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ALIEN RPG vs Old Gods of Appalachia Roleplaying Game

Compare ALIEN RPG and Old Gods of Appalachia Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.

ALIEN RPGOld Gods of Appalachia Roleplaying Game
GenreScifi, HorrorHorror, Historical
Play StyleHorror, Survival, Deadly, Atmospheric, One-Shot Friendly, Gritty, Licensed IPHorror, Player-Only Rolls, Theater of the Mind, Character Building, Character-Driven, Narrative, Low-Prep, Licensed IP
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.The GM rates a task from difficulty 0 to 10 and multiplies it by 3 for the target number; difficulty 0 succeeds automatically. When a roll is required, players roll a d20 for tasks, attacks, and defenses and succeed by meeting or beating the target. Skills, assets, and Effort spent from Might, Speed, or Intellect Pools ease the difficulty; Edge reduces those Pool costs.
Diced6 dice poold20
ComplexityMediumMedium
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseAll Rights Reserved (20th Century Studios license)All Rights Reserved
Cost$$$$
PublisherFree League PublishingMonte Cook Games
Year20252023
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 seeking community-rooted horror in early 20th-century Appalachia, with player-controlled risk spending and theater-of-the-mind action. It suits GMs who prefer flexible adjudication and explicit horror-safety conversations.
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 settingCharacter arcs award XP for steps in GM-approved arcs and for climaxes even when their final goals fail, keeping personal stories mechanically active. Single-use cyphers turn folk charms and strange objects into frequently changing powers, encouraging players to spend unusual tools instead of hoarding them. What Wakes Mode widens the natural-roll range for GM intrusions until a ten-hour recovery roll resets it, turning supernatural attention into escalating mechanical pressure.
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 editionStat Pools serve as both health and spending resources, so Effort and abilities can leave characters less able to absorb harm. The GM sets task difficulties and decides when to introduce complications, placing much of the game's consistency in GM adjudication. The game is built around alternate Appalachia in the 1920s and 1930s rather than a portable generic-horror setting.