Connect with us

Reviews

“Building Better Worlds” Module Provides ‘Alien RPG’ With a Mysterious and Thrilling New Campaign [Review]

Published

on

It’s been four years since Free League released their tabletop RPG adaptation of the Alien universe. Since then, they’ve been supporting the game with various book releases for the game’s two modes. There have been three books for cinematic mode, which provides the players pre-written characters with secret agendas to run through more focused scenarios, and one book in the game’s campaign mode, which allows players to create their own characters and run them through a more freeform narrative. The newly-released Building Better Worlds is in the latter category, providing a brand new campaign alongside rules focused on setting up your own space colonies.

The focus on space exploration and colony survival immediately set a unique vibe for the book. The previous campaign book, Colonial Marines Operation Manual, obviously focused more on action-oriented story, but this one looks to cast you as explorers seeking new worlds for humanity to continue to settle among the stars. The first half of the book focuses on providing new classes, gear, and creatures, in addition to an in-depth history of corporations, politics, and planets, while the second half outlines the new campaign narrative in detail.

The history section of the book fell a bit flat for me. To me, part of the appeal of the Aliens franchise was that they could drop you into any time period of the universe and tell a satisfying story without having to give you a big lesson on all the history that led to that point. Having timelines spelled out for me robs it of that feeling of economical world building, and on top of that, the history laid out isn’t anything terribly unique or interesting. A lot of the corporations feel a bit interchangeable, and the political groups never seem particularly compelling in motivation or method. It’s mostly written very matter of factly, but every once in a while there’s some attempts at attitude or personality thrown in that doesn’t seem to properly gel. While some liveliness does help spice up the reading process, it can make the book feel slightly less cohesive overall. That being said, it’s very easy to just skim through this section to see if you can find any ideas that spark your creativity and just move on.

The additional gear, vehicles and classes do more to add to the game, filling in some details that you may need to focus your campaign on colonial exploration and settlement. Again, these pieces of
information may not be the most exciting, but they can provide you the mechanical means to explore the stars with new spaceships and hazard suits. The two new classes do a good job of distinguishing themselves from the ones originally included with the book, while also justifying their inclusion in a space colony setting. The Wildercatter is a prospector that’s focused on exploring new lands for resources, while the Entertainer has skills focused on keeping the people of the colony happy, even in the dangerous frontier. In addition to the new classes, there are also new talents that can be used to expand the scope of the classes from the base game.

The species catalog, as the book calls it, includes some more creatures to add to the universe of the game, mostly related to the Prometheus branch of the films. There’s plenty of new monsters related to the black pathogen seen in the film, detailing the various stages of infection that players can go through and the abominations that they can become. Only two of the species included are new Xenomorph variants, so if you’re hoping for more variants of your favorite alien, you might find it a bit lacking. While a lot of the new creatures are interesting from a mechanics standpoint, I feel like this section could use more art to help you visualize the beasts without having to go back to the films. The images in the book are moody and evocative, so it’s a bummer that we don’t get more of it in the section that could use it the most.

The real meat of the book, and the part that I found extremely compelling, is the second half of the book that lays out the campaign titled “The Lost Worlds.” This story throws you into an ambitious frontier mission in search of a series of colonies that were lost nearly a century ago, while also trying to set up new settlements in the sector. It’s a sandbox-style campaign that allows the players to choose where the action takes them, funnelling them into a series of specific expeditions that will give them clues to an overarching story about a terrible threat that’s taken up residence in this corner of space.

The book quickly and effectively gives you the parts of history that will be useful for defining the stakes of the campaign, along with the relevant factions and NPCs that you’ll be interacting with. There’s information about all the planets that you’ll have at your fingertips, as well as some structural rules about downtime and survival. After that efficient intro section, they begin laying out the seven expeditions that will make up the campaign.

Throughout the course of The Lost Worlds, you’ll play through six expeditions, which can be done in any order, that will lead to a climatic seventh that brings the story to a thrilling conclusion. Each of these missions will give you a specific clue to what’s going on, allowing players to naturally move themselves towards that final confrontation. What’s complicated about running an Alien campaign is that the game would start to lose its shine if you ran into a Xenomorph every session. The book smartly provides other vectors of conflict, ranging from treacherous jungles with feral humans to cultists serving mysterious alien beings. When Xenomorphs do show up, they are either used in moderation to increase the stakes or are the omnipresent focus of the expedition. Needless to say, many of these planets you’ll explore feature ancient ruins of the Engineers, which help build a picture of the overall universe in addition to the narrative being told.

All my experience with the Alien RPG prior to this has been running one-shots using the Cinematic Mode, but after reading Building Better Worlds, it’s easy to see how the game works in a campaign format. Each of the expeditions are narratively interesting with multiple ways for players to navigate the plot, providing a great framework for a long running story. I know a lot of people come to expansion books like this for the additional lore or gear, but that part of the book just wasn’t as engaging to me as the campaign material and felt like it could use more substance. That being said, the campaign material alone makes this a worthwhile purchase. If you’ve enjoyed the Alien RPG in the past, or if you’ve had the book for a while but just never found the creative spark to structure a full campaign, Building Better Worlds will give you the tools to run a satisfying ongoing story that’s full of exciting moments while leaving space for player agency.

Alien: The Roleplaying Game and the “Building Better Worlds” Campaign Module are available to purchase from Free League Publishing.

Game Designer, Tabletop RPG GM, and comic book aficionado.

Movies

‘Slaughter Beach’ Review – Troma-Style Horror-Comedy Slasher Now Streaming on Tubi

Published

on

Life’s a beach and then someone dies in Slaughter Beach, a low budget horror-comedy slasher from the crew at Clockout Films. Last week, the film’s official premiere was hosted by Delco Horror Haven, a new non-profit horror organization dedicated to supporting indie horror in the greater Philadelphia area.

Director Daniel C. Davis (Same Dance) takes a different approach with his take on the serial killer subgenre. When two underachievers are unable to land jobs due to a serial killer ruining their beach town’s tourism and economy, the duo become low rent superhero crime fighters to end the murderer’s reign of terror. Ralph (Jon McKoy) and Barry (Ethan Han) develop their new personas, Awesome Boy and Bludgeon Man respectively, to form the Defender Benders and clean up the streets in their Bender Mobile.

The film’s main antagonist causing havoc in their coastal town is a killer fisherman who yields a murderous hook. From that description, you’d might think it’s a nod to I Know What You Did Last Summer, but our yellow slicker-wearing killer resembles the Gorton Seafood’s fisherman mascot more than Ben Willis. Especially since there is no mystery to the killer’s identity by the midway point of the proceedings. Our villain also rocks a tackle box filled with body parts from his victims that he uses as bait for his fishing adventures in between kills. So as you can see, our villain is indeed a unique one, or as unique as you can be following the thousands of slasher film villains that have come beforehand.

The film’s first act really focuses on developing our two main characters as we follow their bizarre foray into crimefighting via some silly scenarios. But once they cross paths with Fish Man Sam (Jim Cannatelli) spouting his Moby Dick-esque tale of Lulu the giant Horseshoe crab, which I recently learned is a medicinal crab, the killings become plentiful, and things start to take off.

Can Ralph prove his dad wrong by rising above his slacker status with Barry to defend his turf from the evil fisherman on a serious murder bender? Or can he at least just get some form of employment and help pay their bills? Is Lulu really a horseshoe crab or just a horse shit tale? You’ll have to walk in the sands of Slaughter Beach to find out.

As you can tell by that premise, the emphasis of this horror-comedy leans more to the comedic side of the field, but there are enough creative kills and surprisingly great practical gore effects for such a humble budget to scratch that horror itch. Ever see an’80s-inspired murder spree montage set to upbeat music in a film before? Slaughter Beach checks that box rather entertainingly. Again, the montage is played for laughs versus scares, but it is nonetheless effective with its use of gore while still maintaining the film’s intended zany, off the wall tone.

Director Davis employs many slasher flick tropes such as a folklore legend used to drive the narrative, the villain casting some one-liners during their kills, ineffective and incompetent local law enforcement, and a killer mainly using a signature weapon on their prey. However, it’s all played with tongue firmly jammed in cheek, which is the right play for this type of film.

The best way to gauge your interest for whether you should watch this film or not is how you feel about Troma films. Because Slaughter Beach most certainly feels inspired by some of the older throwback films within Lloyd Kauffman’s cinematic playground in many ways. Watch this film if you see that as complimentary statement, or steer clear if you are on the opposite side of Troma’s very polarizing spectrum.

This 78-minute affair was produced with little budget, but also noticeably with a lot of heart. Not to mention a pretty killer soundtrack that really sticks out in a good way, especially during the beach scenes. It is also short enough with the right balance of levity to offer up some quick, mindless fun. And isn’t that something we all need more of in life?

Slaughter Beach can be viewed for free online right now at Tubi.

Delco Horror Haven is planning more independent film premieres throughout 2024. You can keep up to date with all their events over on the official Delco Horror Haven Facebook page.

Continue Reading