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Original D&D Discussion :: Other TSR Classics :: Metamorphosis Alpha (1976) and Gamma World (1978) :: my thoughts on GW's cryptic alliances
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geoffrey
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 my thoughts on GW's cryptic alliances
« Thread Started on Apr 15, 2008, 6:05pm »

"The possibilities for cryptic alliances are many and varied, limited only by the referee's imagination. A suggested list of basic groups follows. The referee should feel free to add or change them as he sees fit. Even changing the names and some of the characteristics of some of these groups will keep the players guessing..." (1st-edition Gamma World rulebook, p. 27)

With the above quote in mind, here are my thoughts on the 13 cryptic alliances listed in the rulebook:

First, I do not consider ANY of the cryptic alliances to be big, intercontinental groups. My GW is too far gone for that sort of interconnectivity. Instead, all groups are small and "local". Various groups might resemble one another in their goals, but they aren't even aware of each other, much less part of a larger, umbrella organization.

BROTHERHOOD OF THOUGHT
Ah, no. This sort of thought was annihilated 149 years ago. That sort of thing is gone. No one has that sort of luxury anymore. Not even close. No Brotherhood of Thought in my GW!

SEEKERS
Hatred of technology so extreme they seek to destroy it? Cool. This group remains pretty much as-is, except I don't use domars.

KNIGHTS OF GENETIC PURITY
Instead of being confined to a group, this attitude is general amongst PSHs. Just look at the racial hatred in the real world's history. Now imagine if people looked far, FAR different (people with wings, people with three eyes, people with multi-colored, striped skin, etc). The racial hatred would be even more profound. Plus, you just can't trust a mutant. Who knows what they'll do with those powers. A lot of them even have mind powers. Before you know it they will be taking over people's minds, etc. While not nonexistent, it is indeed a rare PSH who doesn't mistrust and often hate humanoids.

FRIENDS OF ENTROPY
Perfect.

THE IRON SOCIETY
See the Knights of Genetic Purity above, only in reverse. Virtually all humanoids hate PSHs. They, after all, wrecked the world and turned it into a howling wilderness. The sooner they are all gone, the better. Plus it's scary how those PSHs are so good with the artifacts of the Ancients (their ancestors!). Before you know it they are going to wreck things even worse than they already have. Wipe them out while you still can.

ZOOPREMISISTS
All the trends favor these guys, and this (again) is not merely a little ideological group. Instead, this is the general attitude of mutated animals. Humans and their d**n technology almost totally eradicated humanity. Well, let's just help them finish the job. They had their day, and they failed. It's time for the animals now. The only good human is a dead human or a domesticated (i. e., enslaved) human. The PSHs are too dangerous with their affinity for technology, and the humanoids are also too dangerous with their mutations. Get rid of all of them.

HEALERS
Believe it or not, a VERY, VERY few enclaves of this sort exist...BUT they most certainly do discriminate on the basis of race, creed, and biological origins.

RESTORATIONISTS
These are about the only humans not enslaved by mutated animals or powerful computers. They aren't so stupid as to believe that they can restore civilization. That's gone for good. Their goals are much more modest: to acquire as much technological power as possible in order to carve-out independent enclaves so that they'll be (relatively) safe in this insane world.

THE FOLLOWERS OF THE VOICE
Pretty much as-is, except they aren't so delusional as to think that computers created the world or that they can restore peace and order. Instead, they worship computers because of the protection computers can give them. Without powerful gods, humans wouldn't last very long.

THE RANKS OF THE FIT
There are some small, militaristic groups running around, but they don't have all the Napoleonic and Nazi baggage. (After all, there is no remaining trace of such.) And none think they can take over the whole world. They just want a manageable chunk.

THE ARCHIVISTS
They most certainly do not deactivate robots. Instead, they worship robots in working order. They are their metal gods. These metal gods give them protection and material goods. (Imagine, for example, a mech-land or robot farm that grows food.)

THE RADIOACTIVISTS
They do not worship an abstact radiation god. Rather, these sorts of groups live in radioactive deserts and similar areas, worshipping powerful mutated animals. These mutants demand the dead bodies of those who can't handle the radiation. The surviving humans thus form a hardy militia that the mutant god uses to help accomplish its ends.

THE CREATED
Use as-is.

It's a bleak and dark Gamma World in my imagination. Most humans (whether PSH or humanoid) are worshippers/slaves of "gods": extra-powerful mutant animals (or robots or computers). They are deathly suspicious of all not in their cult, and they have no dreams or aspirations of a better world. The best they can hope for is continued survival by faithful worship of their all-too-real gods. This reminds me of a quote from a letter H. P. Lovecraft wrote in July 1927:

"Now all my tales are based on the fundamental premise that common human laws and interests and emotions have no validity or significance in the vast cosmos-at-large..."
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keltset
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 Re: my thoughts on GW's cryptic alliances
« Reply #1 on May 4, 2008, 9:34pm »

I like this. I never used Cryptic Alliances in GW because they always seemed too much like Paranoia, but you've got a good list going here. If I can convince my friends to play GW (or "Mutant Future" when it comes out) I may use these!
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KELT-SET
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jjarvis
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 Re: my thoughts on GW's cryptic alliances
« Reply #2 on May 5, 2008, 11:34am »

Paranoai came out after GW (so GW can't really be accused of beign too much liek paranoi in my view). I have stolen paranoia devices and secret societies for use in my GW games and they worked fine. Also an occupied alpha complex is a heck of a "dungeon crawl" for a GW adventuring party. The last party I GM'd to do so escaped from the complex they were assaulitng in a bunch of golf carts.
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Geiger
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 Re: my thoughts on GW's cryptic alliances
« Reply #3 on Jun 7, 2008, 1:56pm »

Ever from Dragonsfoot, I liked your take on the dark and grimm. Have an exalt my friend.
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