r/alienrpg 23d ago

Rules Q motion tracker.

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I have motion tracker (long). I am red dot. Can I spot someone in office on the other side of the map? Four zones seem like a huge distance to me :D

30 Upvotes

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7

u/Spandau8 23d ago

I would say yes you can detect movement on the office RAW.

You could change the confidence of the information e.g you detect a faint single that flashed once that could be a false positive due to working on the limits of the Motion Tracker range etc.

Obviously as GM can interpret the four zones anyway you want: 4 large zones vs 4 small zones, thick bulk head walls vs office partition walls. but i’d aim for consistent.

Motion Trackers are great though and are win/win regardless. They detect a ping = somethings there! They don’t detect a ping= somethings probably being deliberately still hunting us!

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u/fuksji 23d ago

thanks. i will nerf if for medium range. for the atmosphere

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u/murdochi83 22d ago

Remember as a GM your job isn't to nerf necessarily. If you tell your players "yeah but I think it's too powerful so it now works this way" you are immediately turning the game into a competition.

I'm not necessarily saying don't nerf it, just...don't tell your players!

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u/fuksji 22d ago

We’re a very fair group. Even the GM roll openly. :D But I know what you mean.

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u/Best_Carrot5912 22d ago

I personally would play it RAW and find that more atmospheric. As GM you can rule how you wish at your table and the main thing is just to be consistent. But here's why I wouldn't nerf it.

  • It's a motion tracker not an alien detector. If the xenomorph is still, it doesn't register as a blip. Only if it's moving. So if it neither moved into that zone last turn nor is pacing around, no blip. It adds to the horror having the motion tracker but still not knowing if something might suddenly uncurl from the ceiling. Just make sure the players know what it actually does rather than assume it always shows the alien. In many ways, the motion detector is a device that indicates something is coming towards you. And the ping ping ping of that is downright terrifying.
  • There are many reasons why a team might have to go in a direction whether there's an alien there or not. Walking knowingly into danger because the doohickey is in the same room is likewise, very tense.
  • The xenomorph can move two zones and still attack. It feels rather weak for a player if you can only detect something when it is already close enough to tear you apart. You may well find people stop using the motion trackers all together and that is a shame because they're fun.
  • Motion trackers foster dependence and there's a lot of horror mileage to be had from slowly removing the things the players depend on. A motion tracker might seem too powerful to you when it's on Power Supply 5. But when it's on its last charge and players are all watching that last die tumble over and over to see if the motion tracker finally dies... There's atmosphere!
  • The game is already tough. And the xenomorph is deadly. The motion tracker is one of those things that increase fear whilst at the same time help players survive. Which is nice because most things that increase fear do so by increasing danger. Without any warning, a xenomorph can bring a healthy party down to multiple casualties in a couple of turns. And they're hard to spot too. Players need some advantages of their own to offset all the ones the xenomorph has.
  • A GM can use the blips to help clue in or guide the players. In an Aliens plural style game, it can help the team know they're getting in over their heads for example.

I nerf very few things in the game. Constraints are things that encourage creativity. It can vary depending on whether you're running a more Alien or a more Aliens game but either way it's fun.

If it's an Alien style game:
"You saw the blip in that corridor but it's gone now. It's in one of these rooms but... you don't know which." That's scary.

If it's an Aliens style game:
"That's one, no two more blips. Three behind then, four ahead. Shit - seven total now. "

It's up to you either way, but personally I like to just roll with it. Are you afraid they'll 'win', or find things too easy? Keep in mind that stumbling on the xenomorph unawares can be an instant character death. It's better for them to be afraid and alive than dead and annoyed.

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u/fuksji 22d ago

For rapture protocol its like "We entered the base; it looks dark and empty. We turn on the tracker. Whoa—X dots. It’s pretty lively in here."

We play a "narrative" stealth mode. I see no reason to constantly interrupt the game to watch a secret map. I keep track of everyone's movements in my head and provide accurate information when they use a tracker.

I understand what you mean, though.

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u/Whodavooda 23d ago

considering that zones vary widely in size anyways, its honestly best just to play it by ear when it comes to the range. I'd agree that letting players be able to see one end of block E while standing at the other is too much. Xenos leaving the range of the motion tracker is a great source of horror, be sure to capitalize on it!

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u/fuksji 23d ago

Thanks

3

u/Adventurous_Bass4024 23d ago

Not answering your question but because I saw a physical map 😬 I thought that would be a good scenario for you to test https://ludicrpg.com/alien-motion-tracker/
If you’re running in-person

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u/ChannelCommercial984 23d ago

Depends on which motion tracker. Depends on if person is moving. Kind of depends how GM is ruling vent paths and large hallways.

Why are you asking?

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u/fuksji 23d ago edited 23d ago

I I wrote "long". By that, I meant the one with the longest distance.

Why? I'm curious ;)

But seriously now—I’m curious about the rules. Personally, a distance of four zones seems really huge to me. it could mean that you can catch something across half the map in starter set or rapture protocol.

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u/ChannelCommercial984 23d ago

Are you asking for advice as a GM or Player?

As a GM, it's up to you to determine what makes sense for large zones, hallways and vents. Consider verticality, different floors. There's no cookie cutter answer. You might also consider the story. Let it reach a little farther, give a hint of a blip. Or not.

As a player, it's up to your GM (in case this is a "I don't agree with my GMs ruling post).

Again though, it only tracks active moving sources. Not anything dead, unmoving or in stealth.

And keep in mind you're tracking in the moment. By the time you get there there's no reason it has to be in the same spot. Xenos move faster than people as well.

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u/fuksji 23d ago

GM. I’ve read the rules. That’s why I’m asking in the context of "long range." The second tracker has a medium range, for example.

Thanks

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u/ChannelCommercial984 23d ago

Yep, I've answered the question. Following that, focus on what works best for the story. Hope it works out and is fun for all!