Bengt Petter
Posts: 678
Joined: Sat 09 Apr 2011, 11:27

Re: Long-term campaigns: tips? ideas? scenarios?

Wed 31 Mar 2021, 21:13

The first and the third of these three campaign drafts may include xenos in some form - if you like. The main idea is to present ideas that should be possible to expand on in different ways. Hopefully it’s a fresh take on what Alien could be, without stretching to far away from the franchise core.

The U. P. P. crime syndicate
You work for one of the oligarchs in the Samarkand-Bukhara scrap cluster, a huge black market sector in space. The cluster consist of clunky spaceships and parts of old U. P. P. space stations. Here you can buy and sell what ever you like - drugs, slaves, androids, diamonds, minerals, exotic organisms or maybe an entire asteroid. The people who live in the scrap cluster are rough and corrupted; this is an autonomous part of the U. P. P. territories where capitalism is allowed to at least some extent. As members of a crime syndicate you need to deal with people from other syndicates, corrupt cops, android prostitutes, dodgy traders, war veterans and corporate spies. You might also need to navigate within your own syndicate; there is allways some Oleg or Dmitri who wants to cause you trouble. Maybe a xenomorph egg or an extremely valuable Engineer artifact will change everything for your syndicate - or the entire scrap cluster.

The Fiorina 161 Class C Work Correctional Unit
It’s a couple of years prior to Ripley’s arrival and the large facility is still full of people, most of them double-Y chromosome maximum risk prisoners. You might be one of them or you might be here for some other reason, perhaps as a corporate representative or a prison guard. Your days are long and often dangerous; accidents and fights between prison gangs are common. Most of you have secrets in some form, perhaps a hidden identity, a corporate agenda or valuable knowledge about the facility itself. Sometimes new spaceships arrive with new prisoners, a new warden, curious scientists or corporate representatives looking for info or just more profit. At some point, you will probably try to escape or leave Fiorina 161 in some way. How will it be done? What do you need to get away? Where will you go? Who or what will try to stop you? How will The Company react?

The Space Nest
You are a part of a big corporate expedition and you have just made a sensational discovery: a partly fossilized and partly still functional Engineer spacestation. Or what is it really? Nobody really knows what you have found. It looks like a gigantic, grey wasp nest, surrounded with large clouds of debris. It’s possible to enter the nest, and it’s full of bizarre chambers and strange artifacts. Of course, the discovery is a huge thing for both your expedition and The Company itself. Some of the artifacts found by crew members disappear and some people are getting murdered. Perhaps there are spies among you? Are you the spies? More corporate representatives are on their way, maybe even from rival factions. While more people arrive, the Nest itself starts to change. The presence of living organisms seems to have activated something. Could the nest be controlled or is it controlling you? Is it a part of a much larger system? A system of what? What first seemed to be a major discovery in the history of mankind might end up in a disaster of enormous proportions...

Edit: I just corrected a couple of language errors.
Last edited by Bengt Petter on Fri 02 Apr 2021, 19:24, edited 5 times in total.
 
Byrax
Posts: 773
Joined: Fri 08 Jan 2016, 10:42
Location: Mythic North

Re: Long-term campaigns: tips? ideas? scenarios?

Thu 01 Apr 2021, 14:46

Good ideas!

As for The Fiorina 161 Class C Work Correctional Unit setting, perhaps the breakout scenario plot "Arbetsläger 23" from old Mutant UA:s "Kalabaliken i Karle" could be refitted?
 
Brian McReynolds
Posts: 2
Joined: Sun 07 Feb 2021, 01:40

Re: Long-term campaigns: tips? ideas? scenarios?

Thu 01 Apr 2021, 20:12

The Classic Traveller scenario 'Shadows' could, with a little bit of tweaking be used to represent the discovery of an Engineer facility on a previously unsurveyed world. Likewise with the scenario 'Twilight's Peak' (also a Traveller module), which contains an Ancients' facility, which could also be re-skinned as an Engineer facility.
 
Bengt Petter
Posts: 678
Joined: Sat 09 Apr 2011, 11:27

Re: Long-term campaigns: tips? ideas? scenarios?

Fri 02 Apr 2021, 16:19

Good ideas!

As for The Fiorina 161 Class C Work Correctional Unit setting, perhaps the breakout scenario plot "Arbetsläger 23" from old Mutant UA:s "Kalabaliken i Karle" could be refitted?

Thanks. My memories of ”Arbetsläger 23” are quite vague (and I’ve sold most of my MUA collection), but maybe that’s useful if you want to run something shorter. What I had in mind was rather something more like a prison TV series. I think I would put quite much effort on integrating corporate secrets into the plot. Some people might end up in such a place just because they know stuff about The Company. I also like the fact that you could add new characters just by having new transport ships arriving. Such arrivals are probably quite important events. And since it’s kind of a prequel concept, I would add at least a few of the characters from the movie. Maybe the doctor Jonathan Clemens arrives during the campaign.

To create prisoner characters would be interesting. You could work with their criminal records and corporate past (if they have any). Prison gangs, corrupt guards, dirty secrets, organized crime and old contacts are things you could develop too. And the double-Y syndrome is something that could be a playable feature, giving the prisoners violent and specific backstories. Most of them will likely have many enemies, both inside and outside the prison. Perhaps the double-Y syndrome could make people more resilient to pain, panic and fear. It would make sense that the prison is full of murderers, manslaughters, rapists, and sadists. Probably there are some really extreme cases with serial killers and canibals. A growing group of devote Christians would be an interesting contrast.
 
DeusXLondon
Posts: 6
Joined: Tue 23 Mar 2021, 11:34

Re: Long-term campaigns: tips? ideas? scenarios?

Tue 06 Apr 2021, 16:27

HI All

Other great sources are Eclipse Phase, their X-risks book has an awesome bestiary of serious non-hissy threats; or for the real detail nut, you can roll out the ancient Phoenix Command Alien set :)

Regards
DX
 
Byrax
Posts: 773
Joined: Fri 08 Jan 2016, 10:42
Location: Mythic North

Re: Long-term campaigns: tips? ideas? scenarios?

Tue 06 Apr 2021, 16:46

Any specific scenarios from Eclipse Phase that would work fine plot-/settingwise with Alien?

PS Checked out Those Dark Places, a Outland/Alien/Prospect/Event Horizon/Dead Space RPG-light - very good. The intro scenario "The Argent III Report" was rather (morbid) bleak (in a good way), and would work for Alien with some adjustments.

PPS Death in Space looks nice as well; currently on Kickstarter.

PPS maybe some scenarios from Coriolis could be borrowed as well? The Dying Ship for instance. Ghazali is already an "alien" outbreak of sorts if I remember correctly?
 
DeusXLondon
Posts: 6
Joined: Tue 23 Mar 2021, 11:34

Re: Long-term campaigns: tips? ideas? scenarios?

Wed 07 Apr 2021, 17:54

Hi Byrax

For Eclipse Phase most of the Firewall, Gatecrashing or Argonaut campaigns and missions can be very alien like. The Mars and Lunar Exclusion zones could easily be extra-solar.
As I recall the whole Exsurgent virus and ETI 'factors' main setting plot arcs should require very light re-skinning if you wanted an Exploration campaign perhaps starting in Sol and heading outwards.

DX
p.s. Cold and Dark from Wicked World Games also had some nice ideas in terms of modelling stress/san loss, but it can be hard to find, as it came out a decade ago.

p.p.s The current Blue Planet Recontact(v3?) kickstarter that just started also makes a great setting if you wanted aliens corrupting a very well detailed water-world.

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