ALIEN MENACE!
(http://www.ufopaedia.org/images/1/16/Sectoid.png)
X-Com (http://www.xcomufo.com/) was a line of computer games based on a group fighting a gradual alien invasion. You began by running out to alien landing sites, killing them and taking their stuff, and followed up by researching that stuff, interrogating surviving aliens, and gradually building up to being able to fight them on their home ground and destroy them utterly. Xenocide.
I think this could make an interesting roleplaying game. You could emphasise different aspects, according to what the players were into. There's tactical combat stuff, of course. There's building and group organisation, as the group negotiates with cabinet Ministers, visiting Generals and bureaucrats for funds and freedom of action. In these aspects, it could be a bit like
Stargate: SG-1 sometimes was. Along with those negotiations, there's also potential for PC-NPC relationships of love, friendship, rivalry and hatred, both within the base and outside it.
There could even be a bit of police-style work, if perhaps some mad cult found out about the aliens and decided to welcome them.
I think a roleplaying game of it would probably be a bit
darker than was the computer game, simply because players will have just one character, rather than being the invisible intangible manager running the whole team - so if a character is killed, it really matters! Of course there could be
Ars Magica-style play with each player having three characters - one soldier, one researcher, and one support staff sort of person - though in the spirit of
Stargate: SG-1 characters could cinematicaly fulfill all the interesting roles - "he fights
and he does research science
and he speaks thirteen languages including two alien ones and also he has hobbies."
It would probably have to be a little bit cinematic, especially if psionics stuff was going to come into it.
This is just thinking about my next campaign... it's always good to toss around ideas early on ;)
What do you lot reckon?
Funny you should mention Ars Magica, as my first thought when I saw you mention X-Com was that the base-building and research bits could be done in a similar way to the... er... what do they call their wizardy hideouts? Chantries? Manses? You know, them.
You could also perhaps run sessions a bit like Pendragon, with each session covering a ground mission and the behind the scenes stuff. It would probably be best to shrink the turn length from a year down to either a week or two weeks.
Ars Magica called them "covenants." I think I would go for a "gradual improvement" thing with the base, rather than Ars Magica's thing of having it built, then it's basically unchanged for decades. The PCs could begin with (say) a couple of million bucks worth of stuff - some existing government agency reckons they've got a handle on the problem, the PCs' group is just a somewhat covert one in another agency or branch of the military. They could be a token force, like the EU's European Brigade - but of course, thanks to the PCs, would perhaps become more significant. Success gives them more funds which helps them have more success, etc.
I don't know Pendragon at all, I'm afraid.
Ah, right, Pendragon. The way it works is that each session (usually) covers a year of the PCs' lives. They go adventuring, to tourneys, to court etc etc during the spring and summer and then there's the "winter phase" (IIRC), wherein you determine things like children being born (who are often later replacement PCs), crop successes/failures, events in the PCs' manors and so on.
The X-Com equivalent of that winter phase would be all those little pop-up boxes like R&D/production completions, Iceland bumping up their contribution, or South Africa signing on with the aliens. It might be a bit too involved, but if could be fun to have points awarded and deducted for things that go on in the missions and then roll on some sort of chart to see what international reaction you get. (e.g. Mission failure/civilian deaths BAD; recovered alien tech/successful interceptions GOOD)
Covenants, that was it. I'd forgotten they don't change much. I was thinking more of the fun of building (dragging and dropping on the grid...)
I don't know what 2nd ed is like but Conspiracy X's original edition had a cool system of "Pulling Strings" where each PC used their different kinds of influence to get favourable locations, equipment and various goodies for their shared base. Different career backgrounds (e.g. FBI/Army/DIA) gave points in various influence pools, which were something like Science, Medical, Military, Intelligence and The Other One.
Well if the players were interested in that then the base could be built with XP, you get more XP for your character when mission objectives are achieved or when you shmooze a visiting Minister, and less xp when you accidentally blow up farmer Joe's barn with his daughter in it - the local police are unhappy at being involved in the coverup. You could spend your XP just on your character, or on your base. The XP would have a bigger effect on the base than on you, but of course you only get a part of that good stuff... So you could end up after a year or two as uberninjas still in overalls with rifles in a shed, or not so uber guys but in a marvellous facility.
But I was thinking more about the feel of the thing, the sorts of adventures or scenes or stories PCs could have. The mechanics I'm not too concerned about.
GURPS : Black Ops is pretty much X-Com mixed with a dash of supernatural bogeymen thrown in. IIRC there are one or two X-Com fan conversions out on the interweb, GURPS being one and I think the other was D20.
The lethality of X-Com combat in the game suggests using Cp2020/Interlock rules to me - adapt the COOL stat for use as morale and change TECH to PSY, and Bjorn Stronginthearm's your uncle.
Quote from: JimBobOzWell if the players were interested in that then the base could be built with XP, you get more XP for your character when mission objectives are achieved or when you shmooze a visiting Minister, and less xp when you accidentally blow up farmer Joe's barn with his daughter in it - the local police are unhappy at being involved in the coverup. You could spend your XP just on your character, or on your base. The XP would have a bigger effect on the base than on you, but of course you only get a part of that good stuff... So you could end up after a year or two as uberninjas still in overalls with rifles in a shed, or not so uber guys but in a marvellous facility.
But I was thinking more about the feel of the thing, the sorts of adventures or scenes or stories PCs could have. The mechanics I'm not too concerned about.
Conspiracy-X 2.0 is my go-to game for X-COM, being a big fan of the original computer games myself.
You
do get points to spend on your base as you play, which are called Resource Points and are acquired through downtime. The game is rather interesting in that downtime is a major game commodity. You can spend downtime to train for character benefits, spend downtime acquiring Resource Points, building base facilities, researching alien technology and species, developing psychic powers, and extending your influence.
The game even has alien/human hybrid technology that you can develop, including a UFO/fighter and UFO/transport.
There's multiple alien species out there, with unique physiologies and attitudes. There's secret backroom pacts with aliens. There's fighter planes vs. UFO dogfights, and crashed spacecraft and abduction sites to investigate. There's alien bases to raid, and secret agendas to uncover.
Since it's Unisystem, it takes very little effort to come up with new alien species or convert your own from other sources, such as Sectoids or Ethereals.
The game has a robust Headquarters-building system. Dave Chapman, who frequents rpg.net, is the developer. He's been very helpful and talkative about the game.
Quote from: JimBobOzBut I was thinking more about the feel of the thing, the sorts of adventures or scenes or stories PCs could have. The mechanics I'm not too concerned about.
Well you could borrow from the movies.
Assault on Precinct 13 (Carpenter version) - Aliens corner and attack the PCs in a soon to be closed operations base.
Dark City - The PCs are have to escape a "holding" facility run by the Aliens to discover how humans "tick"
All The Kings Men - Taking off from your cult idea, the PCs have to investigate an influential populist politican who may be an Alien collaborator.
The Thing - An Alien biotech weapon escapes in a remote "spy outpost" during a freak storm of some kind.
Die Hard - Euro Trash Alien terrorist take over a facility
but they have other motives then just the war, could be linked to the
King's Men idea. The PCs just happen to be there.
I'm in a cheeky mood so, I may just one day run something like this where the PCs think they are playing
X Files/
Independence Day but rather they are reliving
Mars Attack .
Regards,
David R
XCom was one of the inspirations for my home-brewed Spycraft setting. The aliens are a bit more subtle than in XCom... I didn't just want a tactical squad game... but it's in there.
Ah yes, X-Com was the closest thing to the official game for the old UFO (http://www.imdb.com/title/tt0063962/) show. For years I've been seeking the Grail of the perfect system to do a UFO/X-Files/X-Com RPG right. I have Conspiracy X, both 1st and 2nd editions, but I was very disappointed by it (I need to finish my review of the 2nd ed. book and post it, one of these days).
I think I would prefer a single character rather than troupe-style, but I can see the advantages of both. I would definitely go re-read the GM advice in Keith Senkowski's Conspiracy of Shadows for how to create atmosphere in a game of that type. System-wise, I would probably go for something very simple like Over The Edge or InSpectres. Or d4-d4. ;)
Remember you'll need a high turnover of soldiers until you can get them high enough rank or better gear. Those guys died faster than the landing parties from Star Trek.
a buddy of mine was planning on doing an x-com campaign years ago, first using CoC, then switching to millennium's end (still his favorite system). nothing ever came of it, tho. :(
i'm still playing the playstation version on my ps2. just had to start over again, and had aliens assault my base the 2nd week of feb. 1999. fuckers :mad:
i always end up naming my first base "shado" :cool:
Some of the X-Com adaptations out there:
- Savage X-Com (http://www.indie-rpgs.com/forum/index.php?topic=11005.0;prev_next=prev) - Some of the locals from my game club used Savage Worlds a few years ago. I can ask Johnzo if he still has his notes.
- X-Com D20 (http://www.silverblades-suitcase.com/xcom/index.html) - not the official WotC version that was rumoured about a year agol that one apparently never materialised
- X-Com: Tactical (http://babylon.alphacomplex.org/~xcom/) - a homebrew tabletop wargame
Bumpity-bump. As the Roman campaign comes to an end, it's time to take a fresh look at these old ideas.
Listening to the Starship Troopers soundtrack right now has nothing to do with it :p
Have you looked at Reign - the company rules could probably cover the organisational side of things easily enough.
I stand by my CP2020 reccomendation - very little gets you dead as fast!
Or if you want a high turnover of semi-NPC mooks, use Savage Worlds to ease up on the constant character creation.
Ah, X-Com. So many good memories... A disturbing number of them involve using plasma launchers in close-quarter combat. ;)
I always thought that Shadowrun was a good system for it: robust tactical choices, cyberware and hi-tech gadgets, magic that can simulate psionics, and enough Awakened threats to simulate the aliens.
Disclaimer: I'm a Shadowrun junkie. :p
Sounds like the In Harm's Way system would be a nice fit, borrowing the tech from StarCluster. Improving resources could be done with Notice.
-clash
Added: I'd use the dice pool task resolution from Blood Games II rather than the percentiles from IHW.
I don't care about the system, you crazy gearheads!
I want setting stuff! What sort of groups should I have? NPCs? Encounters? Missions? Suppose my group is full of tactical nincompoops, what should I focus on instead? What do the PCs do?
Quote from: Kyle AaronI don't care about the system, you crazy gearheads!
I want setting stuff! What sort of groups should I have? NPCs? Encounters? Missions? Suppose my group is full of tactical nincompoops, what should I focus on instead? What do the PCs do?
Do you want the characters being the actual soldiers or do you want to recreate setting up bases and establishing a global defense network through research and extermination?
Quote from: Kyle AaronI don't care about the system, you crazy gearheads!
I want setting stuff! What sort of groups should I have? NPCs? Encounters? Missions? Suppose my group is full of tactical nincompoops, what should I focus on instead? What do the PCs do?
My first thought is to go espionage style. PCs can gather intelligence on who knows what about the invaders, who might be helping them, where they might strike next. They can engage in sabotage, counterintelligence, and assassination missions. They can break into bases and steal tech and or secret plans. They can even run disinformation missions.
I'd have troupe PCs in three groups:
Espionage, Raiders, and Brains.
Let the players pursue what they want to pursue.
But then I'm lazy like that!
-clash
Never mind - wouldn't fit your group style.
-clash
i'd keep the scientists & engineers as npc's. the players can take the roles of lead in each department, so they can make the decisions of manufacture & research.
the main focus would be the players in the landing or raiding missions. let them make competent characters, then round it out with the typical redshirts ("how many bravery 10 guys are in this unit, anyway?!?!") and a HWP.
filling out the troupe (you're spot on with that bit, clash) you could have the interceptor pilots. let them choose their load-out between intercepts.
i think you'd have to have group consensus for the overall purchases & budget stuff. now how to reward the engineer player for making all those laser cannons. . . ? :D
Perhaps there could be some overlap in the scientists/soldiers, like a team in Stargate.
I mean, if nothing else the players are going to want to have their characters do those interrogations of captured aliens.
Quote from: Kyle AaronPerhaps there could be some overlap in the scientists/soldiers, like a team in Stargate.
I mean, if nothing else the players are going to want to have their characters do those interrogations of captured aliens.
you could then also have soldier/engineers, performing quick evaluations of "alien artifacts" in the field. imagine the grenade or blaster launcher mishaps!
Quote from: beeberyou could then also have soldier/engineers, performing quick evaluations of "alien artifacts" in the field. imagine the grenade or blaster launcher mishaps!
"You'd think they'd have thought to ask what the big red button does."
(http://www.cyberpunkreview.com/images/fifthelement12.jpg)
npc's: the country representatives to the x-com budget committee. hmm, the brazilian representative is starting to act oddly. . .
how about the town that's near an x-com base? the players could be civilians that work in the base, or near it. then the aliens start flyovers of said base. . . and then land, or crash nearby. the players could investigate the crash / land site before the x-com response :eyecrazy:
Quote from: AnemoneSome of the X-Com adaptations out there:
X-Com: Tactical (http://babylon.alphacomplex.org/~xcom/) - a homebrew tabletop wargame
Sadly this site is long dead, but using the Wayback Machine and enough Reload/Refreshes to wear the print off my F5 key, I've got a copy of the PDF manual.
If anyone wants a copy (623kb's worth) let me know.
Bumping this up because of RPGPundit's Alien Invasion (http://www.therpgsite.com/forums/showthread.php?t=9188) thread. I'd still like to give this a go :hehe:
Quote from: AnemoneAh yes, X-Com was the closest thing to the official game for the old UFO (http://www.imdb.com/title/tt0063962/) show.
I always felt the two were very similar, I'm glad I'm not the only one. The UFO TV show was pretty good for a 7-'s show.
Quote from: AnemoneFor years I've been seeking the Grail of the perfect system to do a UFO/X-Files/X-Com RPG right.
I haven't tried it, but I imagine Alternity would be good for that because they have rules and for varying levels of tech.