Starting last night, I began playing a game of the Alien RPG from Free League with Stu Horvath and the folks at Team Unwinnable. The game, a pre-gen “cinematic” scenario called “Destroyer of Worlds,” is a subscriber reward unlocked during the mag’s last subscription drive – and, incidentally, the next one is coming up soon.
We’ll be playing every Thursday night for at least the next couple of weeks and live-streaming the results, so feel free to tune in to Unwinnable’s Twitch channel, if you’re into that kind of thing. You can also watch not-live recordings of the previous game sessions, such as last night’s.
This is my first experience with live-streaming a roleplaying game – or anything else, really, although we did some live-streamed episodes of the Horror Pod Class for a while. It’s also my first experience with the Alien RPG, which is more what I’m here to talk about.
Longtime readers will know that the Alien franchise – and Aliens, in particular – holds a special place in my heart, so playing a game based around it, and specifically one in which we play marines, feeds back into a lot of things from my early life.
The Alien RPG is one of those roleplaying games that presents a much narrower field of possibilities than something like D&D. You would think this limitation, combined with an extensive knowledge of the source material, might make for games that felt stagnant or free from tension. Last night, at least, we found the opposite to be true.
There’s a very famous quote, from an interview with Hitchcock by Francois Truffaut, in which Hitchcock explains the difference between suspense and surprise. “Let’s suppose that there is a bomb underneath this table between us,” Hitchcock begins. If the audience doesn’t know it’s there, everyone is surprised when it goes off. However, if the audience does know that it’s there, but the characters do not, that creates suspense.
(That’s a very shortened version. The full conversation is in Hitchcock/Truffaut.)
Something that is easy to forget in a roleplaying game is that you are both the audience and the protagonists. If you’re playing it right, there will be things that you, the players, know that your characters do not.
In some ways, narrative-focused games like Alien are better at exposing and exploiting this tension between character and player than a game like D&D could ever be – and there are other games, more narrative-driven yet, that are better at it still, and that even make it their central mechanism.
In the case of last night’s Alien game, our previous familiarity with the subject matter acted as the audience’s knowledge of the bomb beneath the table, forcing us, as players, to push our characters into situations that we knew (or thought we knew) were going to be disastrous, because they had no way of knowing what we knew. It also allowed us (the players) to be taken in by red herrings – misdirects for the audience that are largely meaningless to the characters.
It’s a reminder that RPGs are capable of more than we often remember to give them credit for, and a very sharp demonstration of Hitchcock’s bomb-under-the-table theory of suspense, and I’m looking forward to more surprises, more tension, more comedy, and more carnage in future installments of this Alien RPG live-stream!