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Post by Finarvyn on Jul 30, 2007 6:47:27 GMT -6
Metamorphosis Alpha (1976, James M. Ward)
This represents TSR’s first voyage into the world of science fiction role-playing. This is the first edition (1E) of Metamorphosis Alpha and is very OD&D-like in many of its mechanics. MA adds radiation and mutations to the world of gaming, as well as the concept that a “dungeon” need not be underground.
1E is an 8.5x11 sized rulebook that is only 32 pages in length. This is the edition that I began playing in 1976, and the focus of this forum.
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Post by Finarvyn on Jul 30, 2007 6:47:53 GMT -6
Edition 1.5
Several articles appeared in Dragon magazine (mostly written by Jim Ward) that were designed to supplement MA and expand on the rules. These articles are also good material for discussion on these boards.
Magic & Science: Are they compatible in D&D? by James Ward (Dragon #1; 1976) While this is technically not an article on MA, it does give an insight as to what is going on in the mind of James Ward shortly before publication of Metamorphosis Alpha.
Androids on board the Warden by James Ward (Dragon #4; 1976)
Some ideas missed in Metamorphosis Alpha by James Ward (Dragon #5; 1977)
How Green was my Mutant? by Gary Gygax (Dragon #5; 1977) The earliest MA article that I have found written by someone other than James Ward. Of course, getting a Gary Gygax stamp of approval was a nice thing in those days as well!
Clone Bank Alpha: An Alternate Beginning Sequence for Metamorphosis Alpha by Guy W. McLimore, Jr. (Dragon #6, 1977)
Further Rules, Clarifications, and Modifications for Metamorphosis Alpha by James Ward (Dragon #6, 1977)
Still more additions to MA by James Ward (Dragon #8, 1977)
Robots as players in Metamorphosis Alpha by Barton Stano & James Ward (Dragon #14; 1978)
The total person in MA by James Ward (Dragon #14; 1978)
Metamorphosis Alpha Modifications by A. Mark Ratner (Dragon #16; 1978)
Faceless Men & Clockwork Mosnters: a D&D adventure aboard the Starship Warden by Gary Gygax (Dragon #17; 1978)
** shortly thereafter, the article shift in Dragon moves away from Metamorphosis Alpha and toward Jim’s new game, Gamma World.
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Post by Finarvyn on Jul 30, 2007 6:50:37 GMT -6
Edition 1.5 Continued:
More articles on Metamorphosis Alpha appeared in other publications to help expand the game. Here’s what I have at the moment:
General Ideas on MA by Ian Livingstone (White Dwarf #1; 1977)
Food & Water on Starship Warden by Richard Edwards (White Dwarf #5; 1978)
Notes on Metamorphosis Alpha by James Ward (the Dungeoneer #7; 1978)
Metamorphosis Alpha Notebook by W.G. Armontrout (Space Gamer #42; 1981)
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Post by Finarvyn on Jul 30, 2007 6:51:08 GMT -6
Metamorphosis Alpha to Omega (1994, Slade Henson)
TSR created a universal game system called AMAZING ENGINE with the notion that characters could be ported from setting to setting with core abilities intact. One of the setting books for AE was the second edition (2E) of MA.
While I am not a big AE fan, I will admit (1) that MA had been stagnant for a decade or more from a publishing standpoint, and (2) the 2E book added a lot of material to the setting as it weighed in at 144 pages with a color map.
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Post by Finarvyn on Jul 30, 2007 6:52:06 GMT -6
Metamorphosis Alpha Universe (2002, James Ward)
Another eight years passed and 2E never really took off, so James Ward went back to the basics and re-designed his baby into a new game system based on 3d6.
This twenty-fifth anniversary edition was published under Jim’s own company banner of Fast Forward Games. This third edition (3E) played a lot more like 1E in style and philosophy and in size – 64 pages.
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Post by Finarvyn on Jul 30, 2007 6:52:28 GMT -6
Metamorphosis Alpha Universe (2006, James Ward) Craig Brain liked MA so much that he persuaded Jim Ward that a revision and expansion to the game was a good idea. The newest version (4E) of the game is a 176-page hardback published by Mudpuppy Games and is still based on Jim’s 3d6 mechanic. The current version of the game is supported by a message board message board as well as an electronic gaming newsletter called MAJOR. Several modules are in the works and the game appears to be more alive than ever.
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Post by meepo on Jul 30, 2007 7:14:11 GMT -6
** shortly thereafter, the article shift in Dragon moves away from Metamorphosis Alpha and toward Jim’s new game, Gamma World. What were the key differences between the two games? A friend of mine who lived down the street owned Gamma World, 2nd edition IIRC. I owned D&D. So we'd trade off GM duties each week. Anyway, I remember Gamma World quite fondly and it wasn't until last year in a state of nostalgia of unsuccessfully trying to win a GW set on eBay, that I discovered MA's existence. Which bids for were also unsuccessful... Gah, I hate eBay
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jdjarvis
Level 4 Theurgist
Hmmm,,,, had two user names, I'll be using this one from now on.
Posts: 123
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Post by jdjarvis on Jul 30, 2007 8:41:26 GMT -6
** shortly thereafter, the article shift in Dragon moves away from Metamorphosis Alpha and toward Jim’s new game, Gamma World. What were the key differences between the two games? GW was better edited and made more sense. MA was tied to it's setting where as GW had a much looser setting. The attribute scores in MA were:radiation resistance, mental resistance, dexterity, constitution, strength, and leadership potential (only humans got that last score). There were multiple combat resoultion mechanics in MA 1 for lasers,1 for sonic disruptors,1 for gas ejectors, 1 for bows and 1 for all other weapons. There were different damage ratings ratings vs Humanoids/Mutated Creatures /Humans. While GW has a few "BANG YOUR DEAD" effects MA was a little more lethal.
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Post by meepo on Jul 30, 2007 9:39:52 GMT -6
What were the key differences between the two games? GW was better edited and made more sense. MA was tied to it's setting where as GW had a much looser setting. The attribute scores in MA were:radiation resistance, mental resistance, dexterity, constitution, strength, and leadership potential (only humans got that last score). There were multiple combat resoultion mechanics in MA 1 for lasers,1 for sonic disruptors,1 for gas ejectors, 1 for bows and 1 for all other weapons. There were different damage ratings ratings vs Humanoids/Mutated Creatures /Humans. While GW has a few "BANG YOUR DEAD" effects MA was a little more lethal. Thanks for the info! I remember GW being a great game and all of the mutation tables a blast to roll on. MA sounds like it'd be right up my alley as well. Pity I've been so unsuccessful on trying to get a copy...
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Post by philotomy on Jul 30, 2007 10:11:13 GMT -6
You can download a RTF copy of the rules (and other stuff) from here.
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Post by meepo on Jul 30, 2007 11:45:24 GMT -6
You can download a RTF copy of the rules (and other stuff) from here.Cool!! Nice find! *exalt*
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Post by calithena on Aug 3, 2007 8:30:35 GMT -6
Curious bit of RPG history trivia I've heard several places: the cult classic RPG "Jorune" started out as a MA campaign...Jorune was the planet they got to at some point. (I don't know if it's true, but I have heard it from more than one fairly reliable source.)
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Post by stonetoflesh on Oct 31, 2007 11:14:11 GMT -6
*Intones magic words and casts "Raise Dead Thread"* Curious bit of RPG history trivia I've heard several places: the cult classic RPG "Jorune" started out as a MA campaign...Jorune was the planet they got to at some point. (I don't know if it's true, but I have heard it from more than one fairly reliable source.) Intriguing! Can a line be traced from the MA rules to the Jorune rules? I've never seen the latter, so I can't say...
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Post by calithena on Oct 31, 2007 11:38:21 GMT -6
Rules-wise, I have no idea. But some setting elements appear to have been ported over. Robert Dushay notes:
We do things at a nice slow pace over here, there aren't any worries about bringing old conversations back up IMO.
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Post by coffee on Oct 31, 2007 12:17:27 GMT -6
*Intones magic words and casts "Raise Dead Thread"* Oh, c'mon, it's just a thread, not a whole body of work. I should think "Speak With Dead Thread" should suffice. ;D
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Post by ffilz on Oct 31, 2007 13:37:02 GMT -6
Ruleswise, if I recall, Jorune shares more with RuneQuest than MA. I used to (maybe I still do) own Skyrealms of Jorune, but never gave it more than a cursory glance.
Frank
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Post by Craig J. Brain on Nov 2, 2007 1:40:42 GMT -6
I remember reading an interview with one of the early creators of SRoJ and do remember his comment about starting off as an MA campaign. I have most of the Jorune material and am a fan of SRoJ, especially the artwork of Miles Teves.
Morbius
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Post by Finarvyn on Nov 2, 2007 6:48:33 GMT -6
I've never even seen any of the Skyrealms of Jorune material, which is actually strange since I have bought and read so many RPGs over the decades. I wonder if I should hit e-bay and look to see what it's all about.
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Post by James Maliszewski on Jan 30, 2008 10:59:46 GMT -6
Curious bit of RPG history trivia I've heard several places: the cult classic RPG "Jorune" started out as a MA campaign...Jorune was the planet they got to at some point. (I don't know if it's true, but I have heard it from more than one fairly reliable source.) I'm pretty certain, though I can't dredge up a link, that neither Andrew Leker nor Miles Teves have been shy about the fact that Jorune was derived from their old MA campaign. There are quite a few little nods to this here and there, like the various Iscin races, which have some resemblance to mutant animal races from the earlier game. What I've never been able to determine is whether they simply used MA as a rules set or if the backstory of the Warden etc. was used as Jorune developed.
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casey777
Level 4 Theurgist
Herder of Chlen
Posts: 102
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Post by casey777 on Feb 3, 2008 21:29:38 GMT -6
My understanding was that Jorune started as a MA campaign. I've never seen first edition, which would be the closest to MA. On Jorune editions. I've never even seen any of the Skyrealms of Jorune material, which is actually strange since I have bought and read so many RPGs over the decades. I wonder if I should hit e-bay and look to see what it's all about. Chessex should still have copies of their 3e line for sale at list price. You might have to dig around their website but you should also be able to order them through gaming distributors. The core book is a tad more complete IMO than the 2e boxed set but it's nowhere as well presented. It is however likely to be far cheaper. Personally I found Jorune like many others find Tekumel. I love the original artwork and premise but just could not find a way to make it work as a game. The various official rules are murky and suffer from reclassifying standard gaming terms in in-setting terms. A workable rulebook that is approachable would help. It's a shame the family won't allow any more work done on it but it's their decision to make.
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Post by James Maliszewski on Feb 5, 2008 8:12:20 GMT -6
Personally I found Jorune like many others find Tekumel. I love the original artwork and premise but just could not find a way to make it work as a game. The various official rules are murky and suffer from reclassifying standard gaming terms in in-setting terms. A workable rulebook that is approachable would help. Very much agreed. Although many will claim the 2nd Edition is a masterpiece -- and it is from a purely esthetic point of view -- I think it's still very much an incoherent jumble. It's an extremely evocative jumble, to be sure. I want to be able to play Jorune but the rules and presentation make it hard for me to get into it, which is a pity. I have no doubt there's a very cool world there to be discovered.
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Baron
Level 4 Theurgist
Invincible Overlord
Posts: 119
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Post by Baron on Sept 14, 2009 22:59:11 GMT -6
Interesting. I never knew that about Jorune. Always wanted to play, though.
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