ALIEN RPG vs Belly of the Beast
Compare ALIEN RPG and Belly of the Beast side by side. See differences in complexity, dice, genre, cost, and more.
| ALIEN RPG | Belly of the Beast | |
|---|---|---|
| Genre | Scifi, Horror | Post-Apocalyptic, Horror |
| Play Style | Horror, Survival, Deadly, Atmospheric, One-Shot Friendly, Gritty, Licensed IP | Survival, Weird, Player-Only Rolls, Grimdark, Resource Management, Faction Play |
| Core Mechanic | Roll a d6 dice pool (attribute + skill). Each 6 is a success. Stress adds extra dice: better odds, but stress dice that roll 1 trigger panic. Push rolls to reroll failures but gain stress. Cinematic mode for one-shots, Campaign mode for long-form play. | Roll 1 base d6 plus up to 5 Instinct Dice spent from a refillable pool plus any Advantage Dice, capped at 10 total. Each die is a success on a face value set by your relevant Skill Rank: Rotten (6), Acceptable (5+), Capable (4+), Brilliant (3+). Tasks have a Difficulty (successes needed), Severity (how much failure hurts), and optional Threshold (successes removed before counting). Players roll for everything; the GM never rolls. Spent Instinct Dice are gone until earned back by acting in line with your two Instincts. |
| Dice | d6 dice pool | d6 dice pool |
| Complexity | Medium | Medium |
| Accessibility | Medium | High |
| Runnability | High | Low |
| License | All Rights Reserved (20th Century Studios license) | Proprietary |
| Cost | $$ | $ |
| Publisher | Free League Publishing | Sigil Stone Publishing |
| Year | 2025 | 2016 |
| Best For | Sci-fi horror campaigns and one-shots in the Alien universe, with a stress/panic system that mechanically drives tension. Supports both deadly cinematic one-shots and long-form campaign play. | Groups who want grim survival horror in a confined weird-fiction setting where character Instincts and a scavenging mission cycle (not heroic combat) drive every session, and who are comfortable with a GM who never rolls and tunes threats by feel. |
| Highlights | Stress and panic system mechanically reinforces horror tension, two distinct play modes (Cinematic and Campaign), Evolved Edition streamlines rules and improves layout, well-supported licensed setting | Instinct Dice tie character drives directly to dice pool depth: acting on your two Instincts earns dice you spend to survive future rolls, so leaning into your character's flaws is how you stay mechanically competent. Tasks have three independent dials (Difficulty, Severity, and Threshold), letting the GM build a D1/S4/T0 assassin or a D5/S1/T2 vault door that feel mechanically distinct without an enemy stat block. Succumb and Transcend let any player auto-resolve a Task or Scene by embracing or permanently renouncing an Instinct: Succumb leaves the character Ashamed and unable to Advance until they atone, while Transcend removes that Instinct and its dice income from the sheet forever. |
| Considerations | Tightly bound to the Alien IP with limited genre flexibility, stress mechanics can feel punishing at high levels, Evolved Edition changes are modest over 1st edition | Players roll for everything and the GM never rolls, so every Enemy, Hazard, and Sickness is a Difficulty, Severity, and Threshold the GM sets by feel during play rather than reading from a stat block. Combat uses abstract Hand/Arm/Reach/Near/Far ranges with no grid, no movement tracking, and no initiative: the GM calls turn order from the fiction. Setting material includes normalized slavery, frenzy-mad cannibals, and an in-fiction gender framing where women are treated as more 'precious' than men due to reproduction: the book flags the last point in a sidebar and suggests GMs skip it if uncomfortable. |