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Chariot of the Gods for Alien RPG: Wot I Think After Running It

jimmiwazere

Lay member
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By JimmiWazEre

Opinionated Tabletop Gaming Chap




TL/DR - Love, love, love the system and the adventure, loath the rulebook or module layouts. Had an absolute blast running it and my players enjoyed it too. Made us hungry to play Destroyer of Worlds next.

This post probably contains spoilers. If you’re thinking about GMing this, then please read on, but if you’re a player - you have been warned.

Oh, and this post also contains affiliate links in case you want to pick up the game.


This is Captain Miller, last surviving crew member of the USCSS Montero. Signing off.​


Thus ended last Sunday’s 6 hour long adventure; Chariot of the Gods for Alien RPG by Free league.

I want to use this post to share my thoughts about it, and the system in general. I liked it, lots. But it’s not quite as straightforward as that.

A bit of preamble about the 1e Ruleset First​


CotG is the starter set adventure, so it seems only fair to assume that most people might be experiencing the core rules for the first time too. Now, built off the Year Zero Engine, I love the core rules of Alien RPG. Let me open there, but I do not like the rulebook.

Possibly a good place to start is with the fact that Freeleague are releasing a new edition* of Alien RPG in September 2025, and they say that they’re doing it to address many of the community issues with the current rulebook.

It’s a smart move because as lovely a ‘thing’ (full of lore and art) that the 1e core rulebook is, and as fundamentally great that the rule system is - the rulebook itself doesn’t appear to have been written with enough effective consideration towards functionality.


*Totally compatible with minimal tweaks required to play it with existing adventures.

How not to Design a rulebook​


Let me give you an example - so, on your character sheet, there’s something called “Air”. As GM, you’ll want to know the game mechanics for how Air runs down, and what happens when it runs out. So you’re gonna go to the index and search for “Air” - because if it’s a named stat on the official character sheet, it should be in the index, right?

It’s not there.

You pause, think a moment, and maybe you realise to look under “Consumables” instead, because Air on your sheet is listed under a section titled Consumables. That takes you to page 34. Page 34 mentions that consumables decrease, and for those rules, you’re told to go to page 35.

As for what happens when you run out of air? Page 34 vaguely tells you to “see Chapter 4”.

What, the entire chapter? Or am I now expected to scan through a bunch of pages until I stumble across the answer?

To be fair. the chapter 4 thing is an error with my printed version of the rulebook, it’s actually in chapter 5, but even new revisions don’t tell you that it’s specifically page 110. I scanned through all of chapter 4, and then most of chapter 5 before I found that.

Yes, even reading alone, that was as enjoyable as it sounds.

harold.jpg


But all that aside, I’d just had to read hundreds of words presented in long form prose, I’d had to mentally separate the actual rules from the sea of guff about how too much carbon dioxide is dangerous, and not having air is bad for you. That’s exhausting.

Johnny+5.gif


As someone familiar with breathing, I don’t need a paragraph telling me that not having air is bad, especially when I’m at the game table. I just want to know how your game handles it mechanically.

How to Design a rulebook​


Designers - I love you, you made one of my favourite games, but the rules for air should be searchable by index, on one page, and be concise like this:


  • Whenever it makes narrative sense (such as after physical exertion), have players roll a number of d6 equal to their current air supply. For every [1] rolled, reduce their air by 1.


  • Once a player’s air hits 0, they must make a Stamina check every round to stay conscious. Starting from the second round, reduce their dice pool by 1 each time.


  • If they ever fail a Stamina check, they drop to 0 health and must make a death roll each round until they’re either supplied with air, or they until die from asphyxiation.

Much better. Concise, no waffle, no page flipping. If future editions took this kind of structure to heart, it’d be a huge win.

The Year Zero Engine​


I’ve spoken before about the central mechanic before, so I don’t need to repeat that here - but I’m a big fan of the overall elegance of the system. Simple character sheets and flat stats go a long way towards keeping the flow of gameplay going, and Freeleague have done a really good job with the Year Zero Game Engine here.

I’m also a massive fan of the way Alien RPG avoids GM Conflict of Interest, by having you roll for the monsters actions. After about an hour of building tension, my players were set upon by an abomination in the hallway. It was a perfect introduction to the terror of the world when the dice gods decided that the abomination would lunge forward, grip Paige’s character; Davies’ skull and crush it like a swollen pimple.

Life is cheap in Alien, but when you’ve got a healthy backlog of fleshed out NPCs with character sheets, it takes the sting out of character death.

I asked one of my players, Alan, for his perspective after the session:



Alan.png

The system for Alien is fantastic, it has all the details and stats you need but is done in a very concise and simple way that I found very enjoyable, and a massive improvement on the more complex RPG systems out there. At no point was I getting bogged down by stats, or left checking around every inch of my character sheet when the GM asked for a specific roll, and because of this I found I could spend more time getting into the module itself and the role playing parts, giving me a proper chance to get lost in the games world.

For me personally, I struggle with how much crunch games like 5e give you, and whenever we have to pause to check things in manuals it can really cause a funk in the rhythm, there was none of that with this and honestly that’s a massive bonus for me, also you get to roll tons of dice all at once, which is so much fun!!!

Can’t say it fairer than that. Thanks Alan.

My Experience With Chariot of the Gods​


Split over three distinct acts, CotG is a one shot, or “cinematic” adventure that took my group about 6-7 hours to finish.

I’m gonna be straight up with you - the key thing that I love about this is module is that after act 1, most of the GM’s hard work is over.

Those first couple of hours you’re setting the scene and ratcheting up the tension. It’s very description heavy, and you’re introducing lots of new events and NPCs.

But then act 2 hits, and the game sort of just starts running itself. You see, all the actors have secret evolving motivations written on cards that you hand out as the game progresses. These motivations often set them at odds against each other, creating situations where the players must compromise, or outright start sabotaging each other.

A good way to think about it is that a GM’s primary role is to toss spanners into the works for players to fix. Indeed, in Act 1 you’ll be doing this a good amount. By act 2 however, the players are tossing their own spanners into the works, and at each other, and as GM this frees you up to take much more of a reactive, and backseat roll. It gives you space to breath and scheme, and it means that when you do need to toss a spanner of your own, it can be much more carefully thought out for maximum appropriate impact.

This isn’t an accident - this is the consequence of fantastic adventure writing.

But enough about my thought’s here, here’s what Alan had to say:



Alan.png

I found CotG had enough familiarity to what I’ve seen in the movies to make me feel like we were in that world, but with enough originality to it to not make you feel like you’re just playing a run through of what you’ve watched. I also think the game gives enough info that if you were new to the franchise you still wouldn’t feel lost.

My personal favourite part of the game was the objectives you are given with each act that change as the game goes on, often causing conflict between crew members, or in our case a crew member being a secret android that tried to blow us all up! I really couldn’t recommend this enough, really fun, simple to learn and play with plenty of twists to keep you on your toes.

Prep Work​


The CotG book is really interestingly laid out. The front of the book essentially provides an overview of the adventure, the seed, and an impression of things to come. The back of the book contains an appendix of the stats for the monsters in the adventure. Nothing out of the ordinary here.

It’s the middle of the book that’s really clever. You see most adventure modules sort of smush area descriptions in together with plot events that happen when you set off certain triggers. Not CtoG.

Here, the second part of the book goes over room descriptions one by one. And once that’s done, it goes over the key events (“spanners”) which it leaves up the GM to place as they see fit on a per act basis.

I find this really helpful, because it means that I can get a focused understanding of the key events in the module, all in a concise section of the book, without having to search through two dozen room descriptions to find them.

I have a gripe though​


Unfortunately it can’t all be rivers of milk and honey. Similar to the issue of verbosity in the rulebook, CtoG is also needlessly wordy when it comes to room descriptions - which for me at least, pretty much makes running it from the official book impossible.

Check this out:

SCIENCE LAB 1

The lights in this room flicker, and the stench of decay is overwhelming. There is a pile of gnawed bones in the room. The main lab has an enclosed decontamination area on the main examination table—and under the de-con hood is a perfectly preserved metallic urn. A malfunctioning deep cold freezer with a smashed glass door has four more of these urns in it. An ooze has seeped out of them, forming congealed pools on the floor. Strange, black fungal nodes are growing on the urns and in the pools.

BONES: A Medic or Scientist who examines the bones realizes that they are not all human. There are Neomorph and Abomination bones mixed in as well. This room was the nest of an adult Neomorph. If you use the “Hunter and Prey” event, this Neomorph is still around and could attack at any time.

URNS: These, of course, are the Engineer Ampules that contain the black liquid 26 Draconis Strain of Agent A0-3959X.91–15. Ingestion of the pure form of the agent has fatal results (it counts as a Virulence 12 disease). Each urn is a regular item in terms of encumbrance.

FUNGAL NODES: These are in fact Neomorphic Egg Sacs, ready to eject Motes and infect any PC or NPC with exposed orifices of any kind (see page 292 of the core rulebook). A PC examining the room learns that the nodes are underfoot throughout the room, and difficult to avoid. Moving through the room without disturbing the egg sacs requires a MOBILITY roll.

KEY CARD: Sitting half-submerged in a pool of black goo on the floor is the emergency key card access to the MU/TH/UR mainframe room on the Cronus—dropped here by Ava during a scuffle with the Neomorphs. The key card is a Tiny item.
Cucoos+Nest.gif


It’s not even the longest room description, and it’s still far too much to expect a GM to read this all at the table. If you read my piece on making good adventure prep notes, you’ll know what work I had to do next in order to turn this mini essay into usable notes at the game table. If not, we’ll, go check that out right now - it’s totally game changing (props to Annie from DIY & Dragons for the method).

Conclusion​


Despite my issues with verbosity and layout choices (How dare you make me read, book!), I absolutely love this system and adventure. If you have players that can get on board with a horror setting, and especially if they like the idea of covertly working against each other - then Chariot of the Gods by Free league gets a good ol’ Fonzy thumbs up from me.

Have you played Alien RPG yet? Tell me about your experiences in the comment below - I’d love to hear your thoughts.

Hey, thanks for reading - you’re good people. If you’ve enjoyed this, it’d be great if you could share it on your socials - it really helps me out and costs you nothing! If you’re super into it and want to make sure you catch more of my content, subscribe to my free monthly Mailer of Many Things newsletter!

Fonz.gif


Either way, catch you laters, alligators.

Continue reading...
 
Responded to you on Mastodon but overall I love what they’ve done with the game and the scenarios.

There are problematic parts in Chariots of the Gods but mainly in the details and - as you point out - the amount of material you need to wade through as a GM. Also the factual scientific details are wrong (the Montero’s cargo is not explosive as listed if it is what is says it is) and the lack of Montero deck plans was a minor problem (I’d have used a Traveller ship if someone hadn’t added some deck plans on the Facebook group).

Nice review of a fun scenario.
 
I was a player in this a few years back. Didn't reckon it much, although the GM was bloody hopeless - couldn't pace a game to save his life. Whole thing proceeded at a snail's pace. Possibly I might regard it differently if it was done with a bit more urgency.
 
I was a player in this a few years back. Didn't reckon it much, although the GM was bloody hopeless - couldn't pace a game to save his life. Whole thing proceeded at a snail's pace. Possibly I might regard it differently if it was done with a bit more urgency.
Ah that's a shame, though a poor GM can ruin the best of games, as you allude.
 
I ended up building a flow chart of the plot to help me navigate the scenario (see attached to this post, spoilers obviously). If I did it again then I would have added page references.

CARGO. The Montero's bay is currently full of 72 high-pressure tanks carrying 200,000 tons of highly flammable Helium-3 gas. Each tank is half the size of a tanker trailer. Helium-3 is an amazingly clean energy source used throughout the colonies. Its volatile nature means that it can be dangerous to transport. To ferry the cargo to and from orbit, the Montero is equipped with an ailing WY-37B Cargo Shuttle called Daisy, At about 80 years old, it has seen better days.
The original cargo of the Montero (in the pre-core book release cinematic starter set) had the cargo as an inert gas, Helium-3. The worst case scenario is pressure damage from fracturing the containers and releasing it - which would be nastier if it had been liquified - and asphyxiation for anyone nearby (and it'd probably break the air recycling systems on the ship). They changed that to Tritium gas in the printed version, which is effectively mildly radioactive hydrogen, and makes a lot more sense.

I misremembered the lack of floor plans. The missing ones are from another vessel, the Sotillo, which may become involved.

We really should invoke @Darran in this thread.
 

Attachments

I was a player in this a few years back. Didn't reckon it much, although the GM was bloody hopeless - couldn't pace a game to save his life. Whole thing proceeded at a snail's pace. Possibly I might regard it differently if it was done with a bit more urgency.
Gosh, that sounds awful.

The first bit of the scenario does feel slow, and is mainly driven by the players. However, as a GM you can force the pace and/or tension with air checks (for example) and injecting the events shown on the attachment. You tailor these to the energy the players have and where they are in the ship to make it effective. Otherwise you're running a dungeon crawl investigation with very few initial hazards.

I do recall that some the players got creative with bleach on the spores they found!

Worth adding that there was quite a disparity in how long GMs were saying that the scenario took them. Some folks took a single (4 hour) session, others took two or three times that. I was in the middle of the range. It depends how much the players lean into their characters. If they start bickering and acting against each other (as their agendas should drive) then it will take longer.
 
Gosh, that sounds awful.

The first bit of the scenario does feel slow, and is mainly driven by the players. However, as a GM you can force the pace and/or tension with air checks (for example) and injecting the events shown on the attachment. You tailor these to the energy the players have and where they are in the ship to make it effective. Otherwise you're running a dungeon crawl investigation with very few initial hazards.

I do recall that some the players got creative with bleach on the spores they found!

Worth adding that there was quite a disparity in how long GMs were saying that the scenario took them. Some folks took a single (4 hour) session, others took two or three times that. I was in the middle of the range. It depends how much the players lean into their characters. If they start bickering and acting against each other (as their agendas should drive) then it will take longer.
For sure. Happy to report my group got it done in just over 6 hours in a long day session 🙂

I didn't use the sotillo (I figured it only exists to add more cannon fodder of you're running low on characters by the start of the 3rd act haha) and that probably helped keep it within the confines of a day
 
From what I've read, very few GMs use the Sotillo. I didn't, it seemed unnecessary.

I ran it a few years ago, taking 10 or 11 hours to play through it. My write up is here: https://fourlettersatrandom.blogspot.com/2021/11/chariot-of-gods-2-alien.html (before my blog was syndicated here, I think)

And I agree with your assessment of the scenario's structure and layout - terrible! Unfortunately, things don't improve with DoW or HoD...
I'm hoping that things get better with the new edition.

I have the beta, but I've not really read it yet. Very interested in the solo rules in there though because I've never tried solo play
 
I’ve loved Alien (1979) ever since I sneaked into the cinema to see the film when I was ten years old.

I had full familiarity of the Year Zero Engine from Fria Ligan as I have ran several campaigns of the games Tales From The Loop and Vaesen.
So when Fria Ligan announced they were producing the Alien RPG I was fully on board.

They released the Cinematic Starter Set first with the scenario “Chariot of the Gods”. From reading the Cinematic Starter Set rules I could see that they utilised the Year Zero Engine incredibly well. The Stress Mechanic using the Stress Dice combined with the Panic Table seems to work a treat from the read through. The hidden agendas also were a nice touch.

So I got into an online game of Chariot of the Gods with some of the Tavern crew in the summer of 2019. It was my first time using both Discord and Roll20 (now I have over eleven hundred hours of GMing on Roll20 now) and it was a blast.
The technology didn’t hinder game play at all, apart from a few hiccups, but the game played well. The scenario worked at building tension, it enabled the GM to provide atmosphere and to get us involved in the events occurring on both ships. As a player I was involved in following my own agenda, helping sort out the ship and exploring the dark corridors of the USCSS Cronus after we had discovered it. I do remember a race to evacuate our ship before the USCSS Montero self-destructed!

I played Agent Wilson so I was well up on my “corporate speech” as I portrayed him, making him even more annoying!

We started gaining Stress Points quite quickly if I remember right, and we were Panicing on occasion.

When we encountered the Alien in the reactor room it got very messy, and there were other PCs with me too.

I believe we played over two sessions and our pace wasn’t rushed at all if I remember correctly. We did have to wait awhile for the second session to allow our schedules to align again for us all to play.

As a player, your interactions with the game system help reinforce the setting, instead of pulling you out. Dice rolling for Skills with the YZE is straight forward; add your Skill level to your Attribute to get the number of dice for your dice pool. Additional modifiers from weapons, gear and/or situational modifiers give you additional dice. The amount of Stress you have also gives you additional dice, but in a different colour/style so you can differentiate them after the roll. All you need to do is roll a single ‘6’ to succeed.

Getting additional ‘6’s grants bonuses and stunts. You can even get ‘6’s on the Stress Dice too to get successes. However, if you roll any ‘1’s on the Stress Dice (‘1’s on the base dice don’t count) then you go into Panic. You roll a d6 and add the number of Stress Points you have to the result, then you consult the Panic Table to see what occurs. If the result is 6 or under then you keep it together. However higher levels can make you panic and do a few crazy things as a result. In many cases you can gain more Stress (though some relieve your Stress sometimes) and you raise the Stress levels of neighbouring PCs, and even make them Panic too.

At key points of the scenario (hopefully at the finale) there is a cascade of Stress and Panic affecting the PCs and possibly resulting in a few deaths too!


After playing Chariot of the Gods I read the scenario and prepared for running it for my home group, the Derby Mongrels in September 2019.

The scenario as written is a bit messy, it reads well as you go front to back but as a reference book it is quite poor in that regard. Most published scenarios and mysteries do fail at “at the gaming table reference guides”. You do have to make your own notes.

Fortunately I hate having books at the gaming table so I made my own notes. I was also sent a flowchart from the GM that ran the game I was in as a player that was very helpful too.

I decided not to use the pirates at the end of the scenario, it seems a bit odd to have another ship discover a vessel missing for 75 years at the same time!

There wasn’t any set up for the pirates, no mention of any danger of pirates in that sector of space, that would have made the discovery of the Cronus more interesting and conflicting, perhaps thought of as a possible pirate trap?

I also discovered a YouTube video of the self destruction warning sequence from MUTHUR, perfect for freaking the players out as the counter played down as they had to evacuate the Montero. I gave the players real time ten minutes to act and evacuate too!

The game was done over an evening session, I kept it fast paced and applied the pressure; dishing out the Stress Points like candy.

The game ended in a Mexican Stand Off, with possibly a few of the PCs fighting and killing each other.
A great way to end the game.


One of the things I disliked was the layout of the character sheets, not the clearest to read and interpret.

Also I printed out all the personal agendas, cut them up into separate sections, and handed them out as and when the players needed them. Trouble is that some players noticed that some agenda sheets were larger than others, some significantly. That caused some discordant between the players.

So when I made my own scenarios i also re-designed the character sheets, using Ron Cobb’s ‘Standard Semiotic’ Pictograms and Icons for each of the Skills, Attributes, Consumables, and Conditions. I had to make up some of my own, designing them to fit in with the need of the character sheets. I also laid the character sheets out in two columns to keep it simple and clean in layout.

Alien Character Sheet-01.png



For the player character agendas for each act of the scenario I used a Jacob’s Ladder paper fold. That allows three parts of the page to be hidden then displayed once unfolded, perfect for the three-act structure. The way that the Jacob’s Ladder is cut and folded means that six sections per side of sheet are displayed, meaning I can use it for the name tag, the agenda, an character image, and three pieces of gear/weapons with stats and images, all set for the first act of the game. As it is unfolded for the first time it reveals six more sections that were hidden, but ones adjusted for the second act. Unfold it a second time and six more sections are revealed that are set for the third and final act.

The beauty of it is every sheet is the same size but the agendas could just be a single word, a line, a paragraph, or even a short essay!

I did run Chariot of the Gods again at a game meet, in a typical convention game slot time wise. It was a little clunky still, even with the changes I made to the scenario, but the playing out of the PCs’ agendas was quite wonderful.

That is the key for Alien RPG scenarios.
You have to have great characters with compelling agendas, especially if the third act agendas make them all conflicting against each other.
Combined with the increasing Stress and panic, this makes Alien RPG simply perfect for one shots.

So on average I have played Chariot of the Gods over 4 to 5 hours. There’s plenty there for the players to do and enjoy without having to rush them through things. Yes, you need a bit of pace and urgency at points, skill checks, conflicts and combat are very quick to do, not needing any change in the gameplay nor additional style of play, unlike Ampersand games for example.

Yet, I hear of multiple session games over hours and hours of playtime. One game report I read stated that they had played for over 28 hours!
I have seen entire deck plans constructed as dioramas, filling a huge game table, with scale miniatures for all the characters, both NPC and PC.

I don’t know how they play like that?

Most Actual Plays I have watched on the YouTube also are usually quick one-shot sessions too.
I might have a look for some longer ones to see what pace they play at.



So I developed my own Alien RPG scenario fairly quickly, using the Cinematic Starter Set rules.

I do like the film Outland (1981) with Sean Connery. It has a very Alien vibe, but without the Aliens, concentrating on Corporate greed, deadly space environments, lived in spaceships (mining facility) interiors, and conflicting morals.

It has some of the same creatives as Alien (1979) and has that same “spaceships with ashtrays” look and feel. Sean Connery plays a rough and tumble Federal Marshal assigned to police a mining facility on the moon Io. A series of mysterious and public deaths leads to a corporate over-up of drug dealing and unethical work practices. The Marshal doesn’t back down so the corporation hires assassins that will arrive on the next supply shuttle. It is High Noon in space.
Great film, worth a watch.

So I used the setting of the film Outland, especially the Con-Am 27 mining facility. I mapped out the mining facility from stills of the film, they had maps and diagrams on the wall displays on set of the film.

I came up with the idea of Weyland-Yutani commandos, in the same spacesuits from the end of Alien3. So I wrote up a squad of commandos as well as a cryogenic specialist doctor and a company agent for Weyland-Yutani.
Their mission is to put down an insurrection by the miners in the facility, holding the corporate management leadership team (currently in cryogenic chambers as the planet was undergoing a terraforming stage so there was only a skeleton crew working the facility) hostage as well as the facility.
Of course the doctor and the corporate agent have deeper hidden agendas as the miners have also unearthed something… alien.

So a nice action oriented scenario with every PC having conflicting agendas, the commando squad’s loyalties are either divided between the doctor, the agent or the squad commander.
By the third act of the scenario the PCs will have more than the insurrectionists to deal with, there’s the rescued hostages, strange passengers in the mine shaft lift, and each other too!

It is a fun scenario to run, the players have a great time, and I’ve ran it numerous times at several conventions and game meets.

I have then gone on to develop more Alien scenarios that I’ve also played many times too.


So these are my current Alien scenarios I have ran on-line or at conventions.


Three’s Company
Scenario 1 - You play Weyland-Yutani Commandos carrying out a black op. You are putting down an insurrection by asteroid miners. But what have they unearthed?

All That Glitters is Gold
Scenario 2 - You play the crew of The Betty (Alien Resurrection) carrying out a heist for a very dodgy criminal organisation. Just what are you stealing?

Empty Vessels Make No Noise
Scenario 3 - You play the crew of Lewis & Clark (Event Horizon) sent on a rescue mission in the arse-end of space. What would make them abandon their own vessel?

Fortune Hinders the Bold
Scenario 4 - You play Colonial Marshals with their own starship chasing down some escaped Replicants across the Known Systems. The PCs will be alpha characters from old sci-fi films. Locate all six Nexus-6 and retire with extreme prejudice.

Beauty is Not Only Skin Deep
Scenario 5 - You play Colonial Marines sent on a live-fire training exercise against drones and Working Joes. You are on Toaster Clean-up Duty!

Adrenaline is the Best Medicine
Scenario 6 - You play rapid response medical staff (Supernova) on the hospital starship Nightingale 229 called in to rescue a desperate distant base suffering from an unknown infection. Is there a cure?

Star Trek Legacy: Conspiracy
Scenario 7 - You play the new crew of the Starship USS Enterprise-G sent on a mission at the far flung reaches of the Galaxy. Does the Prime Directive cover the eradication of an entire species?

Alien Remus
Scenario 8 - You play the passengers and crew of the USCSS Florian III as you are diverted to investigate the Remus Module that has just escaped crashing into the ice rings of Jackson Star!
All this just to secure your bonus!
 
What a brilliant response, thanks @Darran. I have loved your games of Alien, and those of @SavageSpiel.
 
Oh I would love to play more Alien. And Vaesen.
 
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