I'm pretty sure the pdf hits Drivethru tomorrow, but Kickstarter backers should have already had their pdf copies.
I'm curious, as a big Gamma World/Metamorphosis Alpha fan, how does this edition stack up? I have 1e, The Amazing Engine version, 3e (I think it is 3e), and the 4th editions of MA.
Does anyone know how 5e differs from previous set ups? I've downloaded and looked over the quickstart, which is rules. I was kinda curious about the setting and how the creators intended it to be played (I am a fan of 1e and the Amazing Engine versions, not so the 3e or 4e set ups).
Well its got one of the least evocative covers EVER. Id seen it before at a glance and thought it was some fantasy game cover.
It uses Chambers "System 26" system. Only 6-siders are used. Apparently like the AE:MAtE, it has little input from Ward. Take that how you will. And it is 2 years late. 3 if you count the 2011 pre-order that never happened. (Or longer since they announced it around 2009...) It was still being written as of 2014 so what the hell was the 2012 release date?
Good to see its on its way now. I am curious what the heck this System 26 is as there seems to be zero info on it.
I used the last Gamma World (D&D 4e based) to run some Metamorphosis Alpha. It did what I wanted - aka a minis RPG hybrid for fast, bloody play. We had fun but sadly nobody could commit to a damn regular-ish session. I'd love to run even a 10 session mini-campaign.
Quote from: Spinachcat;836449I used the last Gamma World (D&D 4e based) to run some Metamorphosis Alpha. It did what I wanted - aka a minis RPG hybrid for fast, bloody play. We had fun but sadly nobody could commit to a damn regular-ish session. I'd love to run even a 10 session mini-campaign.
Well we were running a MA PBF game a while back. Even had permission to post the rules from Ward. But he later went back on that.
If you jettson the wacky world/random world part of 4e D&D GW then yeah. You have a viable base for MA. I ran a MA-style campaign with my own Omega World RPG back in the mid 90s. Ran for about 2 years.
Quote from: Omega;836445Good to see its on its way now. I am curious what the heck this System 26 is as there seems to be zero info on it.
There's a free 16 page preview pdf on Drivethru. The basic rules are in there, unless it has changed. Looks like die pools, starting at 2 dice, modified up or down depending upon traits, skills, etc. Target number is per die (3+ for easy, 4+ for Average, 5+ for Hard difficulties, more successes equals better at whatever you were trying to do).
FWIW, Goodman Games has been putting out several adventures/supplements (several by Jim Ward himself) for the original MA over at RPGNow/DTRPG
They're not exactly cheap, $6 for usually a 12-24 page PDF, but still pretty cool to see such support (and likely better support than 5e will ever have)
http://www.drivethrurpg.com/browse/pub/36/Goodman-Games/subcategory/187_22493/Metamorphosis-Alpha
Quote from: Omega;836454If you jettson the wacky world/random world part of 4e D&D GW then yeah. You have a viable base for MA.
Agreed - first to go was the randomly changing powers. The fast Chargen works because you can describe powers as gear, which in my game, often got described as Humans with Cybernetic gear, aka you awoke with a power glove bolted to your arm.
What it did for me was give me the tactical boardgame aspect and vicious combat which works for MA as giant space dungeon.
I'd rather just use the setting for the game with a different game mechanic.
Quote from: Spinachcat;836498Agreed - first to go was the randomly changing powers. The fast Chargen works because you can describe powers as gear, which in my game, often got described as Humans with Cybernetic gear, aka you awoke with a power glove bolted to your arm.
What it did for me was give me the tactical boardgame aspect and vicious combat which works for MA as giant space dungeon.
I did that too. A character with the speed aspect and somesuch was a human wearing a kinetic accelleration suit.
Quote from: Shawn Driscoll;836499I'd rather just use the setting for the game with a different game mechanic.
Assuming it remotely resembles MA. We could end up with another 3e MA or god forbid, d20m and 4e D&D GW setting in name only.
Quote from: Omega;836517Assuming it remotely resembles MA. We could end up with another 3e MA or god forbid, d20m and 4e D&D GW setting in name only.
I wouldn't try using another mechanic that has its own setting built into it. Too much work. I avoid RPGs with setting mechanics in them.
Quote from: Shawn Driscoll;836520I wouldn't try using another mechanic that has its own setting built into it. Too much work. I avoid RPGs with setting mechanics in them.
Most of MA's mechanics were shared with D&D up to a point. Even the mutations could be carried across system without much hassle.
D20m was actually well suited to the Gamma World setting and could have worked if they hand handed it over to White Wolf. Same for the 4e GW. Wasted potential.
We will see what happens with this new one.
Had a glance at the preview. Seems fairly straightforward. 2d6 +/- more d6 based on abilities and circumstance. Try to get at least 1 success vs a target number.
I picked this up, 10 bucks as a 160 page pdf. It is basically a rules book, no real setting information. It is pretty close in tone to the 1st edition Metamorphosis Alpha, with a unified action system (roll a number of d6, depending upon traits). Higher number of successes equal better, plus over 3 success levels allows for Enhancements tot he result.
Mutations are pretty bog standard for older editions of MA/GW. You can be a Pure Strain, A Mutant Human, a Mutant Animal, or a Mutant Plant.
Unlike other editions, there are no sample layouts of the Warden. The included adventure has a small section of one of the decks. The one indication of size states that the ship's decks are 17 miles long and up to 9 miles wide. Otherwise, you are on your own (which I like, but even 1st edition gave a sample and rough ideas).
The bestiary is slim and has a surprising lack of artwork (I think maybe one picture of a fungus and one picture of a humanoid wolf). Best be grabbing your older editions for monsters and robots.
I'm not upset about the purchase, because it was inexpensive, but it is pretty bare bones.
Quote from: Bloodwolf;836587I picked this up, 10 bucks as a 160 page pdf. It is basically a rules book, no real setting information.
I'm not upset about the purchase, because it was inexpensive, but it is pretty bare bones.
And this took nearly 3 years?
I backed the KS. I long since gave up on it.
The long string of excuses, life events and other troubles that have tripped this up are comically tragic. Let me find my link and get a better assessment of the final product...
Thanks for the info Bloodwolf!
Anything dynamic or exciting about the system?
It seems lot more content than just the rule book came out for it. http://www.goodmangames.com/MApreview.html
Is the latest system close enough that you could use the Lulu reprint of the original to run those adventures or have the sourcebooks be of any use?
Quote from: Spinachcat;836630Thanks for the info Bloodwolf!
Anything dynamic or exciting about the system?
There is an action die mechanic.
Looks like hit points (or wounds as they call them, as well as non-lethal Fatigue) are fairly low.
Mutations are either always on or uses/day.
It is fairly simple.
When rolling dice there is, except in certain circumstances, a 5 dice limit. Nothing stands out, good or bad upon initial perusal.
Quote from: nezach;836638It seems lot more content than just the rule book came out for it. http://www.goodmangames.com/MApreview.html
Is the latest system close enough that you could use the Lulu reprint of the original to run those adventures or have the sourcebooks be of any use?
Aren't those adventures for the reprint of the original (1e) game? The systems are different, but both are fairly simple. As far as I know, there aren't any adventures out for the new set.
Quote from: Bloodwolf;836651Aren't those adventures for the reprint of the original (1e) game? The systems are different, but both are fairly simple. As far as I know, there aren't any adventures out for the new set.
Correct. Those modules are all for 1-4e MA. Which means none are directly compatible with 5e. But probably would not take too much to convert if you really wanted to run older modules with 5e.
Example: What Are the Prisoners of Rec-Loc-119? reads.
QuoteThis adventure makes use of the robot rules presented in Dragon #14 and reprinted in the Metamorphosis Alpha Deluxe Collector’s Edition!
So obciously it is meant for the much older editions.
Quote from: Bloodwolf;836651Aren't those adventures for the reprint of the original (1e) game? The systems are different, but both are fairly simple. As far as I know, there aren't any adventures out for the new set.
Ah yeah. That's the stuff from the deluxe reprint kickstarter. Wow, so someone did
another MA kickstarter for yet another rule set as well? Show's how much I'm behind the times I guess.
Quote from: nezach;836660Ah yeah. That's the stuff from the deluxe reprint kickstarter. Wow, so someone did another MA kickstarter for yet another rule set as well? Show's how much I'm behind the times I guess.
Welcome to the club. I totally missed mentions of the 5e KS somehow. But did see the Android Underlords module for previous editions.
Ok. Had a quick glance through and some thoughts.
No stats or classes. It is all skills and talents. (And mutations..)
Mutations are named much the same as in the original or Gamma World. Same for monsters and tech overall.
One small gripe is that the book keeps using different terms to describe the same thing, or the same word to describe different things. Traits, Talents, Qualities etc.
It devotes about 2 and pages to background which amounts to some possible legends and then "Make up what really happened yourself."
QuoteThe "truth" of the Warden's history is whatever you as the referee would like it to be, and ideally will include your own smaller details that tie into an ongoing campaign.
There is also some optional advice for running the campaign on other ships, planetside, or even as post apoc Gamma World.
"One Size Fits All" but actually fits none?
I've always felt what made it special was that it was set in a man-made habitat.
Has it become just another generic Sci-Fantasy system that can be used for any "space exploration" game?
You play a mixed group of "aliens" exploring a dangerous "alien" world?
=
Quote from: Greentongue;836762Has it become just another generic Sci-Fantasy system that can be used for any "space exploration" game?
You would have to work to make it generic.
This more of a: "Do you remember Metamorphosis Alpha? If you do, than here is a rules set, with just enough familiar stuff to get you interested, but no real setting. Make it up, but remember, it is on a ship, so no vehicles or other space ships."
It's like a person without bones: there is meat, but there isn't enough skeleton to attach that meat to.
I wouldn't suggest this as an entry to MA for anyone unfamiliar with the genre. It will work for me, because I have all the prior editions to work from, as well as every Gamma World edition (including the 2 editions everyone loathes).
Quote from: Bloodwolf;836769You would have to work to make it generic.
This more of a: "Do you remember Metamorphosis Alpha?"
I wouldn't suggest this as an entry to MA for anyone unfamiliar with the genre.
1: I think you could make it into a generic post apoc setting. And maybe a fairly generic space game where vehicles and especially space ships are just backdrops and props to get from A to B.
2: Yeah. It kinda feels that way. There is stuff scattered through the book on how to play the setting. But it is nearly setting neutral and could be referring to Gamma World. There is nothing about the environment. Just. "Make of it what you will." and even the original had more detail than that.
3: It would be ok for a GM who loves to "make of it what you will." where the spartan summary is all they need. Hell. O, A and BX D&D had just about zero setting info, especially O and A.
4: One thing I noted. The (awefull) cover states "Core Rules" which may mean that they with-held the setting info for a later book.
Upon my perusal of the finished product, I think this is solid. The system is light and appears to be fast. Roll a dice pool that starts at 2d6. Each die that hits the "difficulty" is an "achievement". Difficulties range 3-5. Action point mechanic to get more dice, etc. Opposed action rules, complex tasks rules, simple yet effective combat. I imagine you could roll up characters in 15 minutes and be exploring the Warden.
I actually like the artwork throughout. Your following this ragtag group of misfits detailed as characters for the adventure. I also really dig the picture of the spaceship. The Warden will be detailed in the next supplement due to us backers with maps, etc. The previews we have been getting are good. Solid art and cartography.
I wish this thing would have suffered less delays and hiccups but the finished product actually looks decent, so at this juncture I have to stand and clap at the finish line as the one fat-kid trying to make themselves better stumbles across the finish line. 6 hours after the race was over. OK Jamie Chambers. I don't hate you. Now get me the rest of the Warden and I MIGHT support you on the next race.
Love,
I agree. I like the system overall and the art is great. Which is the problem really. I'd have liked to have seen more of it. And more of the story of Scarface and Spike. I really like that the header illustrations tell a story.
Is this it: DTRPG link to Signal Fires Studios product (http://www.drivethrurpg.com/product/151040/Metamorphosis-Alpha-Roleplaying-Game)? Looks vaguely familiar. I think I've seen the cover art on Kickstarter.
I've got a copy of MA1e and 4e, and I wasn't impressed with the game system for either, really. The concept is cool (and I'm fond of Brian Aldiss' Non-Stop, which is one of the influences). Maybe I'll run it one day with BRP - and whatever mutation rules I can dredge up.
Quote from: K Peterson;836832Is this it: DTRPG link to Signal Fires Studios product (http://www.drivethrurpg.com/product/151040/Metamorphosis-Alpha-Roleplaying-Game)? Looks vaguely familiar. I think I've seen the cover art on Kickstarter.
Yes. That is it.
Has anyone figured out the effects of Trauma?
I know it is related to Fatigue.
I know how it is acquired.
I know how it is reduced.
I don't know what it does.
I don't know if there is an upper limit.
A search of the pdf doesn't reveal anything beyond what is above.
I emailed the author (from the Signal Fire site), waiting to see if I get an answer.
Quote from: Bloodwolf;837091Has anyone figured out the effects of Trauma?
I don't know what it does.
I don't know if there is an upper limit.
A search of the pdf doesn't reveal anything beyond what is above.
I emailed the author (from the Signal Fire site), waiting to see if I get an answer.
1: Trauma renders you unconcious.
2: There seems to be no upper limit to trauma.
Examples are various poisons that deal trauma and you cannot move until the trauma is worked off or an antidote given.
Trauma is pretty serious in MA5.
PG 103 and 104
QuoteWhen a character’s accumulated Fatigue approaches maximum capacity, the closer she is to falling over on the spot.
Additional Fatigue damage suffered by a character already at maximum accumulates as Trauma, which could leave a character out of the action for quite some time.
So Trauma makes exhaustion from Fatigue potentially last much longer as it is not easily shrugged off. And you are out cold once you have even a single point of Trauma.
10 Trauma would see a character out of it for at least 10 hours. And if they have a weak constitution then they could be out a whole day.
Sounds good.
My brain must've not been able to figure that out for some reason.
Probably due to parsing out the T5 rules (mental fatigue, then trauma :) ).
I just finished reading Orphans of the Sky, and I'm about a quarter through Non-Stop (Aldiss), which apparently were the motivation (I'm thinking of some other word, here) for MA.
Has anyone thought of creating a Warden in the likes of either of these two generation ships? The Vanguard from Orphans, in particular, has a concentric ring build with something like 90 decks, spinning for gravity. The closer you get to the main deck, the lower the gravity. Not sure about the Non-Stop ship, yet.
I'm guessing Warden has artificial gravity, what with it being laid out like a traditional, albeit large, ocean going ship.
The layout of the Warden could be whatever you want. We played it as a tower sort of assembly spread out like stacked snowflakes due to the design. Like a verticle Starlost/Phoenix Without Ashes.
But however you want is fine.
MA's Warden has usually been depicted as a linear ship with artificial gravity.
I've never seen that before (Phoenix). That's pretty sweet.
Always nice to see some cool 3d ships like that. I have issues imagining certain spatial objects for some reason (for example, Rifts Chi-Town or any number of habitats from Eclipse Phase).
Quote from: Bloodwolf;837140I've never seen that before (Phoenix). That's pretty sweet.
Always nice to see some cool 3d ships like that. I have issues imagining certain spatial objects for some reason (for example, Rifts Chi-Town or any number of habitats from Eclipse Phase).
The model for the "Earthship Ark" from Starlost/Phoenix was huge! I think it spanned close to 10ft long or more.
The model for the Warden for the Amazing Engine MA was large too. Think it was bigger than 3 feet. Been ages.
Got a review up now of it here and over at RPGG.
Has anyone located rules for character advancement?
This is probably the most lethal MA I have seen yet.
Minor quibbles:
That is not what Anti-Life Leech has been for the last 4 iterations of MA, or the last (any) iterations of GW.
Plants really need more mutations.
Where is my multiple limbs/extra heads mutations?
Quote from: Bloodwolf;837221...
Where is my multiple limbs/extra heads mutations?
In GURPS (I prefer 4e).
GURPS makes me sad. I want to beat it with a stick, but then my computer would be broken.
Curse you, GURPS. You and your immunity to a good switchin'.
Quote from: Bloodwolf;837221Has anyone located rules for character advancement?
This is probably the most lethal MA I have seen yet.
Minor quibbles:
That is not what Anti-Life Leech has been for the last 4 iterations of MA, or the last (any) iterations of GW.
Plants really need more mutations.
Where is my multiple limbs/extra heads mutations?
1: There are none.
2: It is pretty brutal.
3: Yes. This is Life Leech. Kust knock off the "anti" part.
4: Plants get access to all the mutations. They just also have a few specific to their kind from the plant mutation list that m-humans and animals cannot access.
5: Right there on page 52?
Multiple Limbs (2d)
Quote from: Bloodwolf;837262GURPS makes me sad. I want to beat it with a stick, but then my computer would be broken.
Curse you, GURPS. You and your immunity to a good switchin'.
it is however, not immune to burning. To properly burn your GURPS, do the following;
1. Print out the word GURPS on a standard size paper.
2. Light paper on fire.
There. Now you can hate your GURPS and eat it too. All while keeping your computer and GURPS books/PDFs safe so that at some later point when you come to your senses, you can rejoin us.
Quote from: Omega;8372865: Right there on page 52? Multiple Limbs (2d)
You and your answers.
Pfft.
Multiple heads?
Where's that, huh?
I'm messing around, this is a pretty good game, especially for the cost. I have enough stuff at home to enhance whatever I need to anyways. Gots to keep you people on your toes.
Yup.
Is there anything for someone who has 1st ed. MA/Gamma World(TSR versions)/Mutant Future/Other Dust that might conceivably make them consider spending money on it? I don't mean that in those versions are the be-all end-all word on the subject, but does it build on them or add value to that paradigm of rules or is it a completely new take that discards all that jazz?
Quote from: nezach;837320Is there anything for someone who has 1st ed. MA/Gamma World(TSR versions)/Mutant Future/Other Dust that might conceivably make them consider spending money on it? I don't mean that in those versions are the be-all end-all word on the subject, but does it build on them or add value to that paradigm of rules or is it a completely new take that discards all that jazz?
Totally new system.
The mutation, gear and mutant setting details cleave pretty much to the original. But the actual setting details is all very vague really. As I mentioned over on RPGG. It may not be a good game for a novice GM as you need to flesh out the setting on your own with just about no guidelines. The original at least described briefly what each level was like and some possible maps and ideas for how to map.
Quote from: Omega;836445Well its got one of the least evocative covers EVER. Id seen it before at a glance and thought it was some fantasy game cover.
It uses Chambers "System 26" system. Only 6-siders are used. Apparently like the AE:MAtE, it has little input from Ward. Take that how you will. And it is 2 years late. 3 if you count the 2011 pre-order that never happened. (Or longer since they announced it around 2009...) It was still being written as of 2014 so what the hell was the 2012 release date?
Good to see its on its way now. I am curious what the heck this System 26 is as there seems to be zero info on it.
I was part of that 2012 pre-order. I still have the receipt showing that I sent them money. I have contacted them just this morning asking if they will be honoring my pre-order. I am hoping they will. It has been a long time coming. The only older pre-order I have is for Warlords of the Apocalypse. I have hopes that it might well see the light of day yet.
Quote from: nezach;837320Is there anything for someone who has 1st ed. MA/Gamma World(TSR versions)/Mutant Future/Other Dust that might conceivably make them consider spending money on it?
The compleationist in me wants you to get it. Despite my bitching, it is a pretty solid rules set, especially if you have all the other stuff. It has a good dollar to value ratio (I might actually get the dead tree, once it emerges) and presents a viable set of fairly lethal, but still survivable rules.
If you haven't tried it, Mutant Epoch is a very good alternative to Gamma World (or MA) as well.
It should have been an OSR game.
Quote from: RPGPundit;837908It should have been an OSR game.
Least it wasnt put out for 4th ed as planned... ugh!
Quote from: Tetsubo;837355I was part of that 2012 pre-order. I still have the receipt showing that I sent them money. I have contacted them just this morning asking if they will be honoring my pre-order. I am hoping they will. It has been a long time coming. The only older pre-order I have is for Warlords of the Apocalypse. I have hopes that it might well see the light of day yet.
Keep us up to date on how this turns out, because I just sent him an e-mail as well. I was also part of the pre-order, but I don't know if I have my reciept any more or not.
When the kickstart came out I did the upgrade from pre-order to "Wolfoid", which only cost a couple of dollars becasue the costs were so similar. However, the only confirmation I got was a "thank you for your donation" from kickstart. Further communication with Jamie were very non-specific other than to say that Signal Fire would take care of its supporters. (No awknoldegement of my Wolfoid upgrade.) Links for PDFs went out around 2 weeks ago and I haven't gotten anything yet.
I'd like to either hear from Jamie or get my money back, but I don't have high hopes for either one. :(
Quote from: RPGPundit;837908It should have been an OSR game.
Go find a copy of the 1E. It *is* an OSR game. I have a copy that I keep as a fond memory. You couldn't get me to play it at knife point.
Quote from: finarvyn;837915Keep us up to date on how this turns out. I was also part of the pre-order, but I don't know if I have my reciept any more or not.
When the kickstart came out I did the upgrade from pre-order to "Wolfoid", which only cost a couple of dollars becasue the costs were so similar. However, the only confirmation I got was a "thank you for your donation" from kickstart. Further communication with Jamie were very non-specific other than to say that Signal Fire would take care of its supporters. (No awknoldegement of my Wolfoid upgrade.) Links for PDFs went out around 2 weeks ago and I haven't gotten anything yet.
I'd like to either hear from Jamie or get my money back, but I don't have high hopes for either one. :(
I was informed that they will be honoring my pre-order. They have already given me the PDF. We will see what happens next. I will admit that getting info out of the creators was a bit like pulling teeth. Just tracking them down was a headache.
Quote from: Tetsubo;837918I was informed that they will be honoring my pre-order. They have already given me the PDF. We will see what happens next. I will admit that getting info out of the creators was a bit like pulling teeth. Just tracking them down was a headache.
I just got an e-mail from Jamie saying pretty much the same thing, but no PDF yet. He said they switched computer systems somewhere along the line and that some folks must have slipped through the cracks, but it still seems like a bad business model.
Quote from: Tetsubo;837917Go find a copy of the 1E. It *is* an OSR game. I have a copy that I keep as a fond memory. You couldn't get me to play it at knife point.
A shame. It's a lot of fun, particularly when Jim Ward runs the game. (I got to play in his campaign at GaryCon a couple years back.)
Quote from: RPGPundit;837908It should have been an OSR game.
Other than the fact that it's a brand new rules set, it is pretty damn old school. The levels of detail (or lack) in rules and setting are no different than what I'd expect or get out of any of my box sets from the early eighties. It gives me some cool ideas and a simple, consistent framework for me and my players to make shit up and have a blast.
Really, the game is all "Here's how you create a character, here's how you do cool stuff, here are things to fight, and here are some setting ideas. Now, play!" To me, that's as old school as my first D&D set back in 1981.
I am curious if there are any differences between the backer PDF and the DriveThru one.
Quote from: Omega;837912Least it wasnt put out for 4th ed as planned... ugh!
Good point!