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Metamorphosis Alpha 5e, Thoughts?

Started by Bloodwolf, June 14, 2015, 02:12:28 PM

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Bloodwolf

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).

Omega

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.

Spinachcat

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.

Omega

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.

Bloodwolf

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).

JeremyR

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

Spinachcat

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.

Shawn Driscoll

I'd rather just use the setting for the game with a different game mechanic.

Omega

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.

Omega

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.

Shawn Driscoll

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.

Omega

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.

Bloodwolf

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.

Omega

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?

trechriron

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...
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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