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ALIEN RPG vs Odd Hours

Compare ALIEN RPG and Odd Hours side by side. See differences in complexity, dice, genre, cost, and more.

ALIEN RPGOdd Hours
GenreScifi, HorrorHorror, Modern
Play StyleHorror, Survival, Deadly, Atmospheric, One-Shot Friendly, Gritty, Licensed IPHorror, Comedy, Gonzo, Weird, Rules-Light, Random Tables, One-Shot Friendly
Core MechanicRoll 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 2d6 plus one of three attributes (Wit, Grit, Strangeness) plus a relevant skill and try to meet or beat a Target Number. Combat is an opposed roll. Beat the defender by 5 or more for a critical hit and double damage. Two resources then shadow every shift: Sanity drops when the supernatural presses on your mind, and Absurdity climbs as you lean into it. You spend Absurdity to reroll a failure, shrug off a point of Sanity loss, or take the higher of two rolls.
Diced6 dice pool2d6
ComplexityMediumLow
AccessibilityMediumVery High
RunnabilityHighHigh
LicenseAll Rights Reserved (20th Century Studios license)Proprietary
Cost$$Free / $
PublisherFree League PublishingRoute 9 Games
Year20252026
Best ForSci-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 low-barrier horror with a comedic streak for one-shots or short campaigns at a single weird location. It suits players who improvise from atmospheric prompts and lean into absurd moments instead of optimizing their characters.
HighlightsStress and panic system mechanically reinforces horror tension, two distinct play modes (Cinematic and Campaign), Evolved Edition streamlines rules and improves layout, well-supported licensed settingSanity and Absurdity move in opposite directions, so the dark humor that raises Absurdity becomes a resource you spend to reroll failures or cancel Sanity loss. The Overnight Manager plays the gas station itself as the lead character, voicing its moods and the cryptic calls from its unseen Owners as a presence the table improvises around. Reaching 5 Absurdity unlocks Strange Abilities bought with advancement, once-per-session quirks the station leaves on you rather than powers you earn.
ConsiderationsTightly bound to the Alien IP with limited genre flexibility, stress mechanics can feel punishing at high levels, Evolved Edition changes are modest over 1st editionThe Overnight Manager sets every Target Number outside a few fixed tables and decides each Absurdity award, so difficulty and pacing rest on table judgment. Combat is deliberately thin: flat weapon damage, one primary and one minor action per turn, and only basic move-and-cover positioning rather than a tactical grid. Rituals, Strange Abilities, and backgrounds come as a handful of examples the book openly tells you to expand on yourself.