#01: Chariot of the Gods
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They did not get the memo about splitting the party
Neos seem to be particularly fragile. My last run it was blasted to bits by a single shot from a shotgun.. 😢
Bad armour roll and critical injury. Sad times..
Yeah I've got the base rules and all down it just feels like there's too much. I don't think it's a bad module, certainly not with a more experienced GM, but as a starter, I've been a bit put off to the system with it, as opposed to our off-game Mothership sessions
Yeah it's advisable to split up the npcs so you only have to portray one or two at a time and just kill them off at steady pace. After a while, with a bit of luck, the plot gains critical mass and the players start driving the action.
So much this. It's got a few rough edges but nothing that reall hampers the game if you don't run it RAW. I've seen like a dozen let's plays on YouTube and almost all of them are like "rules?"
Yes absolutely. It’s a great scenario but the formatting leaves much to be desired
I’m a big fan of OSR games, so it’s a pet peeve of mine
If they presented the Cronus similarly to how OSE, Questing Beast, or Mothership present dungeons, it would be way easier to run
When they activated the motion tracker, I had it lead them to Ava instead of the Neomorph
We finished out with an absolute bang! Super dramatic, a sole survivor and a self-destruct sequence left us all stressed and on a super high note. I'm an avid OSR GM, so running it as such really worked for me, but yeah, I just felt like I was cutting a healthy handful of stuff out- there's a lot of ways this module can be worked.
But that's fine, it means you have a lot of space to maneuver when the players inevitably do something unexpected. I've not had to invent something entirely new on the fly when running this module, and that's three times now. Every group also seems to get a different story out of it. Presentation might have been easier but this is honestly a great module.
I'm curious what you mean by "running it as an OSR GM". I know what OSR is, just wondering how that can relate to running AlienRPH
As in, favoring ruling over rules, allowing for outside the box creativity, and not being afraid of deadly stakes
I’ve always liked solid rules over rulings because it protects players from bad GMs or at least GMs who don’t get what the game is doing.
I literally just got back from a Monster of the Week game an hour ago that ground to a halt because the GM wasn’t using the Keeper Moves and not giving out info when the PC move clearly says they do. He “ruled” that it didn’t make sense to know. I think that’s why I have such a negative reaction to the OSR thing. It basically makes every game the GM runs the same game they always run.
Solid rules are important in a game, they provide a basis to fall back on. Good gms know when to apply them and when not, though.
The Alien rpg rules don't shy away from deadly situations, so osr gms need not fear 😅
Solid rules don't protect players from bad GMs haha. I mean by your own example, a bad GM will ignore the rules anyways. At the end of the day as long as everyone has fun it doesn't matter.
Yeah but in the context of the GM believing they should be ruling on things instead of the trusting the game's rules (which I would argue is one of the top problems a bad GM would have) it does protect players. A player can actually say - "No, you're wrong. This worked." and have solid reference to back it.
Like, a GM blatantly breaking the rules vs a GM believing they should be ruling on a situation are two different things.
Anyone else imagine Ava as that broken doll that was popular on Twitter for a bit?
In my (totally not biased at all) opinion the Elster redraw also goes hard, albeit a bit less in line with the alien world
The idea that anything can or should protect players from bad gms is incredibly odd. Nobody is at risk of actual harm.
Well-crafted rules help gms run good games and set expectations for players on how the game world works. Facets that are abstracted with die rolls, mostly things that ttrpgs can't model be talking very wel, such as firing a gun or jumping across a gap, benefit from this the most. Other parts that can be modelled by talking well, such as talking to npcs, don't need many rules because most people know how that works.
Minimalist rulesets lean more heavily on the gm, but crunchy rulesets increase mental load in a different way. Both have advantages in certain situations and gms and players will have personal preferences that come into it. A good gm can make both work, a bad gm will struggle regardless.
Prioritizing player agency
The discovery of OSR was a big game changer for me
I used to only play narrative-style D&D 5E and it just never hit the spot for me
Now when I GM, all my games must have robust maps, lots of freeform exploration opportunities, legit threats which don’t care about plot armor, random events, rules-light skill systems
I was attracted to CotG because it had most of those elements already
Mothership actually has all of this in spades, so that’s how I try to run Alien
Nah you’re reading too much into it. When a player reads a game book, the expectation of the game experience is purely from the rules/setting because they don’t know what the GM will do. So when the GM decides a rule should be a ruling, they change that experience. Now if it enhances what the game is trying to do that’s one thing, but I’ve mostly seen that happen when the GM doesn’t understand what the rules are trying to do. So when I say it protects players, what I mean is it protects the player’s expectation of what game their playing. The ruleset is like an implied session 0 for everyone and changing or overruling parts of it is (granted this is overly dramatic) lying to the player in a sense.
Ah fair enough.
None of my group own any of the arpg books and only half of them had d&d books when we played that, so my reference point was a bit different..
I’m mean granted - that’s probably the most likely scenario
I think I have the burden of the most RPG experience in my circle so I probably have that experience most often. I find a game that actually does something different and want to try it - the GM doesn’t understand the difference and nerfs it so it works like other games and completely removes the reason I wanted to play <sad trombone>
Anyway, my point is just following the rules in the book prevents all of this without even having to think about it - or having this conversation.
To be fair that does sound sad to me.
Hey together.
I have a question about Chariot of the Gods and how to handle the ||infection with, either the Fungus (don't know the english word cause i only have it in German) or the disease with the vaccination||. I suggest i will not let my players make rolls against the Virulence because then i believe everybody would be infected. I think i will have the players infected cinematic how i want it to be.
How are your experiences with the diseases?
I choose to give players only 2 vaccines so they would have decide who gets it right away but I did make what some may see as a controversial choice to give them a true cure but at the cost of going on a deadly fetch quest for it. This becuase I wanted to keep them alive longer since I was running the game longer than most ppl with a lot of my own custom stuff. If they die I would prefer to be from their own choices and not just a twist
Like by knowingly doing something risky or slipping up hidding or in combat
Like basically making risks deadly but at least known
I didn't roll. I chose who had it and when. Gives you more flexibility and control over the narrative. This way you can make it happen at the best time, or to someone in a certain predicament.
Yea seconding that tbh
This is the way i wanted to do it
Since the rules say an opposed roll against the Virulence.
Do you actually "Roll" AS a GM for the disease? E.G. Disease of Virulence 9 you roll with 9 dice for the Virulence?
thats what i did
0 success on my roll and 0 success on the player's roll, so im treating it as them fighting off the infection for a Shift before they'll need to make another roll
I literally don't roll at all. I just decide.
As i mentioned, that was what i thought i will do, too.
But my second question was for the RAW. I missed the thing withopposed roles. And i was thinking the whole time the Player needs 9 Sucesses to resist the ||cure in CotG||
Yeah, I mean, do it as you wish, I was just saying what I did
(dont tell my players this but i roll and then choose to follow or ignore the dice based on what i want to do anyway
)
Since i will be the GM for the first time, i am very grateful for all Tips other GM's can give me.
I was just curious about RAW, too. I believe i read them wrong for the whole time 🤦♂️
hey all, any tips how to pitch this to players? do you think the description from dtrpg would be too spoilery? https://www.drivethrurpg.com/de/product/293977/alien-rpg-chariot-of-the-gods-scenario
Yeah there's quite a bit of detail in there. On the other hand, you don't sell it as regular sci-fi and then spring the reactor ruin abomination on them. That's not right either..
yeah i feel like being upfront what to expect could work in my favour in a setting like alien with so many preconceptions about it anyways. on the other hand, a player without too many alien knowledge could still be surprised 🙄 i'm gonna look for a shorter description ^^
I tend to pitch the system and setting, then say I want to run the starter set. No spoilers but everyone has the right expectations.
I found that my content warning drummed up quite a lot of interest:
It’s a space horror game, which may involve depictions of: Severe injury and death; Stress, anxiety and mental breakdown; Suffocation; Body horror; Parasitic invasion; Explosions; Drug addiction and alcoholism; A 12-year old character who may come to harm; Conflict and violence between the player-characters; Reference to past suicide and self-harm; Manipulation and lying
You're also at risk of having a great amount of fun.
So we finished our last session and Cham/Lucas kind of messed it up
So I sent him his Act III agendas for Cham and Lucas
…and the guy only bothered to read Cham’s 😳
So he saves most of the fucking crew.
I was like, “did you not read the agenda?”
When he finally read the agenda, Miller, Flynn, and Rye had already escaped on the EEV
So he decided to fight the last survivor, Wilson
Wilson narrowly won the fight thanks to the flamethrower
I’m just a bit disappointed that the ending was anticlimactic
Aw that's a shame.
What's your opinion on the scenario in general though?
It was good overall but just had a confusing ending
Which was a shame because I literally spent countless hours prepping
Wilson’s player felt a bit cheated by the ending as Cham suddenly and inexplicably led all the Montero crew to the EEV
In the last moment, Davis stole Wilson’s seat
Then Cham’s player finally read the Lucas agenda and tried to kill Wilson
It didn’t really make sense
I kept Acts 2 and 3 open in order to maximize player agency, so I was prepared for a bunch of possible endings, but it never occurred to me that the Lucas player wouldn’t bother to read his agenda.
You can't cover for that sort of thing, sadly. I had one player misunderstand the lucas agenda and it didn't end so great either. Oh well
He literally just revealed himself as an android for no reason and said, “I’m here to save you all!”
We also had some issue with the fighting, as it dragged on for a long time
“Dice fatigue” as they called it
They had a fight with an infected Reid that went on for like six rounds
And wasn’t that eventful except that Reid threw Johns off the catwalk
And the fight between Cham and Wilson went on for a while
I think I’m going to take a break from Alien until 2e comes out. In the meantime, we’ll run Mothership
I had the first Act of CotG Yesterday.
I have seven players in my group and i needed to add two more Characters to fit.
I used all five main chars of the Montero with their original Agenda plus one character with the Lucas Agenda and one with a self made.
It went pretty well. They had enough time for RP and had a pretty good insight of the Cronus and its damages plus a bit of reveal of some secrets.
I think Act II and III are going to be great, too
I hate players who don't take the game seriously. Show up.
Someone stood you up?
I mean, bring your intent and attention to the table, which includes reading things your GM gives you.
The Sotillo is the “pull in case of emergency” lever for that sort of thing.
“Oh - so Lucas is good now? Good thing because here’s a ship full of infected pirates about pop Cooper style.”
It especially annoys me because this particular player is normally our DM and I’ve always been focused in his games
And this also isn’t the first time this happened. The previous time I ran an adventure, he got drunk and completely ruined a session
Anyway, I’m just disappointed because I feel we had a really good adventure that was ruined by a Game of Thrones finale
And it was because a trusted player was really careless
Yeah I’ve been there. It just sucks.
Hey I will say though - running it again for a different group will heal your soul 🙂
The experience from the first run pays dividends.
Yeah. I am really excited to run it for the third time. At some point.
Yeah I’m going to give it another shot eventually
I might wait until to after 2E comes out though
I guess I should focus on the positive. All the other players did an excellent job
Flynn got shot and managed to crawl into the escape pod as people were distracted
Miller and Rye stole all the money
Wilson is basically responsible for the deaths of Davis and Johns
There were a lot of other great moments as well
This was our table
I think the atmosphere in the room was really good
I used the tv in the back to project a PowerPoint that taught the rules
It also played the music
holy shit thats bomb
Utilized the drama room from my school
Such a great environment for TTRPGs
ooooh
they let you use the room?
Yeah I’m an employee so they let me use it after school
aaaaaaahhhhh
thats a sick privillage
I thought that was either your house or you rented out a room somewhere
I’d love to have a place like that at home but we all live in relatively small apartments
I utilized the school’s printing service to make poster sized Cronus maps
my apartment is too open for smt that atmostphereic
smart
Literally everything in the drama room is black, from the curtains to the ceiling to the tables
i think my school only has A4 sized printed unfortunetely
yea
that too
The nice part about this set up is that it’ll work equally well for Mothership
where did you get the lamps
I ordered them from Taobao, which is Chinese Amazon
I’m a foreign teacher in a Chinese international school
All the players are also foreign teachers
ah taobao
mm
honestly I should use that more Ive mostly just used shopee or lazada
I live in a small apartment but I've got it easily converted fairly well. It's not all black and ominious like that, though.
Next time around, I want to do a better job of imparting on the players that fighting should always be a last resort in this kind of game
They deliberately got into a fight with an abomination and it nearly wiped a team of four players
But I telegraphed the danger and even warned them to run away
These players are used to 5E where combat is balanced and nearly always winnable
They had two fights with the Neomorph and one with an abomination, and someone died every time
I mean, you don't haaaaaaaaaaaaaaave to. It's not like the characters themselves know the danger of the xenos. Maybe the char is a tough guy, they'll learn quick, or maybe they're a scaredy pants, in which case they will be more cautious.
But yeah it's good to at least explain the combat is more deadly. And I like to remind the players that even moreso than D&D this game isn't about winning it's about telling a good story. A good "going out" death is amazing.
That's years away, you could run 2 campaigns in that time. Pop cotg out when you get a bunch of interested people together.
To be honest if that doesn't drive the message home, nothing else will. One death per fight is pretty good going I say.
Honestly, I’m still disappointed by the ending. I really planned ahead and was ready for so many possibilities, but it never once occurred to me that the Lucas player wouldn’t read his card and would instead literally give the other players all the data and put them in escape pod.
It was the stupidest ending.
It made no sense.
The story still had a lot of gas left in it until it abruptly ended for the silliest of reasons.
They had just fixed the air scrubbers, acquired the food stores from the cargo hold, and even got the Alien 3 napalm to try to set a trap for the Neomorph
Then Lucas (who stole Clayton’s card) finds the escape pod in her room and reveals, “Hey everyone. I’m actually an android. I’m here to save everyone I can! Get in the escape pod!”
…I just gotta start my own table for another night of the week and cultivate my own regulars.
Yeah but it isn’t your fault, this can happen. It is a shame that the player didn’t read their Lucas agenda properly
I even met with this guy face to face and explained that he is being given a really special, secret role and that he isn’t on the same team as everyone else
After all the cancellations and delays (all caused by the same guy) he must have forgotten everything
I’m just a bad judge of character
I had the same meeting with the Wilson player and he did a phenomenal job the entire time, but he was totally let down by the ending. I feel really sorry for him
I totally understand why you are so annoyed.
Can i ask, why did you send the player both Agendas, for Cham and for Lucas? I gave my Lucas Player just the Agenda for Lucas.
That’s how I always did it. I thought it made sense to give both since Cham is just a cover for Lucas
He could pretend to be everyone’s friend while conspiring against them
It worked without any problems for Acts I and II
Oh my. I see.
It sounds logical as you explained that he can pretend to be a friend to the crew.
It is double confusing that it worked well for Act I and II 🤦♂️
I feel the carelessness of it was a form of passive aggression
The guy who did it is normally our long term DM. I just do short term stints
I’m not competitive but I do new things each time like bring in Alien, Into the Odd, Pilgrims of the Nighted Path, etc
We’ve been in the same tired 5E campaign for two years and I’m just trying to spice things up at the table
Also, we are teachers in the same school, but he comes from a position which he believes is harder than mine, so there is resentfulness when I have the time to want to try out all these new game systems
It might not work out with me and this particular person
It’s a shame because we always played well together when he was DM
I also invested a lot into his games. I always took his stories seriously, got into character, didn’t deliberately mess with his railroads, and was quick in battles
It's entirely possible he's a good dm but not a good player.
Just a thought - did he think both agendas were applicable?
Like, technically, you could think the whole crew was "your family" and you want to protect them AND get all the info you can for your secret company. And if he's coming from 5e and being a DM he may be looking at those two cards as "Rules as Written" and following them both. It may have come off as pretending in the first 2 acts.
He may have just missed the point maybe?
No, he just received two images at once and didn’t bother to look at both
And didn’t think to ask any questions
Eh. well I guess it’s just a suck sandwich all around.
I still say run it again when you feel ready. The experience just gets better.
My first run had the PCs use the motion tracker to hunt down and one shot the first neo. Not exactly horror inducing.
That’s a really good point. I just need to remind myself that I haven’t GM’d that much and this is just part of learning
The game was way more good than bad
The last session was just a bit like the finale of GoT or Seinfeld
I introduced a ton of new materials, concepts, and systems to our table. It was the first time the players had played anything other than 5E
With one exception: it was the first TTRPG experience for one of the players and he loved it
He played as Miller and was really proud that he survived the scenario and got out on the escape pod with a million dollars
That does make it worth it
It's easy to focus on the negatives, and it sucks if one player is a lot more casual about the game than the others, but it sounds like you had a pretty good game for most of it.
Gm'ing is hard. Anyone can do it, but it's not easy and gm'ing well is harder still.
Best way to get better at it is running more games and reflecting on what you could improve. Sometimes that's changing something you do or don't do, sometimes it's swapping out players.
Question? Is it just normal that people rather ghost than give a genuine response as to why they cannot commit?
Depends on what you mean by normal.
- "following established social conventions": no
- "common": probably yes, I guess it's easier
Getting set to run for a new group and reviewing notes. Confused about a few things and hoping for some help: in the MedLab there are vials with a black liquid that if not in cold storage will sweat. In the science lab 1 there are engineer ampules that contain the black liquid strain of 26 Draconis
So are these the same liquids? Is this the stuff that Agent Wilson wants to acquire?
Lastly, the urn in the medlab is already broken so aren’t these not in cold storage already?
- Yeah - all the same liquid. Basically riffing on and the same stuff from Prometheus.
- Everyone on the Cronus basically went into cryo in an emergency situation after a catastrophe so everything in the labs was just left where it was - that’s why everything isn’t stored consistently.
Also, keep in mind the meta game reason the stuff is there:
- to be dangerous
- To demonstrate something so terrible happened on the ship so quickly that no one put it away safely
- To give Wilson a few ways to fulfill his agenda.
So you can riff on it a bit with those parameters in mind.
The whole ship has been in cold storage, so the ones in the broken urn will only start to sweat once the heating comes on during the scenario.
@wise glen Hey - I wanted to ping you here before you re-read the module just because talking about what it's "supposed to" do before reading it will give context when you do. Give me a couple hours or so and I'll drop some bullet points.
Thank you Nooch. I just feel a bit overwhelmed with quite how much I am meant to be coordinating as ARPG DM versus letting the world play out emergently as per standard D&D style DM'ing
YES - and we've all felt that I think which is why I wanted to intercept you here. It is a great module at the table and so I feel compelled to preach the good word 🙂 Stay tuned
OK thank you!
ACT 1
-So first is the wake up and finding the Cronus. Depending on how much your PCs like to RP and be in the Alien universe you might want to give them some time here before introducing the Cronus. Besides setting up the plot, the point here is to introduce the mechanics a little with piloting rolls, ect...
-When you give the PCs the map, point out the important/relevant places to them because it will be just as overwhelming to them. So the Bridge will have life support and logs, the science labs will have what they found, here's the medlab (Davis with the drugs agenda will be listening), here's the cryo chamber where any survivors will most likely be, here's the reactor and the power controls, ect...
-When they get into the Cronus it's supposed to be tense. Everything is dark, and enforce air rolls every turn - that's one every two zones which is a lot. They'll probably split up to fulfill their agendas on time, and you can power on the ship before they run out if the dice go south. Pay attention to how the room descriptions describe the backstory and riff on it. Most of it doesnt' need to be exact except for the important rooms above that fulfill agendas.
TBQH Act 1 is the furthest I'm going to go in the first session by a long shot, so maybe hold fire on a follow up until I've run it?
Oh cool - that makes it easier.
I do have more for Act 1 though 🙂
-The book says to turn the power on basically whenever you want ("in response to the PC's presence"). This means it could be just from sensing them at some point, or if they start fiddling with controls. It's probably best to try to synchronize it to a PC action when one of their air supply drops to 1. So messing around on the bridge, the reactor, MUTHER, ect.
-Here's the big one that the book doesn't mention: You have 5 NPCs to introduce and roleplay all at the same time so figure out how you're going to do that ahead of time. Here's how I did it:
Johns - trys to take control and gives bad orders (go into that shaft alone)
Reid - paranoid of outsiders and draws a gun and tells PCs to leave
Clayton - quietly watches unless approached until she figures out who she can bribe.
Flynn - Scared, runs away and hides at first opportunity (good set up for if he changes later)
Cooper - set up as main quest giver (I have research that can save us!) so the bloodburster comes as a shock.
I'm feeling a bit more like this could be doable!
Here's one more thing - this probably won't make 100% sense until you re-read the module, but I like to have one of the Cronus's cryopods broken out from the inside with a dead occupant when the PCs find it. That sets up the second neomorph if you need it (I've never had a game where the PCs DIDN'T kill the one from Cooper immediately) and simultaniously takes the suspicion off of the NPCs being "infected". You can elude to it at other times with broken vent covers and frozen slime around them too.
Perfect, re-reading now.
That's a cool idea if for no other reason than teasing bad stuff is happening. I might steal that.
Yeah you can really play it up and wait for the perfect moment in act 3 for the payoff
Personally I recommend removing the flamethrower from the starting equipment. It doesn’t make much sense having one, and makes it highly likely that the bloodburster will die at first sight.
I also recommend prepping some equipment cards, so it’s easy to keep track of who has what (key cards, vaccines, money, drugs, the fire axe…)
oh shit I looooooooooooooooooove this. Also makes it clear that they play parts in the narrative.
I put together a custom deck of 52 cards using the ones designed by Mentorian plus some duplicates of the ones in the Starter Set: #legacy-resource-databank message
I tried to make sure I had the right number of cards for the scenario, so I could hand out the right number of vaccines and stuff like that.
I had them printed at makeplayingcards.com (other vendors are available!).
I did this for DoW (which never actually happened... yet). That's a lot of ink 😉
And I actually disagree on the flamethrower. "Smart" players will give it Davis first because she has the best shooting score and she will definitely be the point man from there. BUT, when the drugs run out she'll empty it pretty quickly and cause some panic spirals in the process. Also, I think it makes sense if it was the jerry-rigged flame thrower from the first movie. Like, they built it, it's not the military one from Aliens.
That's an interesting point about Davis. I would let them make a flamethrower, but it doesn't make sense to me that they would carry one onto the deserted ship.
yeah - I really feel like including it for the scenario was kind of fan service for the first movie it's mostly homaging.
One thing I had noticed - CRB291 'Humans can only move 1 zone per turn' && A Turn is 5-10 minutes. So when "T-Minus 10 Minutes" occurs, unless the players are essentially adjacent to the airlock, they have no chance of getting to the Montero. Is this a case of fudging the time scale a bit?
Yes
Thanks!
I’m also pretty sure that “1 zone per turn”. includes moving carefully and investigating the area in stealth mode. I think it says that somewhere.
That would be in stealth mode. I would argue that once T-Minus occurs you're in combat, essentially?
I'm still not really sure how coherent the time and movement rules are.
I think they’re deliberately vague/flexible to suit the situation.
Interesting. I think I just fudged it both times I did the T-Minus section last time, but now that I think about it doing it via combat rules (e.g. each turn is 10 seconds) might be kind of fun. That said, 10 minutes is... 60 turns, which is clearly way too many turns to make it tense. Like, you could run around the whole ship a couple of times in ten minutes.
I like to have the T-Minus event happen in the middle of another event though (like a xeno attack or during a PVP/PVNPC situation) so that makes it even more interesting to me.
I popped Cooper once AFTER the countdown happened. That was tense 🙂
I think last time I did it while everyone was split up. I'm pretty sure two PCs and Reid were in the nuke room and I had the abom in there wake up because of the super-loud warning from MUTHUR. It was chaos.
Dammit now I want to run this again.
RIGHT? Like every fricken time I jump in this thread I start fishing for a group 🙂
It says on P. 85 in the CRB that the movement in Stealth Mode is two Zones per turn. That includes, exploration of the Zones, scanning for enemies and getting a superficial description of these two zones from the GM.
So when you are not in Stealth Mode, the speed you are moving is managed by the GM as it makes sense or it is thrilling
I liked having them on the Cronus along with other improvised stuff to show how they managed to defend themselves from the initial havoc as they learnt what works and what does
I had them go to the armoury to retrieve it but had a neomorph start hunting them on the way there so I was a huge risk vs reward for it
It wasn’t there cuz some crew member took it so while one of the was hidding in a locker I put on the bridge in the corner of their eye they saw it on the table just as the Neomorph was outside. I forgot they found the noisemaker earlier and she threw out in the corridor before making a mad dash to it
it was empty BUT USED HER OWN OXYGEN SUPPLY AS FUEL AND LIT THER SUCKER UP UNTILL I RAN INTO THE VENTS AND FAR AWAY
I fucking loved my players
I'd love to "Well actually" this but that must have been a f'ing awesome moment 🙂
I already explained they used spare o2 tanks to make a makeshift flamethrower anyways
If anyone wants to um actually it would be on me
Well remember, the core rule book explicitly states that if someone undermines the game based on actual science you can punch them in the face. Pg 142 I believe.
Sidebar on pg 143. I believe it actually implies a headbutt.
Re-reading the adventure (gosh, there's a lot of text and distilling it down to core ideas is a bit tough) I now understand a few extra things: The adult neomorph woken when Mother turns on, separate from the bloodburster in Cooper - and the distinction between the Abominations/Vaccines and the Neomorphs/Motes/Eggs. I've got commitment from 5 players for at least the first session, and I'm starting to get antsy!
Yeah, it really could have used a “this is the intended experience” section explaining what all the parts mean.
Am I correct in assuming that Wilson, Miller are key PCs, one of Cham/Rye, and Davis - in order of importance, with the Synthetic being Cham/Rye/Davis as appropriate.
Wilson and Miller definitely have the more interesting personal agendas
To me, Chan is the least interesting and my choice pick for Lukas
And Lukas also has plays a big role much like Wilson and Miller
Cham is the only PC for players who like actually being the “good guy” though - so use judgement based on your group.
I think Rye makes the best Lucas mechanics wise. Davis has the whole needing drugs thing, and Cham & the power loader is basically the only way for people to all survive the act 2 moving tanks event.
Excellent. I'm summarising the Neomorph and Abomination on my quick ref sheet and it seems that the Abomination stats are derived from PCs - but the one in the Reactor, on the exterior of the engines, etc. are extant already. Based on the stat blocks for Stage3 and Stage4 I can derive Strength from Health, and Wits/Empathy are 1 - but what do I do for base agility?
We are not that kind of players, you should see us in DnD, always scheming, plotting, bullshitting and looting
Cham's a good choice for Lucas then - I figured I'd just offer the other side just in case.
I don't think you need those stats for monsters. Just Observation, Mobility, and their attack table.
Thank you 🤗
And I think they're all stage 4 aren't they?
Not if a PC gets infected? But I guess that's an Act 2/3 problem, so I'm going to ignore it\
Oh right - then it's their base stats plus the mods
Mobility is specialisation of Agility though, right? Is there some internal logic which says the Mobility 5 of the Stage III/IV Abominations 'must' be higher than the Stat +1 of Stage II?
Doesn't matter, just trying to understand 🙂
Oh that's an interesting point. Given the rules emphasis on simplicity I'd say (and always assumed) no. Once the GM takes control, it's just base monster stats.
Hey all together.
Just want to say that all Agendas are interesting.
I play CotG with a group of seven players. All of them use the premade Characters. I made two characters myself, they are basically other Characters from Last days of Hope of the CRB.
It works pretty well til now. I gave the Players all Agendas of the Characters. Plus Lucas' Agenda what makes it six and i made one Agenda myself, that makes it seven.
Damn props to you for managing that
Thank you. It is quite a challenge.
The Intention of this was to get my players familiar with character play and it works pretty well. They know that the size of the group slows down the play but we managed to play one Act per session, always 3 hours.
Bloody hell, gave out my agendas and one guy has come back saying he now can’t attend - he was Miller. He thinks he can attend the next sessions so my thought is to have Miller very sick from cryo and essentially devolving the command to Davis - are they gonna be any major problems with this?
not too particularly, I just suggest that he still gets on Cronus, otherwise that player is gonna have an extremely rude wake up call when the montero self destructs
And..? 😅
it could be interesting if they got blamed for causing it
Wilson could use it help stir the pot amongst the crew as cover
I mean they are the captain no less
if anyone would have full control over all systems it would be her
Also Davis could maybe be enjoying the power they had a bit too much and may be a bit resistant to give it back to her
causing further tensions
tbh this is really an interesting setup for events
couldnt have been a better pc
Definitely - I don’t want to red herring anything really, so may tell players outright that he should be a PC but can’t be ?
Just let things play out as they do. No need to red herring anything, let the players draw their own conclusions.
Thank you all. I am vindicated in my choice to make Rye == Lucas, and give Cham to the least reliable player - because they've just dropped out on the morning-of as well. Typical, but at least limited damage. We're now down to Davis, Wilson and Rye - and my hope is that Miller comes back in Session 2, so if Davis drops out (next least reliable) then there's still the quorum of key players.
Similar happened to me when I first ran it. I thought I had five players signed up for a marathon afternoon & evening one-shot, two dropped out last minute, then a third turned up c. 2 hours late before announcing that they had to leave after only about 1 hour of play.
We still had a great time with just two players, though it meant no Lucas.
Damn how long was it?
8 hours including a break for dinner.
jesus christ
That does sound kind of fun to do it all at once
Okay can someone explain to me what the company’s whole plan was destroying the montero cuz I just can’t really seem to have it make sense
You are exploding a ship worth countless of dollars for what? Additional motivation to make sure the Cronus is brought back? And what if they can’t then? They just wasted a ship, it’s cargo, it’s crew and a chance of getting the vital samples back to the ship for nothing (yes I’m sure backup was informed and is on the way but still like??). Suppose maybe the intent is that there is no way off to limit the probably of anyone escaping with the sample or spreading the spores or black goo somewhere else, would the company even know if the escape pods were operational or not making that whole point null?
I just. Don’t get it.
Now is this was an order ment for LUCAS, that would make sense since their goal is to sabotage
But Wilson? I just don’t get the rationale
They'll claim the insurance back on the ship and cargo. Probably doubled their money.
For what it’s worth, I agree. It makes more sense dramatically than rationally. If the crew decided they had enough and were leaving first, THEN it self destructed as a last resort to keep them there it would make more sense.
When I ran it I had MUTHER just refuse to power on the engines. So the act 2 repairs either happened on the Cronus or the Montero
what I did was have wilson feign being really ill so he can stay in the ship the whole time in the comfort of the cronus while the crew did all the dirty work and he just relayed some info using MUTHER under Miller's permision, just to make him more a slimey character
It’s inconceivable to have the Alien Starter Set with no countdown to destruction 🙂
I actually had to drop almost all of act 2 because scheduling made my act 2 session become my act 2 and 3 session. It was arguably the best run of CotG I had. I do like the countdown but it's not really core to the Alien experience.
The main thing it does is remove the Montero as an option for escape. It also adds another opportunity to give your pcs stress points.
I just had MUTHER shut down so it couldn't leave/
Yeah that works as well
After avery successful act one, I’m about to run act two tomorrow. it seems that other than the Montero destruction there is far less for me to stage manage? At the moment, two of the neomorphs are loose, and one abomination in the reactor room has been awoken.
I would really appreciate any advice on what to focus on this act as mother
There’s not quite so much because the exploration part is mostly over. Mostly this act is about the existing monsters, and the existing NPCs turning into abominations. The description of what needs to get done for the repairs gives some clues. There’s the reactor abomination, the antenna abomination, the air scrubbers shaft seems custom made for a Neomorph ambush, etc. Plus, the PCs act 2 agendas will drive it somewhat.
You’ll be ready for act 3 when there’s basically no more NPCs and Lucas has all he needs. Drop Ava in at the end to info dump any clues the party missed.
3 live baddies! You've got lots going on! But yeah as @flat wraith says the act 2 agendas should drive most of the action from here on out.
Anyone want to read my take on the Cronus backstory?
Sure
Act 2 was a great success - Cham sacrificed themselves to get the Montero safe distance before it exploded, And that player took over Clayton (drawn at random) - quite the role reversal!
All of the Cronus crew apart from Flynn now dead, and the players are aware of Ava but haven’t located her.
Damn, things escalated
First the basic ideas
LV-1113 is not just an engineer outpost, but built over a Xeno city underground populated by ancient citizens, the creators of the engineers who modeled their civilization after them
The basic gist is that the black goo is the blood of the Biomechanoid old ones
The progenitors having used a vaginal shaped Stargate to open a portal to the Gigerion dimension
The gateway involves using the energy to pierce into an embryonic black hole
Creating a kind of tube between a portal and the black hole
This Stargate and the Xeno city was being excavated by nomadic engineers, it is believed that they rebelled against their creators and destroyed themselves and the progenitors in the process
With this context in mind, here is the new backstory for the Cronus
I also reinvented the Erebus to look like the space station from aliens vs the avengers, but red and brown rather than torquise
This sets up destroyer of worlds and heart of darkness
The space jockey is the pilot who bombed the Ariarcus colony
The Erebus is reinvented to look like this station from avengers vs alien
I have a question about Lucas and how it is revealed they are an Android. It says in the cards that only if they are critically injured this fact is revealed. However, wouldn't it make sense that as soon as they take a health hit this happens?
The outer layer of clothing and artificial skin is enough to keep the mechanics concealed even with a few surface searches.
Yeah but the white fluid would be seen I'd say. That's a pretty evident clue
Losing hp doesn't equate wounds, just superficial nicks.
I see
...or possibly even just exhaustion. It's pretty abstract until an actual injury is rolled.
Ah, the eternal discussion about whether health or hit points means actual damage or just sorta draining the person's sort of "fight energy" until they take a real physical hit.
ALIEN just suggest the latter because you can just wait for a bit and all your HP is back
It's an eternal discussion because no one likes the actual answer: Abstraction and nothing more.
Personally I like the idea of fight energy (or whatever you call it, I just made that up), it just fits with the cinematic idea of combat I like to use when I imagine combat.
I believe hit points were invented as a measure of how many shells of a certain type a ship could take in wargames, a long long time ago. It's no wonder they don't model living bodies very well (or android ones, for that matter).
Agreed. I struggle a bit to see how hit points fare against bullets in a body
You need the abstraction in a ttrpg but once you start working out what it all means it breaks down. Hp is both meat points and fight energy, but it's also neither.
In video games it's different again, but they have more processing power to track all of that stuff.
You could dispose of them altogether and work with a table of injuries that get progressively worse, but you run the risk of it getting incredibly complicated. Game needs to be playable by human beings after all. Probably fits arpg better than a heroic fantasy game, though.
Who makes more sense for you to be lucas? I think miller as the captain would have a too important role to be Lucas.
Davis could be a candidate but being a drug addict. It's weird
Rye is the one that most makes sense for me. It's specially cruel due to her "brother sick back in her home world" backstory.
Cham... Could be too. But he is a good guy. It's not bad there is a sacrificial good guy around instead of all morally grey people or evil
Wilson has already a good role as the corporate agent too I think
So what's your take on it?
I think Cham or Rye have the least to lose interest wise. I think the choice between the two really depends on if one of your PCs actually want to be the "good guy" (Cham) or not.
I'm watching the Mystery Quest play of Chariot. It always annoys when a "professionally" streamed game f's up the rules. I always feel bad for people trying to find advice on how to run these things from actual plays who never get it right.
Yeah, but then on the other hand I screw them up as well from time to time 🤷♂️
I don't think I've ever seen a clean stream "rules wise" for COTG, but to be fair it's usually people who have never played the game before.
Cham or Rye just because they have the least narrative-value beforehand, but I also really like Davis because of the alcoholic factor. It's more of a surprise.
Agreed. If you pick Cham however you immediately get rid off of the character with most redeeming qualities. Which is in part fitting for the universe, but predictable
Yeah, but I feel everyone except Wilson is really a "good" person at heart so when shit hits the fan I think they're the ones who would make the "good" moral choice. At least that's how it has played out in the two times I've run it.
On the one hand, yeah there's no wrong way to have fun. But on the other, if you're arrogant enough to stream it at least respect your audience enough to get it right. Especially knowing people use it as a learning tool.
Enh, I really don't mind. Learning whole new systems is difficult and ALIEN is a weird one. I would say it depends on the streamer, if you're a dedicated professional that's one thing but most streamers are part-time and don't make much if any money.
I'm definitely aware of my granpa simpson memeing on this :).
Alien could have been far more streamlined. Specially combat. And it would be a perfect cinematic experience.
As it is RAW it is trying to be cinematic and tactical and in a weird place because of it
I think it would be far better if it had leaned more into a more narrative/cinematic side of the rpg spectrum. I personally modify the rules in a way that I see that achieves that better
I mean, that's fair for the table as long as everyone agrees ahead of time. If it's presented as the Alien RPG without any caveat for mass consumption, that makes you a liar.
To save space, just assume I attach that grandpa simpson meme to everything I post from here out.
I have a fairly regular experience where I search for some RPG review for something that isn't super popular and when I finally find one it's someone talking about their opinion of the rules instead of an actual review. I guess I've just been burned enough looking for something promised in a title and getting the equivalent of a tiktok dance (someone just wanting attention in front of a camera) where I'm really sensitive to it now.
I haven't played anything except cinematics but that's my feeling as well. I have a tough time seeing how these rules would work in a longer campaign, though I'd love to try and find out.
Raw. Imo. Not well. With changes, it has the base for a really cool system. But that's a lot of GM work and most of us buy the systems precisely to avoid that xD
I'll stop with it now. As it's the Cotg thread
Heh OK, um, let's see... "should I include the Sotillo?". That works as a COTG question.
A main villain for players wanting to further capture the spirit of alien
A “she-wolf” who spreads pestilence(insect-like black goo) to infect others…though a bite works too
She is the “mother” of the monstrous entities of Cronus
Should I? I did last time I ran it. But I wanted to see the opinions and experiences of those that did not
Funny. Lucas hijacked the sotillo and destroyed the Cronus all by itself.
Haha I mostly brought it up as a joke because it's asked so often.
It's mostly there as an option should your game end up needing it and it's great for that, but it's not necessary. I haven't needed it either time.
It seems to me it should be prepped, but it shouldn't be decided ahead of time. Are you out of characters for your PCs? Use it. Are you out of monsters because the dice are hot? Use it. If neither of those happen it's not needed.
Mhm. I wanted to see other opinions about it
Heh I just adjust my number of monsters as needed, but I play pretty freeform
ducks
Heh - different screwdriver, same screw.
Speaking of. It's mentioned that the neomorphs die within 24 hours. However it's safe to assume that the Cronus has been drifting far longer than that (can't recall exactly how much time)
So... How long do your neomorphs live for?
I think this is the accepted standard.
How did you paced stress in this module? I remember last time I ran it they entered the famous panic cascade even if I did let them rest a lot
I decided that dehydration meant they could not reduce stress in Act 1 (this might be in the scenario, in fact). I also made sure they each had a significant skill test during the initial ‘wake up on the Montero and figure out what’s happened’ scene. I found that worked well, otherwise they might not have any stress at all for most of the exploration.
Once they are into encounters with neomorphs and abominations, then splitting the party is the best way to avoid panic spirals.
Also drugs.
They start dehydrated coming out of the pods but I think it's very easily rectified.
That was the change I made - I said that the re-hydration medicine would take some time to work, so they couldn't regain hope during Act 1.
Damn! No hope?
"Take this - it is Hope. The very last of it. It is yours now."
*Stress. I’ve been playing too much The One Ring rpg!
I feel that the rulebook philosophy of "don't roll for everything" doesn't align with the adventure and the suggested rolls.
There are a lot. And I mean a lot of meaningless rolls specially at the start of it.
Am I the only one that feels this way?
On another note. For those of you who didn't introduce the Sotillo. How did the module end in your case?
Kinda - I think this is a special case where the beginning is meant to get the PCs used to the system where there isn't much risk. Like, they should have to roll to use the intercoms and all the incidental stuff like knowledge or things outside what Alien expects to roll for. But once you're in Alien's systems (Stealth, Combat) yeah there's a bit of rolling. I think clearer explanation should be there shouldn't be many rolls outside of those more stuctured systems.
I did this a few times. One was Rye piloted the Cronus into a collision with the Montero (I didn't blow it up) after witnessing what happened to her best friend Cham (turned into an abomination) and watching Wilson abandon everyone by taking samples, research, and Clayton on the Montero and trying to leave.
Another time Lucas overrode the controls, locked all of the doors open, and then opened the cargo bay to suck everyone out into space or suffocate them.
Once I introduced the Sotillo after all the monsters were killed and it ended in a shootout with it's crew which wasn't really climactic. I did happen to have an abomination handy (I forgot the circumstances as to why they weren't there in the first place) to chase them as they escaped off the Cronus into the Sotillo, but it wasn't quite enough. Next time I'd have most of the Sotillo crew infected with something if I had to do it again.
You didn't blow it up. Interesting. I thought about it. But at the same time, it kinda is thematic. Blowing up the Montero means leaving them in absolute isolation in the Cronus, while with the Montero around they have a safe haven
It was partially a timing thing. I lost a session kind of last minute with acts 2 and 3 to go so I had to cut something and that wasn't really "core" to the Alien experience. I just had MUTHER on the Montero shut down instead. I figured the repairs in Act 2 could be for either ship and it didn't really matter which for the play experience.
I see. Yet there is an element of extra terror on being isolated in a ship full of infectious and or hostile creatures
I mean, it's effectively the same with your original ship basically a rock tethered to the other ship.
I think before the impact Wilson ended up being hunted the Clayton abomination alone on the Montero at one point.
I don't think there are a lot of unnecessary rolls myself, especially since stress at that point of the adventure is so easy to get rid of.
Both times I ran this it ended with various things being flung out the big-ass airlock in the loading bay lol.
That's smart. My players literally just did shoot at everything and had very decent rolls
Until Lucas blasted them out of space with the Sotillo
By ramming the sotillo against the reactor
lol sweet
Guys i have a question
If i got it right
In CoTG after the systems come back online
The neomorph spores infects all of the ship, right?
And that's when the PCs get the whole "get the cure" in medbay
But as stated, the cure only turns the person into a abomiantion
So, how do i deal with the neomorph infection occurring?
The cure works, but has a nasty side effect (the abomination). If a PC doesn’t take the cure, there are rules for neomorph infection at the end of the book (p39, neomorphic motes).
But if the PC takes the cure, they will become a abomination
If the PC don't use the cure a bloodbuster kills them
So in the end they die either way?
It’s technically only a chance that the “cure” turns them - although the book says it’s up to the GM too:
Also, the spores don’t have to infect the ship. I’ve seen people play it where it only happens if they come into contact at one of the places where there’s spores. That being said, it’s easier if it just infects the ship when the power comes on so the GM has cart Blanche to infect whoever is convenient.
…which is the long way of saying “it’s your call”
The general idea that I have seen from some people is that the air can be safe if the air scrubbers can be cleaned, but that is up to you
How?
Extensively. Sharing my changes would take me a lot of time Im afraid I don't have.
But in a nutshell. Streamlining certain things (specially combat) and giving action/consequence to every roll
Message was too long. My game resume of CotG with seven player characters.
Of the official cinematics, I think Chariot Of The Gods might not be the best choice for that many players, good on ya for achieving it though
It was a lot of fun for me as the GM and the Players had fun too. That many players forced a slow pace so that everybody had time for character play but that was okay.
Hey everybody, I’m pretty new to the Alien RPG, and when trying to read the CotG scenario I am just a bit lost. Is it laid out somewhat confusingly or is that just me? Any recommendations or tips for this?
A little more specificity would help: what’s confusing you/getting you lost?
Again, maybe just me, but I feel like it’s ordered/laid out in a way that’s confusing. I’m not even super sure where to start. I’ve read some but not all of it.
Might be best for me to just look up a video explaining it.
Yeah. It’s written very much NOT telling you what the overall experience should be. It’s pretty much a matter of reading all the room descriptions, events, and PC agendas.
A lot of it is figuring out which details are the important ones, and which ones are flavor. It helps to imagine what’s happening as you read it and do it in somewhat of a chronological order. For instance, Act 1 is the haunted house - everything is dark, and the PCs are racing their air supply to find the survivors.
Act 2 is fixing the ship while being hunted by a neo and battling NPC infections.
Act 3 is the end game agendas including the PCs who are becoming abominations.
Gotcha, I think doing that on top of some video guides might really help me. I will start with the room descriptions, then the acts, I think.
Btw - most actual plays of this I’ve seen they screw up so pay attention. I think when you read it and get that “oh this will be cool” thought in your head - pay attention to that more.
Also - for act 1 review the air supply and stealth rules. They’ll be rolling air supply roughly every room at first and that frequency works well.
It also kind of helps to do a separate pass to match the PCs agendas with the areas they’ll be fullfilled on the map. That makes for a nice overview.
I love actual plays, but rarely use them to get advice or rules, so no worries there.
Thanks for the advice though!
No prob. I remember struggling through this myself so I like to pass on the knowledge having been though the same thing 🙂
Actual plays for ALIEN RPG, especially this module, are a little different because in most cases they're run by people who've never run the module so the rules are a little iffy. But that's not the helpful part, it's just about getting a feel for the narrative "flow" of how the module can turn out.
my suggestion is to make a cheat sheet of the events along with things that can trigger them. You can just reference it as you go along
I do agree it can be confusing to understand because unlike most RPGs it splits the room descriptions from "Events" and gives you the freedom to place the latter when you want
So much depends on your players creating the narrative yourself, it can be tricky to know when to step in yourself with the events
I actually like the events split up - it’s a better structure for a “toolkit” for the DM. After I got used to it I actually like the layout of the Alien modules better than most others.
Yes, sorry, I didn't mean it as a criticism, I think it's great. It's just quite different from most TTRPGs I've seen.
Oh yeah - no offense taken. Just talking about my personal evolution too 🙂
It is not the standard adventure structure that is used by D&D and most other RPG adventures. But by splitting up the locations from the events, it makes it easier for a GM to make an event happen WHEN it will be best for the progressive escalation of tension in the adventure, instead of events being written to be tightly tied to WHERE in a location.
It takes a bit of adjustment, but it is ultimately a very flexible structure to present the ideas. Especially once you get used to the idea that events are mostly optional. Beyond the mandatory ones, only use the events that excite you and as many events as you need/have time for. Be prepared that your players will be making decisions that generate plenty of drama on their own by following their agendas.
Yeah, exactly.
Especially that last point about the players driving a lot of the action.
Free League's Alien: Chariot of the Gods is a GREAT one-shot horror adventure... but GMs can run it a lot more smoothly with my tips and tricks. Take a look and help your players enjoy their time with a xenomorph. Enjoy!
You can buy Chariot of the Gods here:
https://preview.drivethrurpg.com/en/product/293977/alien-rpg-chariot-of-the-gods-scenar...
@blazing maple Hey. This Video helps at least about the way to read the Campaign Booklet.
Is there an idiot guide to using the blips on the map? I started being fairly free form until the party split and I needed to track everybody was - but I realise it’s probably a good shout to do it from the get go
How can I reasonably track aliens without the players knowing?
Write down their current location on a piece of paper, then cross out and write down the new location as it moves.
Or just eyeball it, to be honest.
Yeah I just did whatever was best cinematic effect my first time playing
Same here, I went quite loosely with a xeno moving and more looked at what made for a great movie to screw the players
Yeah - to be honest it kind of doesn't make a difference where it is unless it's being actively tracked by the PCs. It CAN be anywhere until they prove it can't be. Obivously you should watch for if any sections are completely unavailable to it for any reason, but if it's not moving even a motion tracker won't spot it so it's not a huge issue.
I mean, I have literally created bad guys out of thin air because I felt the game needed it.
Crikey, so a second attempt at running CotG went a good deal more rapidly than before - two PCs headed to the reactor before the ship was awoken and 'mother of all headaches' - and there were a number of Xenomorph fights. I think I got things a little wrong - it was always up-close and personal, but can I clarify - Xenomorph attack rolls auto-hit? You can't roll mob to avoid them, because there is no opposed STR to roll against, right?
There's an attack roll. If there's at least one success the target can make an armour roll if they are wearing armour of any kind, or a close combat roll of they are carrying any kind of weapon and have a fast action left for the round.
Each success on either negates a point of damage. If there is any damage left over, the attack is a hit and the effect listed under the attack happens as described.
For what it's worth, some of my PCs always went to the reactor too. When they find the burnt "spacesuit" it's always a great jumpscare 🙂
in Kuato voice: START THE REAC-TOR
Hi, getting ready to GM this for the first time and I have a question.
Why is the Company sending space truckers instead of a specialized task force to retrieve this supposedly mega important space vessel and its cargo. You are told that they know in advance the Montero is going to encounter the Cronus and they send 4 randos and 1 agent of their own. Anybody got a plausible explanation for this?
It's probably someone like Burke wanting to keep it under the radar. "...then corporate gets involved, the military gets involved, then there's no exlusive rights for anybody..."
Company policy is to do as the Company tells you to
Also it occurred to me that they probably also want to be fast and quiet about it so nobody else gets to it first since there is competition and corporate espionage involved.
This is a great module btw - you should have fun with it 🙂 A few tips:
-Review the stealth mode and air supply rules for Act 1. The PC's should be rolling almost every new room. This will push them to get to their goals quickly and probably split up. And since the module says "MUTHER turns on life support" you can turn it on for any excuse really so there's actually no danger.
-When you give the PCs the map of the Cronus you might want to point out important locations. They should be moving through the ship with a plan - not like a dungeon crawl
-Think of interesting ways for the xenos to attack and present themselves. The module says where they are, but not what makes them creepy. Also - Neos are very squishy. Attack from ambush almost exclusively.
-All of your NPCs wake up at once, so figure out how you want to RP them ahead of time unless you want to improv that on the fly. I know I don't want that kind of pressure 🙂
Man, I can hear this. In a different world he'd have had a Best Supporting Actor nomination. He's just so perfect in the role coming off all his "nice guy" roles on TV and whatnot.
Yeah he's great. Didn't his sister slap him in the face for playing such a horrible actor after seeing the movie?
Oh I'd never heard that. Burke was definitely the poster child for evil corporation for a while (and still is I guess).
Can't remember where I heard that story, may be v fictional but it's too good not to believe.
As a DM do you all memorise all the rooms and discription? Of do you take the booklet out and then see how to tell it?
Gonna do chariot soon for the first time 🙂 need some pointers
I've found it's just easier to memorize it. Like, you'll probably memorize it anyway trying to come up with the right amount of detail for notes, so you might as well lean into it 🙂
I just wing it. Sometimes I forget something, tough 🤷♂️
That's... a lot to memorize heh. I did read the whole thing twice through because the way the book is set up (splitting the events and the locations) can mean a bit of back and forth and I wanted it as fresh in my mind as possible. Don't stress about it too much, most players are very patient.
It's actually not that bad. It's a bit like memorizing a song or a poem. But it's not the ryme scheme that links to the next memorized bit, it's the door or event that links to the next bit.
You just have to read the description, THEN picture it and walk through the ship in your mind. Then later at the table you describe your memory of the walkthrough.
You are clearly brighter of mind than I am lol
I mean, honestly, I just learned this was the best way (for me anyway) by accident. If you keep re-taking notes that don't work long enough you end up memorizing it anyway :). I just realized it's easier to cut out the middle man.
When I ran CotG on Roll20 I put notes on the map in the GM level to show things like infestations, body positions and the track the PCs have already followed. I made cheat sheets for skills and talents (actually I did these for a con last year). For Destroyer of Worlds I made little booklets from the original materials to cover "Combat & Damage", "Locations", "Events", "Xenos" and so forth. These are tabs on my PDF reader and I can quickly fly to whatever I need.
I am running Act III (without Sotillo) tonight for the first time. The problem is, that it's been 2.5 months since the previous session and it's all a bit hazy for both the players and myself. Does anyone have tips on how to make this a successful session?
Cham is dead, Rye is undiscovered as Lucas, Davis is a bit of a non-entity so far, and Wilson/Miller are in some degree of cahoots. Ava has not been discovered, nobody has been Infected. The air scrubbers have been fixed, but comms and engines are offline.
My gut feeling is to re-set everyone into the cryo bays with the recovering Cronus crew, and give a verbal introduction: "This has all gone to shit, there are spores everywhere and your air is running out (everyone down to 1 air). You keep hearing the distant noises of something moving around the ship. Without the Montero, you turn to Johns to find out what can be done. (and then re-iterate the comms/scrubbers/engines)
I'd probably spend a fair amount of time on the recap to go over everything again, although that doesn't always work.
So here's the deal - you're still in Act 2 if all this is true. Either plan for a long session that goes from the rest of act 2 through to Act 3, or plan for another session after this.
Act 2 should have the rest of the repairs happen and a few encounters with the abominations where those happen (and maybe a neo - but that ideally should have happened in the air scrubber shaft).
The Cronus crew should mess things up. Have Johns give contradictory orders from Miller, WY-whats her face try bribing people to escape with her and abandon their friends, Reid gets really on edge waving a gun around, the doctor freaking out and running off, ect... AND THEN when the party is vulnerable one of the NPCs turn.
By the end of Act 2 you should have casualties from aboms one way or another, and should probably have no character not occupied by a player at that point - either they die and ended up in an NPC, or the rest of the NPCs turned into aboms or got killed by them.
Also make sure all the players know, and have the opportunities to fullfill their agendas. Especially make sure Lucas knows that he has found everything he needs.
From there, Act 3 is just about handing out the Act 3 agendas and watching the fun. Feel free to turn any PCs whose agendas got nerfed for whatever reason. With Lucas trying to destroy the ship, Davis going all Rambo with no way to relieve stress, and Wilson trying to save his own ass you should have a decent plot going you don't even have to push forward. Any turned PCs are just a bonus at that point.
And don't decide on the Sotillo yet. Weird dice rolls may mean you need more characters for PCs OR more monsters to kill.
This is really got to be the last session I think - unless there is some extreme circumstances at the 11th hour.
Okay a few questions:
-How much air does everyone roughly have (they should have almost all run out by the time act 1 ended)?
-How many of the original Cronus crew are still alive?
-How long do you have for the single session?
...also - I'm assuming the Montero already blew up?
...also also - has it been revealed that the rest of the Cronus crew took the Draconis 26 cure? Because if not, having a bunch of them pop and leave neos on the ship is a quick way to move things forward.
The Montero is gone, most of the crew are down to one to 2 air, Johns revealed to everyone took the cure just after the blood buster
I have about 2.5 hours total, everyone has their act three agenda - so we now have two people wanting to repair the ship and two people wanting to sabotage it
Did Cooper's neo get away after it popped out of his head?
They managed to kill it, but I’m not above synthetically adding another one in
Similarly, I don’t mind making the reactor encounter more dangerous and ignoring the engine relays
Okay - so in general, here's what I'd do:
- Don't worry about the air supply. STRICTLY enforce the supply rolls - that's every turn, AND every time something stressful happens and it will take care of itself while adding a bit of tension to boot.
- Ignore the comms and the outside engines. Just have them need to fix the bridge controls and the reactor.
- You should have 4 Cronus crew left I think. Have two go off alone to do something and have them turned the next time a PC meets them. If none of the players die by around midgame, have a neo kill the remaining NPCs. Flynn makes a good candidate to run off and hide and Reid makes a good candidate for being aggressive and people thinking it's normal :). I also like attacking Clayton with the Neo and having a PC witness it because she has that ability to move the attack to them.
- Give a PC the infected agenda as soon as the game starts who doesn't have the suit.
Bonus - try to attack Lucas with a xeno at least once when he's with the party. The white blood spew if he gets hit is a good moment. But don't push it - if he's clever enough to get to the end without revealing himself let him have the win.
The goal is at about the 1 hour to go mark to have no more NPCs left, a xeno or two, and most of the PCs opposing each other.
RE: #4 - if they've taken the cure. If not, I'd have them make a sickness roll early and if they miss they birth a neo.
Thanks for the advice - I did what you suggested and we managed to bring to a satisfactory conclusion
oh cool - I'm eager to hear about it 🙂
I had the bloodburster kill Johns pretty sharpish after he gave the exposition about needing the pilot station online. They finally figured the duality of the spores vs mutating vaccine.
The final end sequence was as follows:
Davis had gained so much stress she killed Reid deliberately and then went berzerk, shooting Rye/Lucas and revealing him before running off. Miller got infected and throttled Wilson, then broke into the Medbay and killed Flynn by crushing her skull with bare hands before bleeding out. Davis ran off to the corporate suite, thinking MUTHR was lying about there being no escape pods, while Lucas rolled all the Quintrycetiline into the Reactor and blew it up.
Yeah that sounds suitably satisfying 🙂
I think Lucas always has a bit of a leg up because he can usually isolate himself and do what he wants before the rest of the crew figure out he's after EVERYONE.
And Davis with a flamethrower is always a good time 🙂
Holy Hell, things really escalated in your session
Hello there! Im about to start my first game of alien rpg tomorrow. Starting from Chariot of the Gods.
How have you handled the communication? I mean yhe pressure suits surely have radios so they can speak with eachother even from distance. But how do you run it, do they work through the whole ship or just a couple of rooms away (walls being int he way etc), and does it work to communicate from outaide the ship from pressure suit to pressure suit, or perhaps if you are outside of ship the radio cant go through ships hull but can go through comms array to inter com for example?
I've always figured it's implied that the suits don't have radios because the map clearly marks where intercoms are.
...but like, anything is possible in future-retro tech so who knows?
From Alien we can clearly see that the suits have communication build in
Yeah that's true.
I eyeball it. "you're too far for radio communication now, the ship's metal structure blocks the signal".
At least 2k range. Structural and atmospheric interference a definite possibility though.
The intercoms are there for when the suits have come off (Act 2?).
In my game, the radio has a habit of failing when something interesting is about to happen. Or when the players are spending ages debating their next moves, when they’re not even in the same place.
I always have it that the players have little intercoms they can use in or out of the suit, but might think about that next time. I kind of hate the idea of them keeping the suits on just for that, it feels so weird that suits don't have negative effects on anything (that I know of)
Last session I just flat out said I hated it when players tried to keep the suit on without the helmet, arguing that they should get some armour rating but no oxygen limitations. Yeah it's a glaring oversight in the rules, no you're not living your life wearing that all day. No armour rating for you.
Fortunately I have reasonable players.
Thank you all for your thoughts! It really helps :).
Do you think it would be reasonable to give -1 mobility from using the pressure suit?
I think I actually did when I ran this a couple of times.
It won't come up very often though. Maybe if you make running a slow action?
Just wondering who, in your opinion, is best for the secret android? Mine would be Cham.
Same, either that or Rye
I’m not 100% on Cham because a lot of times there’s at least 1 player who wants to be an unambiguous “good guy”
That's a pretty good point. Other than him, definitely Rye, and I think Davis is a sneaky good pick because of her "alcoholism".
Just not the Corpo or the Captain, they already have agendas of their own that are really useful to moving the narrative
Thanks all, I've gone with Rye and they have accepted. Should be interesting.
Why is my favorite since she can covertly overload the reactor with that great comtech skill
QUAID START THE REACTOR
so, many of us have run COTG, some have run it many times.
something i love to do is give each PC a kind of, actor. like, casting them. to help me play them in a certain style as a GM. i dont know if anyone else does this in game, but regardless, if you were to cast the movie/tv series of the chariot of the gods cinematic, who would you cast as each of the characters, and based off what performance?
for instance, maybe you'd cast Ava-6 with Dichen Lachman based on her work in Severance.
or Cham cast with Paul Walter Hauser based on his work in Black Bird
Signoreny Weaver would be a pretty good Miller. I think she was in some old sci-fi thing that would fit pretty well.
Kristen Stewart as Rye
Zach Galfinakis as Wilson
Tom Cruise as Dr. Cooper
Benecio Del Toro as Cptn Bolaji
Tom Holland as Horton
Karen Robinson as Reid
Exactly what I was thinking
Never heard of him, but i wish them a wonderful career in the industry
Im playing as captain miller in an upcoming game, gonna sass it up and give my best Taraji Henson
how about Charlize Theron as Clayton?
Totally.
I got invited to a game, and I decided to play Cham:
See if you can be Lucas
You can always tell Cham players who have played CotG before because they refuse to get out of the cargo loader.
It’s real awkward trying to drink coffee in that opening scene with those giant grabbers.
Heavy machinery roll at -3
Me: So who am I playing?
GM: Cham
Me: Oh. So who am I playing in act 3?
It's funny that I do this with other games, but I never have any problem with characterizing the, uh, characters in the cinematics because the artwork is so good I feel you don't need to. But it's of course a fun exercise.
The Funniest part is that I am still very much alive, and I even killed the monster that spat out of Cooper.
Oh and I was assigned Lucas almost immediately because I was the most experienced of the players on Alien 😆
Yeah one of my favourite things in TTRPGs is when the player you chose to be Lucas plays well into the role.
Me whenever I play Cham under any circumstances:
https://www.youtube.com/watch?v=xIMunG7FPKg&list=PL2fewofu59u8AakYu0UTx13C1m3YBMTKw&ab_channel=UFOShizzle
Gonna be running this in-person for the first time (have run twice in Roll20). Any suggestions for cool third-party things I can add in?
Documents or maps or sound/music/whatnot
there's quite a few resources on youtube, including some great intro videos if you give them a search
I'm running Chariot of the Gods as a forum quest if anyone's interested. basically a play-by-post but everyone collectively votes on what the crew does instead of roleplaying individual characters. using midjourney for extra visuals, take a look if this strikes a chord - https://forums.sufficientvelocity.com/threads/chariot-of-the-gods-alien-rpg.144113/
You are space truckers on the starfreighter USCSS Montero, running "the Gauntlet"—the trade route between Anchorpoint Station and the Frontier. Your ship's cargo hold is packed with dozens of tanks of dangerous Tritium gas that is in the process of decaying into extremely profitable Helium-3...
Doesn't that format not work with the individual (and hidden) agendas?
I'm essentially using the agendas as character motivations, and the hidden agendas are still meant to be a surprise to the collective players. Picture it as a narrative following the entire crew of the Montero, where you interact by voting or writing in to influence what happens in the fiction
Has anyone actually had the Sotillo appear in this scenario? I'm running it again and am thinking to lean a little more heavily into that angle.
I did once but I did it wrong.
Basically they killed all of the xenos so brought it in as more bad guys and it ended in a shootout which didn’t feel “right” as a finale for an Alien scenario.
In retrospect, I think it would work better as a ship full of potential xenos or a ship full of replacement PCs (or a combination if need be)
It is intended as a possible group of replacement PCs
"only add the Sotillo to the mix if you feel the need for another twist in the story, want to make the scenario longer, or really need replacement PCs"
(from the book)
I haven't included it when I ran it, but it happened when I was a player. It was OK, felt a little like there were too many NPCs and the GM just wanted to use everything.
It only really works when you and your group are planning for the cinematic to go longer than 1 or 2 sessions
But I mean if you want to use it right it’s pretty easy. Use the extra Neo, and infect 4 PCs who manage to survive. Boom - you need the Sotillo 🙂
A fun thing that can be done for longer sessions, especially when one considers the amount of air in the spacesuits, can be that the players can use the vent that takes you to the air scrubbers, and actually clean them of the spores, me and some other guys that have run that idea usually require the players to go back to the Montero and collect scrubber cleaning supplies, but it works as an idea to allow longer play, and gives an extra thing for players to do
I've run this twice and both times we were 10+ hours heh
WITHOUT the Sotillo
Looking for some music to play during my live sessions, any suggestions?
I used the soundtracks from the various Alien movies, Prometheus and Covenant should lend themselves quite well
Even scared my players a few times
I'm also looking for the printout that comes from Cronus's MUTHUR, it looks like it came from a dot matrix printer
I tried to use the various movie Soundtracks but honestly they did not fit really well because a lot of the single Tracks tend to start slow and with a tense mood bit suddenly rise into a very loud music that destroy the tense mood.
There exists a German musician called "D20Sounds" who has a Soundtrack which is called "Dark Gaming Ambiance" i believe is for free on Amazon and Spotify. I like his ambiance music a lot.
Agreed, I usually try to find music made specifically for certain RPG sequences that's longer and less of a uh, "song". I've found a few good logner clips for ambiance and setup (like the Alien Isolation menu) but really want something for the action/horror scenes and that's rough.
I know AI is bad but damn it would be cool if we could take a specific piece out of a movie sound track and sort of loop/extend it easily. I would love to use the music for the first bodyburster scene in Covenant for the Cooper death/reveal scene but it's only 7 minutes long, a longer version would be awesome.
Alien isolation tracks, occasionally just gently in the background. Unless there's a tense scene of course..
Found the MUTHER logs! https://drive.google.com/file/d/1a6FOmzkiJBbpCc3kEVT699ydEKIxxRZP/view
Oh those are cool
I played little fluff that Flynn stares into Coopers eyes in moments before birth and yells “Cooper, black veins in eyes…. how…” and one of players now use this check of eyes as a help. Pretty clever 🫶
Had my first session, with a crew of people I've never met, and I cannot overstate just how much I love this little module. Third time in and it's just so much fun to run, I absoutely love listening to the players discuss options, just from the first little bit where they're looking at the map of the Cronos and figuring out their gameplan while considering everyone's desires, and air needs, etc... so good.
Yeah it’s gets better each time right?
I always pick Cham if I can when playing, I wanna do a run where I can get him out alive as a human.
I, without fail so far, either end up sacrificing myself to save someone, die clearing the air scrubbers to save everyone from getting infected from the spores (this is a nice way to allow longer play in the cinematic, as it allows players to not be stuck on the oxygen time limit), or the GM picks me as Lucas because they know I can keep my mouth shut
Oh my god this sounds lovely.
Playing as Cham with the complete freedom to be the guy we all know Cham is because you’ve already seen the module so survival offers nothing over just being a good dude.
I have not succeeded, but I will continue to try
I literally just asked one of my players if they ever wanted to run Alien after this conversation.
The idea of looking at how a scenario asks for one to be a backstabbing jerk, picking the nicest golden retriever of a person that is available, and just going out of one's way to be a genuinely heroic person is really fun
Yep, this module deserves a prize.
Do you think it’s possible to play this scenario without the perfected? Not fond of them and kinda want to do more with synths and some Pathogen mutations
Cotg doesn't have the perfected
Just curious when you guys allow your PCs to recover stress during the module. Seems to me that the moment they know there's a threat of some kind on board the Cronos the whole ship is no longer safe. Does that make sense?
I was also thinking that until they know the "rules" of the threats they don't feel anywhere is safe. Like, they're going to assume the seed pods have put infectious stuff in the air, so they might think any air in the ship is infectious (and honestly I'm not sure if it isn't lol).
If players say their characters don't feel safe anywhere, who am I to say they do..? 😅
"what could you do to get a sense of safety?" and go with that. Lock themselves into a room and close the vent access would do it I guess.
From a gameplay perspective, it’s important to have an ebb and flow. Stress rises rapidly as soon as a crisis occurs, and once they have 4 stress they are odds-on to panic each time they roll, which can then easily snowball. So you don’t want them at a high level of stress going into those situations, at least not until the end game. You also want the players to be willing to push rolls without feeling like they already have too much stress.
From a thematic perspective, the movies are full of calm moments followed by jump-scares and action scenes. Moments of rest and stress recovery are one way in which the game emulates that pacing.
I’ve never heard GMs complain about a lack of stress when running cinematics, but I’ve very often heard complaints about the panic cascade as one player’s panic causes another to go.
Has anyone ran CotG with the Evolved Rules yet? Apart from the combat and item rule (like ammo), what should one be mindful of?
I haven't yet, but I just started a game so with hindsight this would've been a perfect opportunity.
It's funny, I'm the opposite in the two times I've run this I've had parties with less stress than I thought it sold have been. I think I've been screwing up the rules.
So first off, thank you everyone for the advice and ideas. I just got done running my second session of ARPG Chariot of the Gods. We just finished Act I, things have kicked off and I could not be happier. Please don’t mind the wall of text for the recap.
My players took Rye, Cham(Lucas), Davis and Wilson leaving me Miller to run as an npc. Things moved slowly to start, though once they found the Cronus, Wilson took Miller aside and told her some of his orders in order to convince her to work with him for profit. Miller stayed behind to coordinate things while the rest moved into the Cronus. Davis and Wilson went to the corporate suite while Rye and Cham went to the reactor. Wilson and Davis stumbled over the headless man and there was a disagreement on who would get the shotgun (Wilson got it), before going to the corporate suite where Davis managed to find the hidden EEV without Wilson noticing. Rye went into the reactor room to begin cleaning it, while Cham began trying to clean the pile of debris and woke up the abomination. After a valiant effort by Cham to wrestle the abomination while Rye swung at it with a cutter tool, it broke free, Cham dropped the incinerator, the PCs hard panicked and began to run. Rye ran back to the reactor room and Cham ran out to the hall. Rolled to see who it would follow and the abomination went after Rye and crushed her skull. Cham kept running.
While the rest heard this pandemonium going on over comms, I had Ava-6 appear and I was playing up the creepiness factor when Davis shot her with the pistol causing a system shutdown. The Mu/Th/Er on the Cronus turns the main power back on and they heard an alien screech echo as the adult neomorph is awakened from hibernation. Rye’s player comes back taking over Miller, calls everyone back to the Montero which starts Montero’s Mu/Th/Er to start the reactor failure at the same time the Cronus Mu/Th/Er also deactivates the cryopods.
Everyone races back to the Montero, Wilson and Miller try to get Mu/Th/Er to stop the countdown but only got a “unable to comply, Order 966” and they then have a private argument over whose fault the situation is. Cham and Davis try to go to the reactor and shut it down manually but learn that the controls have been disconnected from the reactor. At which point they abandon ship. Cham breaks the umbilical free, Miller and Wilson prep Daisy and Davis catches the ship’s cat, puts it in a carrier and tries to set the autopilot. She is rapidly running out of time, fails, panics and flees…leaving the cat carrier behind. The three of them get into Daisy and manage to hide behind the Cronus as the Montero goes critical rupturing a bunch of rooms on deck A which get sealed. The game ended with Davis doing drugs and lowering stress in the cockpit of Daisy, Wilson and Miller spacewalking to fix the engines, and Cham secretly wandering into the sci labs, getting a sample of the black ooze, Mu/Th/Er‘s emergency keycard, and releasing the spores into the atmosphere of the Cronus. As we faded to black they heard a voice come over the intercom system “This is …acting captain Johns, is anyone there?”
I am so excited to see how things go next week after everyone got their act 2 agendas because it promises a lot of conflict with how players are setup and to definitely continue spiraling. And I have a player who is coming back from vacation who is going to be taking over one of the Cronus crewmen and will be getting the story of what happened from the other PCs during the game, which should be fun.
P.S my wife who is playing Davis has still not forgiven me about the cat carrier.
Glorious
Hey @main flicker, welcome to the server! Didn't realise you'd shown up.
Sounds like you made a great start with this. Fascinating how everyone ends up with a completely different story with this module.
Hey Richard! I have been lurking here for a couple weeks now.
That is definitely one cool thing about it. I am excited about my Miller and Wilson working together, somewhat at odds with the rest of the group, which I feel like I have not seen before. They definitely don’t trust each other, but their goals are aligning as they both want to make it rich. Davis is currently looking for the most expedient way off the ship, and I am not 100% sure what Cham(Lucas) is up to as he is playing things solo and close to the vest. But having already gotten a sample, and having secret access to Mu/Th/Er definitely sets him up well for the rest of the game.
Ha, if he lives long enough with those spores flying about..
Yep, I'm on my third run and it's already another version. My Wilson has been really aggressive and tried to steal goo and samples already and we haven't even started the ship up yet lol.
So my Wilson dropped a vial of 26 in a hallway... how dangerous is it? The book says ingesting it results in a Virulence 12 disease, would you be ingesting it if a small vial broke in a hallway or...? The only time I think we've seen it in action is when David nukes the engineers with like a billion of them.
I kind of already ruled that nothing really happened and people just ran over it but I was thinking of it having a reduced effect or something.
Also, what exactly triggers act III?
Ava spilling the beans
The planet they visited, the Pathogen, what killed so many crew, what the vaccine does, that they still have this shit in the ship
I wouldn’t have it do anything unless there is direct skin contact. That said, if they stepped on it, it is on their suits/shoes and they are tracking it around. Which opens up a lot of opportunities for them to come into contact with it later
If you don't want everyone infected by the spores in the ship, or at least less likely to, a common thing me and some other GMs did the as give the players a chance to check the air scrubbers, because there is a vent to them, so it's possible, and if they can succeed a good enough roll or they could RP getting cleaning equipment from the Montero or in the Chronus, it would allow for taking off the space suits more, though it often has a character (mostly Cham if he isn't Lucas) get infected in the process of cleaning it
No space suits in the vents in my game.. 
Then sacrifice it is
Either that or they RP getting something they can throw in there to do the work over time, and they won't know when it is safe, just that it will eventually be
They don't even know it's not safe initially, unless they've played it before.
Only if they either figure out there is something wrong with the air scrubbers, or they come up with a reason to check them at all
But they can get that info a bunch of ways (i.e. the rest of the Cronus crew, maybe MUTHER, etc.)
Is it maybe when the Montero decides to self-kabluey?
No, the Monterro blowing up can happen either in Act 1 or 2
It’s the Cronus coming online I think. Once it’s repaired, there’s nothing holding back anyone’s Act 3 agendas anymore.
Do you mean, like, fully ready to fly?
Yeah. Once the Act 2 repairs event is done it’s time to grab your shit and ride it back to Earth or jump ship. The time the repairs take is what allows all the other Act 2 events to have time to occur.
Aha.
I do see that the first event of Act III is the engines coming online (after being fixed) and the ship heads for Earth. But it says it's because of Order 966... how does Order 966 get into the Cronus? Did the Montero's MUTHER kinda jimmy it over or something?
Yeah more or less. It’s not really explained how. But I think that’s meant to be a tool for you.
I like showing that order to another PC besides Wilson if they go into the MU/TH/UR room
Yeah, when someone else tries to find out why things are the way they are I hae MUTHER say Order 966 but refuse to give any more information. Usually leads to more Wilson/Miller conflict.
Interestingly, there's this dot-matrixy looking printout someone made that comes from the Cronos' MUTHER showing what happend before the Cronos crew went to hypersleep. One thing it shows is that at one point Clayton recalibrated navigation to go to another planet (the one it mentions isn't on the map and I can't find info on it). Kind of similiar to the Cronos bugging off for Earth.
I found it (but not the source unfortunately). I am wondering where Clayton shifted the destination to.
Atol - Atol was a celestial object orbiting the star POL-6387 in Three World Empire space on the Frontier.
Weyland Isles.
Its from the old Aliens RPG by Leading Edge.
Oh, interesting. Seems like a weird place for Clayton to want the ship to go to?
That handout isn't anything official right?
I'm thinking maybe there's a secret Weyland base/facility/station there I can make up
No it's not official, but it's pretty ticky-boo so I assumed when it was written they were using established locations/ideas
For what it's worth, I had it set for Ariarcus for obvious reasons 🙂
Oh, scratch that. Forgot it was Clayton we're talking about.
Yeah, where was it set in the first place?
Quicker to get there than risk transporting an infectious cargo to the Core systems.
Heh. That log file includes Singh. Nice.
Who's that? Oh, is that from Heart of Darkness?
Yeah. They really crossed all i's and dotted the t's with that printout. I just read the whole thing. I think I'd use that for the next run.
I really like it. The only thing I don't like is how it says MUTHUR can detect alien lifeforms, that seems like something the humans could exploit.
Though... now that I think about it, that could maybe be something "broken" that could be fixed.
Seriously, I can't find where the Cronus was actually set to go after leaving 26 Draconis.
I don’t think it’s explicitly mentioned in any of the scenarios. My assumption is just to get out of there, probably back to the Core Systems.
You can always go with that the course is to one of the many bio-labs that WY owns
Finally finished running Chariot of the Gods, took about 16 hours of playtime. Since the last gameplay report, they mostly were split into 1s and 2s trying to fix the Cronus. In the back half of the module, they met the crew of the Cronus, cooper popped and they managed to get the bloodburster as it was escaping into the vents.
There was a big fight in the air scrubbers shaft where Miller got killed when the neomorph ambushed them(critical injury 66), Cham(Lucas) revealed himself as he and Johns heavily injured the neomorph and tried to hunt it down when it ran. Which led to them finding Wilson who had locked it into cargo bay 1, and together the three of them went in to finish it off. Unfortunately the abomination from the reactor showed up as well, attracted by all the noise after being disturbed earlier. Wilson got thrown into a wall by the abomination and broke his foot, Cham shot and missed multiple times before moving in with a maintenance jack, Johns got knocked prone by the neomorph which was a blessing in disguise as that made the abomination focus on the neomorph. As the two Xenos fought that gave the PCs time to stop panic spiraling, and despite only having 1 hp left the neomorph ended up winning with a tail spike through the abomination’s head as it moved in for the kill. The neomorph ran at this point and escaped.
During all of that Reid turned, breaking Flynn’s arm and then turned on Clayton and Davis. Clayton threw Davis in front of her, causing Davis to go down, and after a little bit of running around the bridge managed to kill Reid. At that point Clayton used Davis’ addiction against her offering the drugs from the corporate suite to earn Davis’ undying loyalty.
Wilson spent most of the back half trying to move the urns Clayton hid in storage up to the escape pod, with him being interrupted multiple times and being found in random places by the rest of the crew, who never actually figured out what he was doing. In a surprising moment, he ended up chasing after the wounded neomorph and locking it in the cargo bay before being found by Johns and Cham in the aforementioned fight. At one point he had gotten himself alone with Flynn who was in the autodoc getting his broken arm fixed, decided Flynn was too unreliable and lied to Flynn who did not want to be alone, saying he would just be in medbay and instead finished moving the urns. They had refused to investigate the other med pod with the vivisected abomination, so I had it get out and kill Flynn, while Wilson was gone and supposedly watching Flynn. When Wilson returned to get Flynn and rejoin everyone else, the abomination was feasting Flynn, and Wilson immediately closed and locked the door.
Cham(Lucas) upon learning the Cronus was locked onto a course to Earth, sabotaged the air scrubbers breaking them permanently, began secretly sabotaging their efforts to fix Ava, and was looking for a way to destroy the ship without the crew stopping him.
Everyone else thought they were close to getting the ship under control with only the abomination in the medpod bay, and the wounded neomorph left. Wilson Davis and Johns went and annihilated the abomination, while Cham(Lucas) and Clayton continued work on Ava. Cham(Lucas) Took the opportunity to kill Clayton, distracting her and then clubbing her in the back of the head with a maintenance jack. After hiding the body he joined the others claiming the neomorph got Clayton. Wilson and Johns were infected by the inoculation and began feeling the first effects getting angry and arguing. They end up rushing to cryobay hoping to freeze and be able to get help on the other side. Johns fully turned as the pod closed, but was unable to break out before getting frozen. This left Davis and Cham(Lucas) who decided to hunt down the neomorph. Cham(Lucas) Tried to sneak attack Davis but she saw it in time and a fight broke out. Davis was lucky and managed to get a couple shots in, revealing Cham to be an android. She gave up not knowing Cham only had 1 health left and tried to defect to Bionational. Cham agreed telling her to get in the cryopod and promising to kill the neomorph. After she got in the pod, Cham went and overloaded the reactor. Just before it went off the neomorph entered the room and curiously inspected Cham as everything went white.
Oof, that's a tense game Tanninks! Bloody hell
It was a great time, the Lucas player never found out about the EEV in Clayton’s quarters. He said if he had known he would have set the Cronus to explode and actually took Davis with him on the EEV to the nearest Bionational outpost with samples. I was a little surprised it did not come up from Davis when she tried to defect, but her big concern was that the alien died and did not question Lucas that much on his goals.
Montero just blew itself up. I made a document regarding what needed to be done to get the Cronus operational, made a ton of changes to checks and times but I think my group will really dig the planning aspects. Note that Johns went ABOM on the Montero, the Montero was like "OK I go boom now" so everyone fled to the Cronos and Cham (Lucas) and Rye flew the half-loaded Daisy outside the Vehicle Deck.
Cronus Task List 1 turn = 15 minutes 1 shift = 8 hours With the death of Johns, Miller is technically CO of the Cronus and as such has authority to assign tasks. Certain others (notably.Weyland or Weyland-Yutani agents) may challenge this authority due to discrepancies and/or intricacies in n...
Hey, has anyone had any deaths actually occur before the Montero crew meets the Cronus crew in the cryo chamber? The birth of the neo seems like the first real opportunity, unless, for some reason, PCs get to the abomination before that.
Only time it happened for me was when a player got themselves killed by going to the engine room first thing without anyone else
Not yet although I did have one player almost die as they came across the Abomination in the reactor room before they went to the cryo room
My current playthrough had Miller lose an arm to that thing before the Cronus crew woke up..
My playthrough Rye and Cham immediately went to the reactor to bring power back on, and Rye got her skull crushed by the abomination. They did not meet the crew of the Cronus until after the Montero blew up and they had already fixed the engines.
My crew heads to the reactor too. I strictly do the air supply rolls so I think they were looking to turn the power on as their top priority. So the reactor is a logical first place to look.
Ah, I was thinking of railroading the first death to come when the neomporh comes out of Cooper so that the player that gets their character killed could swap to Cham/Lucas, but that reactor room actually sounds like one of the locations explored early, so I better just let them do so freely
(That player is playing Miller, so I doubt they'd be the ones go to the engines room instead of probably Rye)
The reactor room is a great reveal too. You describe the body in the suit with the "mask" all greyed out. Then they either look closer for clues or turn around and try to turn on the power. Either way you can describe the thing either lifting it's head up like a jump scare or slowly getting up behind them and then call for an ambush check to see if the PC notices in time.
It's important to note that you can't force this.
I ran a pbp game where they saw the state of that room and noped out right away.
Later, when Ryebot was revealed (as an npc) they had to chase her to the reactor room, where she threw something at it, waking it up. It stumbled out, ignored the synthetic and attacked the pcs while Rye tried to overload the reactor. They managed to overcome all this (just), but it goes to show that the reactor room abomination could be the final boss fight of the scenario..
Just reading about it makes me all giddy for running it this weekend lol
This is a good point and leads to a small tangent. I at first didn't like Alien's module layout because it was too confusing and vague, but now I think the Events/Key Rooms only with only a small paragraph of the essential info is my favorite module format. It guarantees a non-railroady playthrough, and all those entries feel like tools you can just grab when you need them. And that bare minimum style entry tells you what important (what's there) and what you can improvise to suit the situation, and you can do it at a glance. You're not going to find something five paragraphs in that should have been in bold that wasn't that was an important detail you should have brought up.
(can you tell I'm running a 5e adventure path that has stuff buried in paragraphs all over the place from the size of my last post? 🙂 )
I haven't even told you how Ryebot was ousted. She tried to get the pcs on her side and not repair the Cronus. They refused, the Cham player then typed out a long and heartfelt speech about friendship (this was pbp).
It was so touching I struggled with the next bit, where the synthetic simply shrugged and tried to blow them out of the airlock.
They were wearing suits and managed to hold on to something, but my word were they furious.. 😆 🙈
Yeah, that style of laying out a scenario is really great. I like especially as its somewhat similar to how my notes are absolutely bare minumum essential parts XD Gotta note I haven't actually read many other ready-made adventures, the only one was a Cthulhu one shot and I started ad-libbing halfway through anyway lol
That's actually pretty hardcore stuff - resisting the power of friendship that is
I felt seriously bad for the player at the time, but it made for a great gaming moment so I'm glad I did it.
As for this, I love it as well. It's simply suits my style as I'm very comfortable in moving bits of adventure around on the fly. I know gms who loathed the amount of prep that took though, you have to keep a lot in your head at the same time.
That said, once you've prepped it you could probably run the whole thing with minimal additional work.
There’s absolutely no need to railroad anything in this scenario. Run it by the book with turn by turn exploration and air rolls, and let it pan out.
If someone dies when there’s no NPC available to take over yet, they can spectate for a little while.
The Cronus crew can wake up as soon as Muthur turns on the lights, and that can happen whenever you like - no need for any action by the PCs.
And no, waking up Muthur ‘early’ is not railroading. You’ve let the players’ choices take effect, and now you’re deciding how the world reacts. Maybe Muthur smells fresh blood?
[lecture over 😳 ]
“Unregistered lifeforms detected. Begin sterilazation protocol” well, that is an unpleasant welcome
Oh no, obviously. Administering tension isn't railroading, I was just thinking of making sure that a specific character dies in a specific scene. That's kinda railroading and potentially not much fun. Thankfully I just sorted it out with my player and we won't have to force switch her PC from Miller to Cham. We just made Miller the android
If the player themself is aware and okay with the intentional death, then it's fine.
I have had situations in some games where I get DM'd and asked if I would willingly go along with it and play a character that is gonna die at a certain point
I'd say it needs to be OK with the other players too. A couple of times this has happened in games when I was a player and it felt awkward and weird, definitely railroady to an extent. Especially since I like the "dead" characters, it felt like my affection for them was being manipulated.
But how would other players know that the PC's death was agreed upon in advance? Wouldn't the gm at least fudge a dice roll?
I would hope that the player and the DM was up front about it, myself.
In my case, I moved my character to the agreed upon place, and I was pulled into the vents
I don’t really like the idea, as it puts constraints on what the other players choose to do. What if one of them wants to move to that place by the vents? The GM is then in a position of trying to move them away to engineer the event they had planned.
Prepared events are great, but I wouldn’t want to decide in advance which PC is going to be involved in them.
I never recommend this happening more than once
First time Alien GM here! I'm running this scenario with 2 players, and it looks like they're picking Davis and Cham as their characters. Given Miller and Wilson will be NPCs, any tips to drive the plot forward?
Also, would you suggest dropping Lucas? I'm already dropping the Sotillo plotline entirely
Davis and Cham as their characters. Given Davis and Wilson will be NPCs
Typo here?
Don't decide ahead of time if you're using this or not. If you need it at the end game, you'll know it because you'll either have run out of bad guys or living PCs. Decide at that time.
Yeah! Meant Miller and Wilson
I assumed, but wanted to make sure 🙂
So here's what I would do: Make one tough to get along with but absolutely looking out for the PCs, make one basically useless and nice but scared. Not a "bad" person, but excess baggage that the PCs need to decide if they're going to be helping or not. Then make the last one Lucas. I think the obvious choice would be:
Miller-good guy
Wilson-Useless
Rye-Lucas
but mixing that up could make it less cliched if that makes a difference for your group.
...athough Wilson does have pretty much "bad guy" orders. Maybe he's both useless AND not a great person.
I was planning on running Wilson as pretty useful and supportive while he secretely works towards securing the samples. That way it will look like I'm subverting the corporate ghoul archetype most of the game. Basically as-written.
That's a good idea too. Miller as the Lucas too could be unexpected but also explain why they don't just leave and how they arrived here in the first place.
Also, another question. Is the existence of ancient alien civilizations common knowledge? Or should the reveal that the Cronus was digging up alien ruins be world-changing for the characters?
Mostly a surprise, there has been confirmation that other aliens exist, but no ancient civilization, at least nothing a random cargo crewman would know
I feel like this is shooting for a similar/homage to Alien Covenant for that aspect, so I'd definitely say it's a major discovery.
Right. So the UA, UPP and W-Y have suppressed so far what they have found on the Engineers
This is definitely a hot take - but the complete Alien canon as a package is just stupid. Take your cues from the movies to emulate the movies' feel. In the movies no one knows there's any sorts of aliens anywhere.
...except a handful a WY guys that want to learn about something they half heard about.
Essentially, unless you're high up or really important, you don't know shit outside of some alien wildlife and maybe the Arcturians, nothing else
I've run Lucas as an npc and it worked really well as a plot device. Your can drop hints and keep him under cover for a dramatic finale.
Hi!
Question. I'll be starting up a run of CoTG this weekend, and while I'm dotting my i's and crossing my T's for the GM prepwork, I find myself wondering if the PCs start out with a lot of firepower? Do you guys usually cut down on the available weapons, nix the incinerator or the motion sensor?
I'm partial to keeping the motion sensor, primarily for the tension of having sporadic pings they can't quite pinpoint or identify, but I'm curious as to what the general thoughts are in the community.
Keep the motiontracker as it gives you the chance as GM to mess with players
Personally, I got rid of the flamethrower and the service pistol. There's already 2 guns (shotgun and storm rifle) + a barrel of QTC on Cronus
The motion tracker is really great for that! We've played one session 2 days ago and already had a great scene where Miller froze in panic when she was looking down the vent in the lab with neo's nest and the tracker went off pointing towards that vent
The service pistol is fine. It makes sense that the captain has foresight to carry personal protection in an unknown situation. Loose the flamer. It makes no sense for a commercial starship to be equipped with a military flamethrower. If the group needs one later they'll have to Parker one up with the tools available on the Cronus. Also, swap out the pulse rifle/storm rifle in the armoury for a Covenant model F90. Non armour piercing.
Agreed, shotguns and pistols make sense for a crew to have for self-defense
That is what it is for, it’s not help the players, it’s there to fuck with them
Loose the flamer. It makes no sense for a commercial starship to be equipped with a military flamethrower.
Yeah, this was my thinking as well.
Service pistol and shotgun seems fine, as does bolt gun, but the flamethrower felt like a weird addittion for a small, commercial towing vessel.
They won't have access to the shotty until they discover the first corpse. Going aboard with what's essentially rescue tools should be enough. Have Miller keep the pistol handy but hidden from the rest of the crew is a nice touch. Personal safety first.
The corpse is also an optional event, so they might never get it if the gm doesn't want them to.
You should the corpse though, extra stress
Corpse seems great.
I'm a heavy prepper, so I've got a grip on most of it. I've transferred most of the rules and mechanics from the Core Rulebook into an Obsidian project, and have begun attaching the CoTG elements on top of it to make it easier for myself when running the game. That's when I noticed the sheer list of weapons they'd start out with, which left me a little 🤨
If you feel they have too many weapons then reduce it
Yessir! 🫡
Meanwhile my prep was half a page of scribbles including 2 reminders to ask players for oxygen rolls each turn 😅
It's probably obvious, but just putting out there that it's worth making a bullet list for each room. Helps to keep the flow as some printed descriptions seem made more so for GM than the players
Yeah, bullet lists were golden when it came to condensing the very long room descriptions into at-a-glance information
Is there a name of the original captain of the Cronus? I can't seem to find a reference.
same with whoever the first officer was
Lavigne was 3rd officer. Lugar was chief engineer. Without double checking HoD I'm not sure on the rest.
The Captain was Singh.
I feel like the Foundry module didn't include that
I noticed a ship's log document that was posted here that doesn't seem to be included in the module unless I just can't find it.
It's not mentioned until the 3rd module - Heart of Darkness which is super convenient for your first run through.
oh okay, kinda strange that they wouldn't include that in the CotG
I'm sure they didn't even decide when Chariot was written. Heart of Darkness is a real sequel to it and those names all of a sudden became significant so they locked them down there.
Let's say that we're in Act II and everyone's prepping to have the Cronus ready for FTL. Clayton sneaks into MUTHUR or something and sneakily changes the desitination to someplace more friendly to her little plots... any ideas based on ya'll's knowledge of where they are and what's around?
It'd have to match Clayton's idea of what's nearby 🤔
Weyland-Yutani biolab 14. Gateway Station. Earth orbit.
Gateway hasn't been built when the Cronus begins it's mission.
Weyland Corp - now Weyland Yutani - probably has Phobos Station orbiting Mars in the Core Systems, but chances are she's wanting safer and more isolated - Tark Weyland Station or any number of out of the way R & D complexes in the Weyland Isles.
How long do the motes survive in the air if they cannot infect a host outright (ie. they are wearing a vacuum suit)?
One turn? One shift?
Whatever you think is narratively convenient, the general thing that most GMs decide is if they manage to somehow clear the air scrubbers, it will either clear instantly or whenever the GM feels like
Just go with four shifts, same as the adult lifespan, or halve it if you're feeling generous.
Since they're spores and not seeds, I'd have them have terrible longevity. They're produced in bulk and are easy to get infected by, but if they missed their shot they fall down and decompose quickly, so a turn tops. Balances them out I'd say
Spores can survive for days or weeks in nature, but these ones move actively so wouldn't be able to keep that up for very long.
I'd say the chance if infection is highest when just released (a Turn) but the area will remain contaminated for the rest of the game.
Key point here: the PCs have no way of knowing. Have them roll stamina without giving a reason once or twice.
Just finished running this for the third time, man, I love it so much, easily my favourite TTRPG experiences. Always ends in a completely different way.
Certainly. Could this be the best alien module?
I think it is no question, but I like the other two a lot as well.
Finally got to play the 3rd session of CotG. Reid sacrificed herself to get Montero far enough from Cronus to save her crew and Miller and Rye barely escaped on Daisy. Sadly Cham didn't survive the blast as he had to unlock a chain that secured Daisy in the loading bay and he got slammed in the cabin having no spacesuit on. It made for a nice makeshift funeral scene later on. He was so nice to the crew that one of the players actually teared up. Also Davis got skewered by a neomorph. This scenario is really amazing!
Hii! I'm trying to start in the world of beign GM (alien is my first game to be mastered, but i also play some other rpgs)
So, thinking about it, which ways to bring lore to players about the Chronos is the best? And which things they should know by explore the ship? (Also, pardon my poor english, it's not my mother tongue)
My suggestion would be to read the scenario a couple of times and take notes. There is a lot of information there, almost too much and it can be overwhelming.
The Chronos would have been a somewhat-famous voyage so PCs might have heard something about it (though it was 70+ years ago). MUTHER can also provide them with limited historical records (and the ship's map, to help them plot where to go).
I'd also say (just for the sake of making it eaiser to remember) keep the system and what the draconis strain does (or is) locked behind either MUTHER or the keycard and a compture on the bridge. Lucas will need to know that stuff and you want to give that player some motivation to continue looking. The rest of the lore you can screw up (or forget) and it won't break the scenario.
...and if you've seen Alien Covenant you can use that a basis to riff off of as to what happened on LV-1119 if you need to.
From my experience I can say to remember it's a mystery but there's no point in making NPCs too secretive. Obviously Clayton and Flynn will want to obscure some details that connected directly to their motivations, but Johns will disclose what needs to be disclosed cause he wants someone else to take over. So if I were you I'd do as Snarpo says and read the background story a couple of times and write up what you want players too learn early and what tou want to stay secret for a dramatic reveal (like the vaccines containing black goo)
Ty so much guys
You can also make the lore more attractive by putting some resistance to gaining it. In my game, I had the Montero crew's first inquiry be shut down by Clayton, who pointed out that the Cronus crew is under very strict NDAs and aren't in liberty of telling anything. Of course, this motivated the players to figure out what they were hiding, poke their noses into all the mainframes and prod the crewmembers for some "secrets".
that's fun and allows the party the opportunity to try and get Cronus members on their own and try to maybe manipulate some info out of them
hey guys, just wondering how you guys prep for chariot of the gods
ive got all the maps and character sheets ready
some music too
im populating the maps with monsters in advance
i guess, how do you guys run the npcs and how do you prepare for them all
youre playing 5 different npcs all with different agendas
i know one of them dies pretty quickly
but what about the rest
thanks that makes it a bit easier
gives them all one meaningful interaction with the cronus that solidifies the type of character they are
good stuff
I like having Cooper start giving directions or "clues" so the PCs think he's the "questgiver" PC. That sets up the bloodburster nicely.
Reid is a nice "combat" that's with an actual human where there's no downside to talking her down instead so I like that with her.
If Flynn runs away and hides a couple times that sets up him becoming an abomination a little later off-screen that the PCs won't see coming.
Johns is a GREAT excuse for you to give terrible orders and have Miller step up or the other PCs need opposed rolls to disobey. "Okay everyone split up and check the air vents"
And for Clayton I like to have a neo attack - just so she can use her talent to move the attack to the PC 🙂
First thing I always advise is to not place most of the monsters/events in advance. Just have them in hand, and in mind... as your PCs move about and do stuff, throw the baddies and events as you think is best dramatically.
It's too hard to keep track of monster movement IMO and it makes it may more interesting to have stuff happen in a way that pushes the story (both overall and for individual character narrative).
I like to keep a separate set of notes where I update a) what events I have left I can use and b) a list of the NPCs and what goals I think they have at any given time.
For example, I have Clayton as "when wakes up will try to get to her cabin ASAP to check her stuff, and she'll ask Reid to protect her on the way".
oh i only placed the static events like the egg sacs and the abominations in the medpod and the reactor
but i get ya
Ah, OK. I think the only ones I tied to a specific location where those two abominations. Everything else was "where do I want them to encounter them", especially early on where I wanted them to see the pds and the guy with the self-inflicted shotgun would early for for suspense and setup.
I also added an abominatoin on the outside hull just standing there, can't remember if that's in the module or if a friend did that when I was a player first lol
There's one on the outside as written, but a second one wouldn't break anything either. Same with the interior to be honest.
If one were to have of the outer rooms on the Cronus having suffered decompression, that outside abomination could also be moved onto the ship. 🤔 The armory would be a pretty decent place for this, cause A) it teaches the players of the risk of firing and missing on the ship and B) it makes acquiring weapons slightly more complex.
The system automatically seals off vented rooms though, so getting in would be tough.
Yup, so the players have options to 1) enter through the hole from the exterior 2) make an "airlock" from a connected room (Heavy Machinery in the room or Comtech from a terminal).
When do the players need to go outside?
Is therr something they need to repair outside?
Yes, the power feed to the engines and the comms array.
Oki
Also (potentially) when moving between the Montero and Cronus.
I think instead of a slow burn this should be fast paced and over in the space of a day, 2 max. Keep events happening and players on their toes. Just like a movie otherwise it turns into a campaign and players don’t take risks.
Does anyone have a good alien rpg sound board?
Not really Alien, but it's close enough for a free and easy option, I'd say
But then there's less total fan time heh
I find it easier to match a known actor to a character and use their role in a film for inspiration, put a photo in your notes with their specific goals and your done.
How do I know how much health to give the PCs and NPcs? It’s not on the sheets.
Generally, health is equal to a character's strength score
There are exceptions, but that's it for 99% of characters.
Great, I think I read that somewhere and forgot it. Cheers
Thinking of doing a rerun of COTG and one part I always had trouble with would be like how would the crew of the Cronus and montero react to the whole 70+ year time gap between them, particularly in terms of how technology has changed in that time
Like what technology would be considered novel and what would be consider archaic
Have a look at the difference in tech in Alien (1979) vs Prometheus (2012) — those early exploration ships got waaay more advanced tech going for them. I think they covered a reasoning for this in Fireteam Elite as relating to durability and ease of manufacture on-site at the remote colonies. The craftmanship and materials on the Cronus is leagues above that of the Montero, though their properties might be subpar.
Both ships work off of MU/TH/ER mainframes, so the general user experience might not be that different. That being said, the Cronus might have been produced during a time when there was less risks of corporate sabotage etc. so logins and controls might be more immediate like credentials on a RFID-fob. Compare this to how Dallas & Ripley log onto Mother - open a cubby with the little circuit card, which is then placed into the device to open the core-door.
Yea the difference between a cutting edge huge science exploration team vs basically a skeleton crew of space truckers is smt I thought of
There might also be disconnects in backwards compatibility, so stuff like air-recyclers might have different couplings (no refreshing air supply without taking off suit), etc.
I wonder how different synthetics would be
A major thing I like doing in CotG is the air scrubbers only being accessible through the vent connection, why is that ? Because when the ship was working fine, they could just activate an auto way to do it, but you guys are from a time where that has been hacked way too often to be sensible, so you naturally go and clean it manually to clear the air, as that is what is done for your ship's scrubbers.
It says in the book that that's the case too somewhere (access through vents), plus no suits in the crawlspaces. That doesn't fit.
If you step back a little, there's no real reason to have air ducts that size unless going into them gives you access to areas you couldn't otherwise access. Some systems or cabling that's tucked away from the main rooms and corridors because when they work well you don't need to get to them at all.
ngl the first time I ran it I just used it as a chance to make a short joke about one of my players
(It was all in good fun of course nothing mean lol)
Yesterday my parents-not-quite-in-law turned up on their bikes that they bought in 1979. One of them has an electric wheel from Swytch, but it struck me that all the basic components are unchanged in almost 50 years: tyres, inner-tubes, nuts, bolts, cables, gears, cranks…. any enhanced versions of these have been made backwards compatible by the designers and manufacturers.
I don’t know much about military hardware but I suspect the same is mostly true there.
It’s only really the digital sphere where new tech is (deliberately?) made incompatible with the old.
Digital tech has had to cope with vast increases in storage capacity, computing power and bandwidth.
That's not so much the case with bicycles.
Fair. But I think it’s also because digital tech is far easier to replace (and therefore discard) than physical tech.
So i am running COTG on Wednesday, i have 4 players and none wanted to play Captain Miller. So i will DM PC the chr till one of them kicks the bucket. I hadnt even thought this might happen so now im thinking. Do i take Miller over to the Cronus or leave him on the Montero?
Ah, first one to go I guess. Boss people around incessantly, pull rank, then "I'll do it myself so I know it's done well".
Screams from the reactor control room. Don't roll for it, just tear off that arm and crush that skull. Problem solved.
was thinking of having him aboard the Montero, call out a few orders, takesome updates and keep them on track but ultimately have him blow up with the ship trying to save it from the overload destruction. He can jettison the daisy maybe to help later on if needs be. He flies it away to keep the rest of the crew safe. Boom.
I don't want an npc save the day, typically. Give the pcs a reason to take control of their own actions, the captain could give increasingly erratic orders to maximise potential profits. It's in line with the agenda and forces the players to act on their own initiative and following their own conscience, which is one of the great wonders of playing a ttrpg.
I listened to an actual play where they woke up to the smell of burning, as Miller’s cryo-pod had malfunctioned and incinerated him.
Davis had to step up as 2nd in command.
i think i saw that one too, very much covenant copy, i get not having the NPC do the saving, they probably dont care about him if he isnt a PC so him saving them will feel meh. To kill him off seems a waste. I think i might just send him along, he can do his own thing, till people die.
Take the opportunity to give dangerous orders and use “pull rank” to make them roll or obey. One or two “hey Rye, check out that movement in the air vents” should do the trick. Now you’ve got them coming up with their own plans and have another antagonist (albeit mostly friendly) to use in the game.
Use Miller as an NPC obstacle, not something to steal plot points away from the actual players.
Kill her off and make one the pc’s second in command
Ive seen that played out before, it’s an option definitely. Maybe they can come across, decide to go and check mother while others go to cryo and then she doesn’t respond to hails and turns up dead later after being eaten by a neomirph. Helps with tension. I’ll think on it.
Yea sometimes it’s good to have a character die off early just to prove a point about the lethality of the situation
Like how easy it is to die from an alien and why they should be smart and careful about what they do
Plus your need to reduce the number of npcs fast or you'll be talking all session, spinning ten plates while you're players sit there and await their turn.
Exaggerating a bit, but the game runs a lot smoother when your have fewer actors to keep track of.
I don't find this to be the case. Limiting the number of NPCs, sure, but these characters are also the GMs only direct means of conveying exposition, in-world advice to players, etc.
As well as backup bodies for the players when the eventual shit hits the fan
That's fair, but 6 is a lot for me. Might be a personal preference.
Main way to limit how many NPC's you have is simply don't have the pirate ship show up, it's completely optional anyways.
You have Miller and the starting crew, which is 5, and you have the surviving Cronus team, which besides the scientist who dies immediately, and includes the synth you can fix, is another 5, that's already plenty, and a good portion of that number is expected to die due to infection.
In terms of character numbers, it is one of the smallest in how many people there are of the Cinematics
I've said it before but it bears repeating - don't decide on the pirate ship showing up ahead of time in prep. You'll know if you need it when Act 3 hits.
If you play the events EXACTLY as they're written (which you don't have to btw) - you'll hit Act 3 with the same number of crew as PCs. Of the 5 new NPCs:
Cooper dies fairly quickly
2 should become infected and turn into abominations
Clayton goes rogue
One of the existing PCs gets infected
So the wildcard is how many PCs do the neo, the aboms, and all the dangers take out? If it's a bunch, you need the pirate ship for new PCs. If the PCs wipe the floor with the aboms and neos, you need the pirate for more infections for Act 3. If you have 5 surviving PCs and a couple neos/aboms still lurking you're in the sweet spot and don't need the pirate ship.
That's a great summary, thanks Nooch.
If the PCs wipe the floor with the aboms and neos... you can also just add more heh
I've run this three times and never had to add the Sotillo people (though I wanted to, it usually has worked out via the PCs driving the narrative enough)
In my case Lukas (one of my players) killed the last two members of the Cronus himself as they posed a risk to Miller and Wilson bear the end of act II
Johns went missing hours ago, Reis turned and got violent before she got killed, they just found Ava, and everybody else is dead
Ran this in a 4 hour slot at a con. Wildly successful, folks said it was the highlight of their con.
Nobody got killed directly, but ||Davis (Lucas) volunteered to pilot the Cronus back while the rest of the crew went into Hypersleep…||
4 hours?!? 
I'm wondering what that would look like. Maybe if you wake up mother and the cronus crew immediately when the pcs enter, Cooper pops shortly after and folks start turning abom shortly after?
I did it in 2 3 hour sessions by gutting act 2 - no Montero explosion at all and only 1 thing needed repairing. I'd imagine if you do that and start off with just a 5 minute narration of everything before actually entering the Cronus it might fit.
I love this scenario so much it makes me kinda low-key grumpy to hear people shorten it down lol
I get that sometimes you gotta do it of course, it's just so good in terms of RP potential I hate to see it cut short for time.
I actually agree. It hurts to cut. But table legistics and feel sometimes demand to get the max out of it.
Although I never did like the ship blowing up thing. It's too heavy handed and actiony. I like it going dark and needing to be investigated better.
Oh man I've run COTG three times now and the Montero going up was the best part of each according to my players
but it does need to be connected effectively to the rest of the story so it doesn't just happen for no reason
My current game the pcs tried to leave, ship refused due to the special order. Wilson tried to delete the order and that set off the self-destruct. Worked quite naturally that way..
Yeah that's cool
That is actually pretty clever
Thank you. I just rolled with the punches if I'm honest. "I'll try to delete order 966" was the action declaration that I needed. I'll admit that he'd have the same outcome no matter what his roll would be, but it was too good an opportunity not to.
You're totally right on that
Isn't Wilson supposed to be on board with order 966?
Yeah but not with blowing up the ship I guess? By that point they'd partied with the reactor room abom and the captain lost an arm.
Or maybe the player just messed up, that seems likely. But it suited me fine if I'm honest
Fair - just wondering if I missed something.
No you're spot on there
Yeah, the trick is to give an actual reason for MUTHUR to decide to blow. In my last couple of runs I think it's been because one of the crew has decided to had back to the Montero to get something or look up what 966 is, and MUTHER is interpreting that as "oh they're scared of the new ship, need to force them to take the Cronos".
Well, had to make it fit in a 4 hour con slot…
I get that, I'm not saying you can't.
Does anyone have experience running this with only 3 players? Was it easier/harder than with 4-5 players?
@uncut maple I recently finished running it with 3 players. Depends on what you mean by harder - I can imagine the story progresses quicker if there's more players and if someone's playing as Lucas and Wilson, we only had Lucas so Wilson was an NPC and, with plenty of things to take care of on board of Cronus for the GM, he got a little sidetracked. On the other hand, with less players you don't have to worry as much about running out of spare characters in the case of sb dying so I never had to introduce the Sotillo event. Admittedly, it's MUCH harder to get them to split up, but you can try pairing them with people from the Cronus and making it so that, for example, some of the repairs have to be handled at the same time because insert technical mumbo-jumbo. Another thing that helped to split them up was when Davis rolled the panic effect that makes them run to safety. Oh, and you should look into limiting the weapons, I regret not switching Reid's rifle for another shotgun or maybe service pistol as they weren't as scared once they found it. It made for a couple of bagasse moments though, so you should decide what you prefer beforehand. I guess that's all the observations I had, hope it helps, good luck 😄
Have to second the tip to limit weapons, also I did not enjoy having only 3 players as there were a lot of npc for me to handle
Yeah it can be a lot. I like to find ways for them to busy themselves and/or get up to shit. Like, as soon as they wake, I have our favourite corporate stooge steal Reid and head to her office to check her stuff.
And obviously killing them off is a fun time
After some advice. When a player is infected would you tell them in secret or say it to the group that that player seems to be itching and has a rash on their neck.
I tend to just hand out the infected agenda card. If I ask for stamina rolls to resist infection for the moment then they'll know what's up soon enough anyway (even if I don't tell them what the roll is for).
The infection check is an opposed roll. I rolled my side of the check behind my screen, so the player didn’t know how many successes they needed.
So do the opposed roll, if they fail send them (vtt) the infected agenda so they can role play it or as a GM do you get others to do an observation roll to see if they notice anything or skip the obs roll and just say they notice player x scratching.
I started following EE in this and made it a regular roll (not opposed), at -2 to boot.
Then I give the agenda to the player/s and let them do their worst. They'll pick up on it soon enough.
Give the agenda and let them roleplay.
So I just finished session 4. The PCs finally got Act II done, managed to take down Lucas and an infected Reid. They got to the end of the session and wound up in a Mexican standoff, guns raised with Wilson & Clayton vs Miller and Davies (Davis?) on the bridge. We’d just finished a long bit of combat, and I wanted to give them a break before jumping into a new initiative, and perhaps leave with a bit of a cliffhanger, so I made a split second decision to end the session with the Sotillo pinging on the ship’s radar. I know that the Sotillo is only meant to be brought in if you need new NPCs for players to take over, so I’m wondering if maybe I’ve fucked up and am just dragging this out now? I’ve still got Ava & Clayton alive as NPCs. Plus I’ve got AbominationFlynn, a new bloodburster, and fully grown neomorph still loose on the ship. Considering maybe halving the Sotillo crew?
You haven't fucked up at all, you can do whatever you deem appropriate with the Sotillo crew.
Are there any abominations left? You can have them run into one and have any outcome you like. The pcs may only hear gunfire and run into a few bodies. Then the last survivor will try to leave with their ship.
Or maybe there an abomination on the outside and it starts damaging the umbilical for example.
Can i ask how weveryone deals with the secret agendas in terms of players wanting tohave scenes or do things they dont want others to know about yet, like rigging a ship to blow, going after Clayton to "deal" with her. Would you insist each of these scenes is played out so everyone hears it or would you indulge playters desires for secrecy?
I do kind of a mix. If a player wants to go off on their own to do stuff, I’ll generally resolve that over private messages. But if a player wants to like secretly converse with an NPC or something like that, I’ll usually play that out in front of the table
My games usually start with everything in secret (notes/texts/other room convos etc.) but eventually we just make a decision to metagame it and it's all out in the open. Seems to work really well.
@cold swallow is asking if the Cronus might have visited other planets before the fateful expedition to LV-1113. The text of the cinematics give no indication one way or the other. It could be a Maginot type mission like we saw the aftermath of in Alien Earth, if you'd like your story to go more in that direction. The Heart of Darkness cinematic mentions the Saturn as a sister ship of the Cronus that was on a similar exploration mission that was lost in that same area of space as the Cronus. So the Saturn is another lore poor open opportunity (or you could add more sister SEV ships from the 2110-ish expedition periord, the Nepture, the Hades, whatever Greco-Roman deities you'd like to name ships after). Lots of potential to expand things.
I repurposed the Saturn as a ship stuck around a black hole for a scenario. Time dilation was much leveraged as a story element, like in Interstellar.
Anyone else done an interesting angle or expansion to the story of the Cronus?
My idea is that the Cronus didn’t get fucked in LV-1113
But rather found a Star map there leading to a Dyson sphere
There, they got fucked by the Fulfremmen and got adrift
I anticipate no meaningful challenges incorporating that change.
Might as well write an entirely new scenario IMO
Guys, a question!
Lucas is a synth, right?
That fact is only revealed if he receives a critical attack
but what if he receives an normal attack, or hurts himself somehow
The fact that his blood is white would not reveal the truth?
I thought the truth about Lucas would be revealed if he received any type of attack
I thought it was this, but now you have me wondering if I read it wrong 🙂
It's only if a secret android suffers a critical injury that they are revealed. Damage to characters in Alien doesn't mean injuries, it's just bruises and fatigue.
So if Lucas takes some damage, but isn't reduced to 0 health, you're meant to assume that whatever the cause, it didn't draw blood. Atleast not enough for anyone to notice.
I think whoever is playing as Lucas is also allowed to reveal themselves at any time, in case they want to take advantage of the android extra stats or to ignore panic. But it should explicitly give them away as a synth to the other PCs.
I feel like I read this and forgot it.
Do we have an clue when CoTG happens?
Ty!
“Neomorphs killed them all” is fairly unusual, I think. Pray tell on 🙏
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Ran my first session of CotG last night. Very thankful the module has AVA-6. She’s been the games Deus Ex Machina twice already and is so useful for moving the plot along! Everyone instantly reimagined her as a Thea/Tessa model so have ran with it.
Really enjoying it so far! 6 hours of play and the gang hasn’t even managed to revive the crew of the Cronus yet. There’s definitely a lot of scope for expansive play in this story which I’m loving!
…has made the post game write up a bitch tho haha. Anyone got any tips or game changes they would recommend for when the crew wake up?
Don't have the cronus crew all on-screen at the same time if you can help it. It's a lot to track. Have them to off to do stuff and just disappear one or two randomly if you need to.
And try to use them to get the party to split up
I have them not wake up in the same way. They've been in for 75 years, it's going to be hard. So some wake up quickly and are fine (I have whatshername pretty much go straight to her cabin to check on her shit), others are either wildly sick or totally exhausted and need medical coverage. And you don't have to do Cooper's little explosion right away, time it when it's best. I do try to get all the players' PCs in there so they all "participate" in that moment though.
Definitely lean into the Cronus crew having a rough case of morning sickness. It throws off the players of they were expecting trouble.
I actually premade a little script that each one runs through when they wake up. The prospect of improvising 5 NPCs at once on the fly was terrifying.
Yeah, there is a lot being asked of the GM with the number of npc they have to do
I do something like this before every session, just make a couple of notes like "X will want to do Y or Z if D happens".
and just keep updating it
Update: session 2 -
My players absolutely LOVE AVA-6. She’s saved them multiple times and they completely view her as their guardian angel. So when I had Rye (Lewis) deactivate her in an attack they instantly went straight to repair their synthetic friend without checking for tampering…
AVA has new module….