One of the most interesting mechanics of the Alien RPG is the use of stress dice. As the tension ratchets up, characters obtain stress dice that they add to most rolls. (Alien is a D6 dice-pool game.) On the one hand, the stress dice function like a rush of adrenaline, increasing the character's odds of completing a task successfully; however, if any stress die comes up with a 1, the character freaks out and is forced to make a panic roll to see what happens next. It's impossible to avoid stress dice entirely, but certain rules allow you to minimize the risks of stress and panic, while other mechanics allow you to embrace the chaos and maximize the positive aspects of stress.
I was interested to see how the boys would react to these game rules. Knowing the way they approach other games, I expected Matthew, who will always push the envelope, to favor the use of stress dice, while the risk-averse Nathaniel would avoid stress at all costs. And boy howdy, was I right!
I was interested to see how the boys would react to these game rules. Knowing the way they approach other games, I expected Matthew, who will always push the envelope, to favor the use of stress dice, while the risk-averse Nathaniel would avoid stress at all costs. And boy howdy, was I right!
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