I cant lie to you about your chances, but ... you have my sympathies. Topping charts and capturing hearts since its release, ALIEN The Roleplaying Game has become a fan favorite across the globe, inspiring new standards for horror and sci-fi RPGs while winning a dozen top awards over the years, including Best Game at the ENNIE Awards. Now the time has come for an evolution. The ALIEN RPG Evolved Edition expands upon the original experience and provides an updated and revised version that will feel fresh for rookie and veteran players alike. This expanded core rulebook includes new artwork, new content, and various new tools for players and Game Mothers alike, all fully compatible with previous releases. Exciting new features Bold new graphic design, Life path character generation, Revised and expanded core rules for stealth, stress and panic, Reworked combat rules for armor, ammo, grenades, stuns, and spaceships, New iconic weapons, ships, and locations from the hit film Romulus, New rules and tools in high demand from players, including zero gravity, miniatures play support, and expanded campaign play, The Tartarus Sector campaign setting, Last Survivor, a robust solo mode for playing without a Game Mother.
Probably the RPG I was more eager to read this year (in no small part because it is my in person game), Alien Evolved edition became a bit of a disappointment. It is a beautiful new edition accompanied with a couple of supplements (and miniatures!) which hopefully will keep this game going for a few more years. Those supplements (currently unread) and my general support for the line (and Free League) are what draw me to the kickstarter. Being a backer probably puts me in the camp of the old guard, ready to grumble about any innovation introduced in the game. Part of the problem is that ALIEN was a near perfect RPG. It might have been only good to tell stories set in this particular franchise, but it did it extremelly well. The Evolved edition is very similar to the old one, in fact a large portion of the new book is verbatim the old one. Some changes are great, it is amazing what some rewording and a flowchart can do for the stealth rules. Considering ammo a consumable is probably a good idea. I liked the "oops, you stressed out and emptied the mag" but I can see that if it happens too often, there is no real way of keeping ammo, other than staying frosty. I believe dodging bullets is dumb, although I accept is not going to happen often. Now, what I do not like is the distinction between stress responses (which limit you, but don't stress you or your characters) and panic responses (which do), as the latter seem to be mostly plot/GM generated. I'd like to see it in action and (hopefully) show me that it works well, that it is not comparatively too advantageous for the PCs. Perhaps my favorite aspect of this game is PCs stressing each other, specially when one is trying to calm the other. Those moments are gone like tears in the rain (sorry, wrong franchise). Probably perfectly good if this is your intro to ALIEN RPG. As a player from the older edition, I did not think a new one was really necessary, convinced myself it was worth it, and ended finding out it wasn't. I wish they would have released a Space Trucker campaign instead. But again, if this keeps the game I have played the most in the past 2-3 years going, it is not all bad.