Post by llenlleawg on Jan 21, 2012 14:56:18 GMT -6
In some of the old school blogs out there, it is sometimes suggested that character customization is a feature of "new style" gaming, or at least Silver Age gaming, but that "real" old schoolers rolled the dice and played what they got. That may be true in many respects, but I think that Metamorphosis Alpha challenges that just a bit. Its old school cred it without doubt, of course. However, in character creation, there are three rather significant allowances of choice/customization, two "by the book" and the other an "official" option.
The first by the book choice is the type of character, namely human or mutation, and if a mutation, a mutated human(oid) or a mutated monster/creature. So, the player gets to decide what kind of character he is going to play before even rolling the dice. Indeed, he has to do so, since humans roll for an ability (leadership potential) that mutations do not even have!
The second by the book choice is for mutations. That's right, while people accustomed to the charts in Gamma World presume that "old school" mutants rolled their mutations and were happy with it, in MA, while mutants rolled the number of mutations, mental and physical, they are allowed to choose which mutations they want. The only rolled mutation is the defect, which is rolled by the judge.
The second is the suggestion, at the end of the section on the abilities (radiation resistance, mental resistance, dexterity, constitution, strength, and, for humans, leadership potential). The rules note that while the normal routine is for the player to state the ability, then roll, and then take whatever he gets, the judge can "allow the players to roll all 5 or 6 ability rolls and then allow them to assign them to the abilities of their choice for their exact characteristics of ability." This is even justified using words that are often treated as anathema to old school, namely, "if more balanced characters are desired."
Now, admittedly, the abilities do a lot more in MA than in, say, OD&D. Some abilities give you the equivalent of saving throws (to radiation, mental attacks, or poison), and constitution gives you your hit dice, so in many ways these are almost more like OD&D levels than just ability scores. Strength gives a bonus per point over 14 (and a penalty per point under 7), and dexterity counts as initiative. So, it might be apples and oranges somewhat to compare the abilities of OD&D (which mechanically do so little) and those of MA (which do so much). Nonetheless, my point here is that character customization was perfectly thinkable in 1976 in an altogether "old school" way, and perhaps defenders of the older ways may want to rethink their presuppositions about what defines old school style.
The first by the book choice is the type of character, namely human or mutation, and if a mutation, a mutated human(oid) or a mutated monster/creature. So, the player gets to decide what kind of character he is going to play before even rolling the dice. Indeed, he has to do so, since humans roll for an ability (leadership potential) that mutations do not even have!
The second by the book choice is for mutations. That's right, while people accustomed to the charts in Gamma World presume that "old school" mutants rolled their mutations and were happy with it, in MA, while mutants rolled the number of mutations, mental and physical, they are allowed to choose which mutations they want. The only rolled mutation is the defect, which is rolled by the judge.
The second is the suggestion, at the end of the section on the abilities (radiation resistance, mental resistance, dexterity, constitution, strength, and, for humans, leadership potential). The rules note that while the normal routine is for the player to state the ability, then roll, and then take whatever he gets, the judge can "allow the players to roll all 5 or 6 ability rolls and then allow them to assign them to the abilities of their choice for their exact characteristics of ability." This is even justified using words that are often treated as anathema to old school, namely, "if more balanced characters are desired."
Now, admittedly, the abilities do a lot more in MA than in, say, OD&D. Some abilities give you the equivalent of saving throws (to radiation, mental attacks, or poison), and constitution gives you your hit dice, so in many ways these are almost more like OD&D levels than just ability scores. Strength gives a bonus per point over 14 (and a penalty per point under 7), and dexterity counts as initiative. So, it might be apples and oranges somewhat to compare the abilities of OD&D (which mechanically do so little) and those of MA (which do so much). Nonetheless, my point here is that character customization was perfectly thinkable in 1976 in an altogether "old school" way, and perhaps defenders of the older ways may want to rethink their presuppositions about what defines old school style.