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Post by perdustin on Nov 13, 2011 15:42:10 GMT -6
In my blog, I am analyzing Metamorphosis Alpha cover-to-cover. With regard to character advancement, I have linked to this thread. Also, I have...quoted some material.
Thanks!
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Post by Finarvyn on Nov 13, 2011 17:50:45 GMT -6
This sounded interesting enough to me that I didn't want it lost in the other thread, so it gets its own thread instead. Oh, and an "exalt" for this project!
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Post by perdustin on Nov 14, 2011 20:37:10 GMT -6
I'm honored.
For many people, 'OSR' means 'early D&D.' One of the reasons I started this project was to bring attention to other 'old school' games. By looking at these other games, I think that we can gain a better appreciation of the RPG hobby as a whole. Granted, D&D is and was a very big part of the hobby, especially in the early days. I think that Metamorphosis Alpha was important in many respects, not the least of which it was a 'single book' game prior to the release of Holmes Basic.
I am thrilled that these forums accommodate the other early influences upon our hobby.
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Post by perdustin on Nov 16, 2011 19:52:56 GMT -6
Aside from creating Metamorphosis Alpha, Jim Ward was a contributor to early D&D products. Now that he is in ill health, he deserves our contributions. In this season of giving, please consider donating. bailoutthewardenfund.bbnow.org/index.php
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Post by perdustin on Nov 16, 2011 20:19:40 GMT -6
Compared to modern RPGs, Metamorphosis Alpha is quite compact. 'Old school' games provided a bare minimum of rules and a collection of guidelines. The assumption was that referees and players develop anything else they needed. This concept is foreign to more recent gamers who expect a codified and comprehensive set of rules.
Other indicators of MA's 'old school' status are the suggested number of players (2 - 24) and -- by today's standards -- a nearly non-existent system of character advancement. What MA did offer in terms of character advancement is discussed elsewhere on these boards as well as on my blog.
Rather than developing the character, Metamorphosis Alpha was more focused on developing the player. Metamorphosis Alpha is not far removed from the wargaming origins of RPGs in that a character is little more than an expendable unit; if one dies, roll up another one.
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Post by Finarvyn on Nov 16, 2011 21:19:48 GMT -6
Compared to modern RPGs, Metamorphosis Alpha is quite compact. Amen. Actually, due to font size MA is a little bit too compact. Jim Ward and Craig Brain are planning a revised edition soon with (as I understand it) larger font size and information from old Dragon Magazine articles integrated into the text. Should be awesome. The thing is, in the old days folks just assumed that you'd figure out how to play by reading an example of play and trying the game out. Now they spend pages explaining what imagination is and how to use it. ;D
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Post by Zenopus on Nov 16, 2011 22:59:25 GMT -6
I think that Metamorphosis Alpha was important in many respects, not the least of which it was a 'single book' game prior to the release of Holmes Basic. Good point! MA may have influenced Holmes Basic in some ways (frex, Dex for inititative and 10 sec combat rounds) - see here. Since MA came out in '76, Holmes could have had a copy of it in hand when preparing the Basic D&D edit.
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Post by Deleted on Nov 16, 2011 23:11:12 GMT -6
MA is a strong contender for the finest game besides D&D that TSR ever produced. I'd be hard put to choose between MA and Boot Hill for first runner up.
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Post by Finarvyn on Nov 17, 2011 17:40:29 GMT -6
MA is a strong contender for the finest game besides D&D that TSR ever produced. I'd be hard put to choose between MA and Boot Hill for first runner up. Agreed. OD&D, MA, and Boot Hill would have to be my top three TSR RPGs in terms of (1) how much I like them, and (2) how much I have played them. I love the concept of Warriors of Mars, but haven't played it nearly as much as MA or BH. Likewise for Top Secret and Gamma World.
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Post by perdustin on Nov 21, 2011 19:36:12 GMT -6
In my latest post, I discuss the 'sandbox' nature of the ship levels. There is also a discussion regarding the assumptions one can make about the levels and their operation.
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Baron
Level 4 Theurgist
Invincible Overlord
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Post by Baron on Nov 21, 2011 21:21:56 GMT -6
Well, I loved, played and ran D&D and Gamma World. Didn't even see MA or Warriors of Mars until decades later. Wasn't interested in Westerns or spies.
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Post by perdustin on Nov 27, 2011 13:00:29 GMT -6
In my latest post, I discuss the differences between human characters and mutant characters (other than the obvious difference of mutations). Humans have 'social' advantages. First, only humans have the Leadership Potential ability (which allows them to have followers). Also, human characters begin the game as a member of some organized society, such as a tribe or settlement. This allows human characters to have starting equipment while, according to the rules, mutant characters start the game "with no material goods."
I also discuss the possibility of mutant humans without obvious mutations being perceived as 'normal' humans, which is suggested in the rules. Robots and the ship's computer treat humans and non-humans differently. How 'non-human' does a person have to be before the robots or computer no longer consider the person to be human?
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Post by perdustin on Dec 6, 2011 20:07:51 GMT -6
In my latest post, I discuss skills in Metamorphosis Alpha. Although there is a section on the character sheet to list skills, the rules do not provide information about skills.
As is, the only skills derive from what a player learns about the setting and from a character learns about using technological items.
Jim Ward's article, “The Total Person In Metamorphosis Alpha,” from The Dragon 14 (5/78), provides a means to establish backgrounds for player characters; however, there are no game mechanics to implement the skills suggested by those backgrounds.
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Post by perdustin on Dec 11, 2011 18:44:28 GMT -6
In this week's post, I muse about human society aboard the Warden before the disaster. I think that the color band system would divide the passengers and crew into various factions. Given their responsibilities and the fact that the colonist-to-crew ratio is 30:1, the crew would be the social elite.
Now that I think about it, the pre-disaster Warden might make an interesting role-playing setting by itself. Of course, it would be a completely different game than Metamorphosis Alpha.
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Post by perdustin on Dec 12, 2011 21:16:11 GMT -6
One of my readers has pointed out the similarities between Metamorphosis Alpha and Paranoia. It's obvious (now) that MA was a primary inspiration for Costikyan.
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Baron
Level 4 Theurgist
Invincible Overlord
Posts: 119
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Post by Baron on Dec 12, 2011 21:28:40 GMT -6
It is?
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Post by perdustin on Dec 13, 2011 21:43:16 GMT -6
Well, it certainly seemed obvious when I wrote that message. There are: mutants, color-based security clearances, extremely dangerous equipment, the Computer, ALPHA Complex...
It would be treasonous to suggest that Costikyan was not aware of these similarities. Since the Computer is my friend, I will not suggest such a thing.
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Post by perdustin on Dec 20, 2011 20:50:34 GMT -6
In my current post, I briefly speculate about the robots, androids, and main computer on the Warden and how they relate to humans and to each other.
Also, I suggest a Metamorphosis Alpha drinking game.
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Post by Finarvyn on Dec 21, 2011 8:26:00 GMT -6
One of my readers has pointed out the similarities between Metamorphosis Alpha and Paranoia. It's obvious (now) that MA was a primary inspiration for Costikyan. I'm not sure if it was a consious or subconscious thing, but MA does define a "party against the computer" style of play, so it's possible that this was an inspriation for Paranoia. On the other hand, there are probably many more "big brother" type sources that were more direct in their influence. An interesting line of speculation, however. I wonder if Costikyan has ever published an "inspired by" list for Paranoia.
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Post by perdustin on Jan 1, 2012 17:52:16 GMT -6
In my latest installment, I discuss perceived anachronisms on the Warden, such as: the use of paper in starship bureaucracy, computer/ robot "tie-ins," and domar coins. I also analyze the economics of domars.
In a footnote, I discuss the 'precognition' mental mutation in general and compare it to its Gamma World analog.
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Post by perdustin on Jan 12, 2012 20:05:43 GMT -6
Last Sunday I posted the first part of a two part article comparing Metamorphosis Alpha mutations with their Gamma World counterparts. I plan on posting the second part this coming Sunday.
The mutations are largely the same but the differences are interesting. In general, Metamorphosis Alpha seems to be "harsher." With the 'choice method' in Gamma World, there is a 25% chance of having two defects; in Metamorphosis Alpha, the chance is 62.5%. As a side note, statistically, when using the 'table method' in Gamma World, mutated animals will have fewer defects than mutated humans.
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Post by perdustin on Jan 23, 2012 20:45:48 GMT -6
In my latest installment, I survey the various intelligent (non-human) 'races' aboard the Warden, discussing their abilities and limitations. I plan to discuss the five Humanoid races in my next Metamorphosis Alpha post.
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Post by Craig J. Brain on Jan 26, 2012 1:09:44 GMT -6
Perdustin,
I've been enjoying your articles.
Craig J. Brain WardCo.
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Post by perdustin on Feb 2, 2012 18:34:23 GMT -6
In my most recent Metamorphosis Alpha post, I comment on the five types of humanoids.
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Post by perdustin on Feb 7, 2012 20:03:54 GMT -6
In my post on Sunday (02/05), I discuss the 'standard' and 'optional' combat rules. I also opine on weaponless attacks (both by 'creatures' and by 'characters').
Why is it that some early RPGs have no provision for weaponless attacks?
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Post by perdustin on Feb 14, 2012 19:27:18 GMT -6
In my latest post, I discuss player knowledge vs character knowledge in relation to the setting in Metamorphosis Alpha. I also discuss the means by which characters learn to operate technological items.
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Post by perdustin on Feb 20, 2012 13:46:27 GMT -6
In the concluding article of my analysis of Metamorphosis Alpha, I discuss different perspectives on the game and how it inspired both The World of Synnibarr and Skyrealms of Jorune. I also discuss Guy McLimore's "Clone Bank Alpha" article from Dragon. Finally, I present a few musings of my own.
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