NPCs) will carry over from one scenario to the next. The stories don't have to be connected. I'll play with different groups of players. There's no expectation that a returning player will play the same character, even if they survived. But it's a possibility. Actions, outcomes and loose-ends from one cinematic will play into the next one.
Much like the movies we're emulating, we can tell self-contained stories with implications that carry over from one to the next. We can call this Franchise Mode.
Since characters may survive from one cinematic to the next, we should consider the experience and reward system. The campaign experience system does a nice job encouraging a lot of the fun RP mechanics: buddy, rival, panic, and agendas. But, given our expected levels of character mortality, we also want reward options that carry over from one character to the next.
I'm going to start using XP for my franchise cinematics with additions:
- 5 XP can buy you a Story Point
- Story Points and unspent XP can carry over to a new character
- Unused Story Points can be carried over by the player to future cinematics
The published cinematics support the franchise model pretty well. The elements and biological agents introduced in Chariot of the Gods were the genesis of the project depicted in Destroyer of Worlds. The outcome and multitude of loose-ends from our Destroyer of Worlds run will serve as catalysts for adventures of my own creation. And we shall see where things go from there.

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