
Metamorphosis Alpha was the first ever science fiction role-playing game. It was written by James M. Ward and published by TSR in 1976. The game is basically Dungeons & Dragons in space with adventurers exploring a derelict generation ship lost in space.
This sourcebook of mine is a collection of colloquialisms, epithets, euphemisms, notes, red herrings, subtle plot devices and technobabble meant for a Metamorphosis Alpha RPG campaign that I may never live to GM.
Metamorphosis Alpha © James M. Ward. Buy it here http://goodman-games.com/ma/
This sourcebook of mine is a collection of colloquialisms, epithets, euphemisms, notes, red herrings, subtle plot devices and technobabble meant for a Metamorphosis Alpha RPG campaign that I may never live to GM.
Metamorphosis Alpha © James M. Ward. Buy it here http://goodman-games.com/ma/
Category Story / All
Species Unspecified / Any
Size 120 x 96px
File Size 1.12 MB
Entertaining.
A lot of it is clearly referencing stuff that's much more recent than M-A, though. One of the things I really notice now, looking back at older RPGs, is the various misconceptions the writers had at the time of what the future might be like. For me, at least, some of the charm of M-A (and later Gamma World) was the bizarre idea that radiation acted like 'transformational magic' and a lot of the tech/setting didn't make much sense.
Sometimes, putting too much structure in a setting that chaotic can completely change the feel of the game, I think.
So I personally found it an entertaining read, but I'm not sure I'd enjoy it as an M-A campaign setting to play in...It has too many references/elements that don't feel quite like old M-A to me.
A lot of it is clearly referencing stuff that's much more recent than M-A, though. One of the things I really notice now, looking back at older RPGs, is the various misconceptions the writers had at the time of what the future might be like. For me, at least, some of the charm of M-A (and later Gamma World) was the bizarre idea that radiation acted like 'transformational magic' and a lot of the tech/setting didn't make much sense.
Sometimes, putting too much structure in a setting that chaotic can completely change the feel of the game, I think.
So I personally found it an entertaining read, but I'm not sure I'd enjoy it as an M-A campaign setting to play in...It has too many references/elements that don't feel quite like old M-A to me.
Well, thanks. I do enjoy an honest opinion from time to time.
One thing though, I tried running a M-A campaign once with an X-ray technician as one of my players once. God, did I get an earful from that woman about radiation. I probably could've explained the mutations away as the result of bottleneck populations or something else real worldish, but then TSR came out with the Amazing Engine and the Bughunters game and a plausible explanation was dropped into my lap, courtesy of the Artificers and Shapers.
Later dude
One thing though, I tried running a M-A campaign once with an X-ray technician as one of my players once. God, did I get an earful from that woman about radiation. I probably could've explained the mutations away as the result of bottleneck populations or something else real worldish, but then TSR came out with the Amazing Engine and the Bughunters game and a plausible explanation was dropped into my lap, courtesy of the Artificers and Shapers.
Later dude
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