Yes, lots of good ideas here.
,
don't forget a countdown for a nuclear explosion
The timer-to-destruction trope is a very good point that I haven’t really used in my homemade scenarios thus far. That’s one of the quintessential
Alien-esque tick-boxes, which I’ll definitely have to incorporate in some way in the future. Thanks for reminding us!
The secret synth is an
Alien trope that I struggle to use properly, as my players tend to assume there has to be one somewhere in the game; basically, it’s a bit over-use (with
Alien3 doing a clever twist on the trope where we/Aaron believe Bishop to be another synth, but it turns out to be the human original – clever stuff). I find the secret synth hard to pull off in the RPG as they tend not to be all that secret, but I do intend to try it with an NPC kid’s pet snake in my running of the LOST WORLDS campaign later this year.
To drive home the horror genre, a harsh environment can be an effective tool; when going outside is enough to threaten your life, the suspense tends to ramp up automatically. Cold space or lifeless celestial body is a given, but killer cold and hellish heat has worked very well in my games, too. As a bonus, most harsh environments can obscure vision, and the spotting-something-alien-lurking-about-in-the-storm motif can be a powerful first-sighting moment. (Although that again plays on the xeno-thing, which we're not really discussing here). Darkness has much the same effect, of course.
Interestingly, I’ve found that the, for
Alien, central trope of body-horror doesn’t work all that well in an RPG. At least in my groups, players tend to be too removed and meta to really stress out about their characters’ becoming infected with stuff… They know that they can always make a new character, which is especially common perhaps in a game like
Alien RPG, so the body-horror thing isn’t that effective.
The secret traitor trope, on the other hand, is very effective. My players tend to be rather paranoid anyway, but in
Alien RPG they see ghosts everywhere, which makes it very easy for the GM to (ab)use. Basically, any NPC is a potential plot-twist hidden traitor which the GM can trigger to steer the story where it needs to go. And, it's always the NPC they least suspect, which works great as they will often suspect many NPCs to be shady characters.
(I should here add that I do not run particularly sandboxy/reactive adventures, but rather GM from a very meta perspective. I try to always be aware of where we are in the story; which act it is and what needs to be set-up/resolved before we move on further, which makes having a any-NPC-is-a-potential-a-plot-twist card in my back pocket very useful. I’m a [failing] fiction writer in real life, so that’s how my brain works as a GM; always thinking about plot and structure and tropes).
Drugs, smoking, and booze I think are important elements to making a character or scene feel at home in
Alien RPG. No one but corporate stooges are allowed to be healthy in space. A similar prop is 70s & 80s music, especially rock and country stuff; the Middle Heavens is forever stuck in those peak decades.
And now, a couple of structural/meta things I’ve found useful to give scenarios an
Alien-esque feel, includes:
•
Slow pacing: A slow reveal of the central issue/monster is something I find useful. This is very much in keeping with
Alien and
Alien 3, but less so
Aliens (where the problem is known up front – well I guess you could count the Queen as a slow reveal plot twist…). Again, this helps increasing the tension as the story progresses, and it naturally delivers a powerful plot-twist potential for when the issue/monster finally is revealed.
•
Movie echoes: This – to include call-back lines or scenes in the scenario – is a storytelling tool I initially ignored, thinking it was stupid to rip-off the movies like that, but after running published scenarios and cinematics that uses this technique I was completely sold on it. For some reason, this just works perfectly in
Alien RPG, adding atmosphere and tapping into movie-nostalgia (or whatever you want to call it). I mostly use it for static things, like computer commands (“Crew expendable”) and broadcast warnings (“Fire in Cryogenic Compartment”/"All Personnel Must Evacuate Immediately"), but I love doing it now, and it really triggers (for a lack of a better word) my meta-thinking players as well. Good stuff.
•
The surprise 4th act: I tend to organize my scenarios into a standard 3-act structure, which is somewhat of a crutch for me, story-wise. Therefore, if there’s any chance of bringing one of the scenario’s adversaries back for a surprise comeback round once the players think the story is over, I try to take it; that has worked marvelously in the past. (My most memorable example here is when in the
Op. Quiet Catch mission in the FRONTIER WAR campaign, I managed to run a 4th act when Bolshoy hitched a ride with the gang and started stalking them onboard the Tamb’Itam; dramatic stuff).