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Thread: Aliens 2 scenario options
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2019-01-25, 04:52 AM (ISO 8601)
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- Feb 2012
Aliens 2 scenario options
I've wanted to run an Aliens-based scenario for years now. The PCs arrive at the disaster site, explore, get in deep doodoo, and then choices must be made. I'd like more options for getting out of the doodoo, though.
The movie gives us two options: Bunker up and resist until the cavalry arrives. Or sneak out and activate the antenna, so you can remote-pilet a dropship to come pick you up.
Another option I can think of is taking the fight to the baddies. Wipe them out, D&D style, room by room, until you stand in the hatchery face to face with the queen.
Does anyone have any more variations or strategies the PCs could take, which the scenario should be prepared for?My D&D 5th ed. Druid Handbook
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2019-01-25, 07:10 AM (ISO 8601)
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- Mar 2018
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- The Moral Low Ground
Re: Aliens 2 scenario options
Who are the PCs, why are they there, and what's the geography of the disaster site?
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2019-01-25, 08:16 AM (ISO 8601)
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- Feb 2012
Re: Aliens 2 scenario options
My D&D 5th ed. Druid Handbook
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2019-01-25, 09:15 AM (ISO 8601)
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- Jun 2012
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- Mayberry, NC
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Re: Aliens 2 scenario options
They could also kill themselves; thus cleverly denying the savage, endless horde the satisfaction.
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2019-01-25, 10:47 AM (ISO 8601)
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- Feb 2018
Re: Aliens 2 scenario options
There's only one way to resolve it: nuke the entire site from orbit.
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2019-01-25, 11:09 AM (ISO 8601)
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- Oct 2018
Re: Aliens 2 scenario options
Get to the reactor/vents and blow up the facility.
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2019-01-25, 11:10 AM (ISO 8601)
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- Jul 2007
Re: Aliens 2 scenario options
An alternative to hunkering down is to continue to flee to a point where the aliens can get to them. They could also split up and do any of the aforementioned options: confront, flee, hide, remote activate the drop-ship. You could also have another threat appear that also threatens the aliens or a group who is also threatened by the aliens, allowing for diplomacy of some kind.
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2019-01-25, 01:04 PM (ISO 8601)
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- Mar 2008
Re: Aliens 2 scenario options
No matter where you go...there you are!
Holhokki Tapio - GitP Blood Bowl New Era Season I Champion
Togashi Ishi - Betrayal at the White Temple
Da Monsters of Da Midden - GitP Blood Bowl Manager Cup Season V-VI-VII
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2019-01-25, 01:44 PM (ISO 8601)
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- Feb 2012
Re: Aliens 2 scenario options
My D&D 5th ed. Druid Handbook
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2019-01-25, 03:46 PM (ISO 8601)
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- Aug 2014
Re: Aliens 2 scenario options
'Lets fall back to the Sulaco and nuke the site from orbit!'
'No can do; the DM is policing the adventuring day and we've only just long rested!'
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2019-01-25, 04:30 PM (ISO 8601)
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- Oct 2010
- Gender
Re: Aliens 2 scenario options
1) What system? Sci-fi or Fantasy or both?
2) What style of game are you going for - horror, where the PCs are clearly outmatched and have to use smarts and stealth to survive? Or action, where they can be overwhelmed if they're excessively reckless but otherwise can mow down the enemy? Or something in between, where they can win fights regularly but have to be careful not to "aggro" too many of them at a time or else die?
3) Will there be a neutral "computer" type character that you can control directly to give exposition, like a snarky AI or a bound fiend?Plague Doctor by Crimmy
Ext. Sig (Handbooks/Creations)
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2019-01-25, 07:02 PM (ISO 8601)
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- Feb 2018
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2019-01-26, 03:39 AM (ISO 8601)
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- Feb 2012
Re: Aliens 2 scenario options
Or something completely different. Anything is possible at this stage.
2) What style of game are you going for - horror, where the PCs are clearly outmatched and have to use smarts and stealth to survive? Or action, where they can be overwhelmed if they're excessively reckless but otherwise can mow down the enemy? Or something in between, where they can win fights regularly but have to be careful not to "aggro" too many of them at a time or else die?
3) Will there be a neutral "computer" type character that you can control directly to give exposition, like a snarky AI or a bound fiend?My D&D 5th ed. Druid Handbook
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2019-01-26, 04:01 AM (ISO 8601)
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- Nov 2007
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- Cippa's River Meadow
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Re: Aliens 2 scenario options
Technically speaking, they only had one option - get off the planet ASAP as the reactor's cooling system had been damaged during the initial firefight, so they only had a couple of hours before it exploded. Due to the blast radius, the lack of transport and the environmental conditions of LV426, evacuating out to a safe distance and waiting the several weeks before the cavalry arrived was not an option.
I would suggest that if they take the bunkering up option, let them fend off the first attack and feel a bit safe, then pull the rug out from under them by putting a clock on their actions. Possibly your 'neutral AI' character points out that the volcano is smoking ominously and/or there's a few tremors, at which point they're reminded that the last time this happened, a couple of days later, the thing erupted?
Note that in Aliens, Bishop was a non-combatant - although he didn't fight, he helped them get off the planet. Unless you make the 'neutral' character incapable of helping (eg an AI that can't control anything) or getting its help is more trouble than its worth (e.g. a bound fiend), the average murder hobo party would probably just kill them.
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2019-01-26, 04:23 AM (ISO 8601)
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- Feb 2012
Re: Aliens 2 scenario options
I know that, but thanks anyway. Ripley & Co. had one option, but the movie showed us two.
I would suggest that if they take the bunkering up option, let them fend off the first attack and feel a bit safe, then pull the rug out from under them by putting a clock on their actions. Possibly your 'neutral AI' character points out that the volcano is smoking ominously and/or there's a few tremors, at which point they're reminded that the last time this happened, a couple of days later, the thing erupted?My D&D 5th ed. Druid Handbook
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2019-01-26, 09:43 AM (ISO 8601)
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- Mar 2018
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- The Moral Low Ground
Re: Aliens 2 scenario options
The issue I have with an alien game is that Aliens relied on one sole conceit: The marines were incompetent and didn't know what they were doing. (This is why I kinda hate the movie and think 1/3 are better)
Games like AVP 2010 and Colonial marines focused so much on getting the marines right. IMO they're the worst part of the franchise and I'd rather see profesional mercenaries of various super companies fight aliens, as that'd fit Alien and Alien 3 more (Aliens is a very unfaithful sequel). Coincidentally, those games sucked, whilst games like AVP Gold and the monolith sequel were really good... because they didn't focus on colonial marines as their Aliens incarnation.
If you want players to play Colonial marines, they've kinda got to play incompetent, otherwise it isn't like Aliens at all. Players don't like -all incompetent- parties. Sure, that one dumb barbarian's funny, but when it's everyone it's painful.
If you play competently then are you really into the spirit of Aliens? You're just blasting things from a distance.
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2019-01-26, 02:51 PM (ISO 8601)
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- Nov 2007
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Re: Aliens 2 scenario options
I'd argue that they did fairly well considering the disparity in numbers, intelligence failures and incompetent leadership.
It's fairly obvious that command didn't take the situation seriously as they sent in a single rifle platoon to check a situation (paper strength of 25, the movie had 12 marines going in) for a colony of 158 inhabitants, and it's estimated there were somewhere in the region of 100 xenomorphs.
Considering the xenomorphs were entrenched and had home turf advantage plus the marines were down to their side arms due to a poor (but understandable) leadership decision, if it wasn't their two SAW-equivalent gunners keeping hold of their weapons against orders, none of them would have made it out of the reactor room.
True that the dropship crew could have secured their perimeter more securely, but the marines had swept the area hours before and cleared it, so they thought they were safe, especially from what they considered to be 'yet another bug hunt'.
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2019-01-27, 02:09 PM (ISO 8601)
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- Mar 2009
Re: Aliens 2 scenario options
In fairness, it was a bug hunt.... really big, really fast, really tough bugs. It was just never clearly specified who was hunting whom.....
"That's a horrible idea! What time?"
T-Shirt given to me by a good friend.. "in fairness, I was unsupervised at the time".
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2019-01-29, 10:18 AM (ISO 8601)
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- Apr 2015
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- Mid-Rohan
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2019-01-30, 07:01 AM (ISO 8601)
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- Feb 2012
Re: Aliens 2 scenario options
My D&D 5th ed. Druid Handbook
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2019-01-30, 05:35 PM (ISO 8601)
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- Apr 2013
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2019-01-30, 06:52 PM (ISO 8601)
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- Mar 2018
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- The Moral Low Ground
Re: Aliens 2 scenario options
(IIRC, it was just the pulse rifles that were the problem, and the rest of the weapons were fine)
I disagree.
The troops have such an overwhelming advantage in their firearms that they should've performed much better. The acid blood is nasty and the mobility advantages of the xenos is notable, but they're not enough considering that all the marines need to do is point and click. The Xenomorphs are melee attackers, and their opponents have automatic weapons (also, a lot of armour) so, although they fought in quite confined spaces and the xenomorphs have an ambush, fully-automatic instant death should've prevailed. But:
-nobody can aim
-nobody's disciplined
-Somehow the coward doesn't care for his own life, which is weird.
The moment they found out they couldn't use their best firearms in an area, they should've left the area.
Aliens is a contrived and painful 'nam allegory. I think that's really cool when it comes to ship design and slang, but the soldiers are just too damn awful.It feels hugely disingenuous because it's so obviously 'nam but the caricaturing is so extreme that it's... Diplomatically speaking, it's not just an exaggerated caricature, it's a falsified one.
(I understand veterans like the bravado of the marines and the way they talk to eachother, but that's a different story from how competent they are and their strategy)
All ripley needs is a quick tutorial on how to use the rifle and she does better than a platoon. (also thing I hate about cameron; the whole strong motherhood thing. It worked in Terminator, and I haven't seen half of his films, but once you realise it's there it seems so passe)
Series would've been much better of if WY and it's competitors just used private militaries. Would've gone well with that 'corperate greed' and 'corperations>nations' theme that they've got going on (even if it'd be smarter for a corperation>nation setting to still have an easily bought 'national' military for appearance reasons)
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2019-01-31, 03:24 AM (ISO 8601)
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- Feb 2012
Re: Aliens 2 scenario options
My D&D 5th ed. Druid Handbook
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2019-01-31, 08:11 AM (ISO 8601)
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- Nov 2007
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- Cippa's River Meadow
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Re: Aliens 2 scenario options
Well them and the smartguns. Put it this way - with only two smartguns going, they still managed to damage the reactor enough for it to go critical.
I agree with you here - the reactor room was a complete fustercluck of a situation that nobody could have done well in except by not heading into it in the first place. They still got sent in anyway as it's their job - this is exacerbated by they still thinking it's a bug hunt (underestimating the enemy) plus their LT is so green it hurts (only 1 previous combat drop!).
With regard to their lack of discipline (Dietrich's lack of trigger discipline aside), they had communication issues with LT Gorman, so when SGT Apone got grabbed, they spent half a minute shouting for orders before CPL Hicks took charge and got them all heading back towards the exit. That seems reasonable enough to me.
They also couldn't get their pulse rifles back as their ammo carrier accidentally got torched when Dietrich (one of their flamethrower equipped marines) got grabbed, which cooked off the pulse rifle's caseless ammo, killing another marine and separating the whole group.
If you think their pistols were still enough against the xenomorphs, you're greatly over-estimating their performance and the environmental visibility and underestimating the speed and toughness of the xenomorphs and how well infiltrated they were (the marines walked past several xenomorphs hibernating in the walls).
I'm not sure who you mean by the 'coward'? If you mean Hudson, while he moans and complains about everything, he's still a marine and stands by his fellow marines; the colonial marines are descended from the USMC, so presumably still retain their esprit de corps.
Mostly because she faces the xenomorphs on her terms, not theirs, she doesn't underestimate them and most of them are off attacking Operations, leaving the nest with a skeleton crew of defenders (maybe 2 guards, not including the Queen).
I think it's unfair to complain that the 'strong motherhood' theme is passe in this context considering that we're taking about a 33 year old film here (Aliens came out in 1986) and Terminator 2 is 28 years old (1991). The copying and imitation by subsequent films is mostly why that theme seems passe now - to use TV Tropes terminology, Seinfeld is Unfunny.Last edited by Brother Oni; 2019-01-31 at 08:14 AM.