Showing posts with label Metamorphosis Alpha. Show all posts
Showing posts with label Metamorphosis Alpha. Show all posts

Sunday, February 26, 2017

A Science Fiction Game of Interstellar Exploration, Growth, and Combat

Art by Ernest Hogan

Pre-dating Traveller by a year, Starfaring is often touted as the first published science-fiction role-playing game.  Starfaring was first printed in August 1976, while Metamorphosis Alpha was printed in July 1976.  According to my calendar, Starfaring was therefore second, but if we categorize Metamorphosis Alpha as 'science fantasy' then Starfaring would be the first science-fiction RPG.  In my opinion, Starfaring is no less 'science fantasy' than MA; however, I concede that Starfaring conforms to the space opera genre while MA does not.  Interestingly, just as Metamorphosis Alpha emphasizes that its rules “are only intended as guidelines,” Starfaring author Ken St. Andre states on the title page:
- - These rules are only a framework.
The game depends on the quality of your imagination
to fill in the details of life in
the starfaring society of 2700 A.D.
All of the provided visual details of Starfaring – the illustrations – are cartoons.  This creative decision doubtless influenced how Starfaring was received by gaming consumers.  The quality of the art is consistent with other RPG cartoons of the time period; unfortunately, so is the humor.  St. Andre stops short of apologizing for it in his Introduction:
          When designing this game, I had no idea that my artist would have such a bizarre imagination.  None of the artwork herein included is meant to be offensive to any ethnic group, but is merely an attempt to represent more than white American masculinity in what we hope is an amusing fashion.
I can forgive 'bizarre', but I am less tolerant of 'not especially funny'.  The cartoonist, Ernest Hogan, would go on to become the Father of Chicano Science Fiction.

Starfaring clearly embraces the 'storytelling' paradigm.  The Introduction begins:
          STARFARING is a game of interstellar exploration for two or more players who will interact verbally to imaginatively create their own universe while they are playing.  It is science-fiction storytelling in your own living room...[The game] can be what you, the players, are willing to make of it in terms of visualizing the society of the future.
The Starfaring equivalent of game master is called the Galaxy Master.  Rather than players adopting the roles of individual characters, each player is a Ship Master.  Specifically, a Ship Master...
...is the person responsible for  decision making and the description of the ship actions during the game.  If it comes down to a question of individual actions either aboard ship, planetside, or in space, this player must carry the story line.  The Ship Master needs to be given a specific identity, whether it is a stay-at-home capitalist who hires all the help he needs, or whether it is the ship's actual human captain, or the shell person* linked to the computer to be the ship's brain.  The Ship Master can also be a Robotic, Android, or Alien intelligence, if that is what turns you on.

* According to the game's glossary, shell people are “Intelligences, both human and alien, consisting of a living brain, a minimal body, and a mechanical life support system.  They are self-contained in a metal shell (hence the name) for safety, and are often installed in starships, in effect becoming the ship itself, and thus giving inert metal life, intelligence, and personality...”

Sunday, February 19, 2012

The Many Worlds of METAMORPHOSIS ALPHA


Over three months ago, I expressed my intent to perform a cover-to-cover analysis of Metamorphosis Alpha (First Edition). Rather than going from beginning to end, I skipped around so as to illustrate my points more effectively; nonetheless, while not painstakingly thorough, I feel that I have accomplished my goal. There is little else in Metamorphosis Alpha I can address. This is not to say there is little else in the game, merely there is little else about which I can provide additional insight by virtue of commentary. It is thus that your humble host concludes his scrutiny of James Ward's memorable contribution to the world of role-playing games and peregrinates to other offerings.

It is my sincere hope that readers have found my posts to be of at least meager value and that – perhaps – I have prompted some new degree of interest in this classic game. As a reminder, a print copy of the first edition is available via Lulu. For those that have a preference for new-fangled electronic documents, a PDF of the first edition (including a sheet of trendy hex paper) is available via RPGNow. Ongoing support is available at the official Metamorphosis Alpha forums. Also, generous readers should consider joining the Friends of Starship Warden.

The title of this post is taken directly from the back cover of the first edition. Any given level of the Warden may be considered a 'world' (as I discussed previously); however, I believe Ward intended for referees to create their own 'worlds' of Metamorphosis Alpha and that he described the Starship Warden merely as an example. I am not surprised that many referees latched onto Ward's 'example' as the basis for their campaigns; I can think of two reasons for this. First, the necessary preparations for “moderating” a campaign requires a considerable commitment of time; the less a referee has to do, the better. Second, Ward asked referees to venture forth on the sea of imagination. Yes, many referees entered that sea but, in the early era of role-playing, they were too timid to leave the sight of land. The rulebook represented their safety zone, their anchor (to continue with the nautical analogy). Of course, there were some who did create their own worlds – perhaps to a greater extent than Ward envisioned. Metamorphosis Alpha was certainly the inspiration for Synnibarr and Jorune and (as discussed in the comments of this post) there are many similarities to be found in Paranoia.

Among the 'variants' of Metamorphosis Alpha, there is one presented by Guy McLimore in issue six of (The) Dragon (April 1977). In his article, “Clone Bank Alpha: An Alternate Beginning Sequence for Metamorphosis Alpha,” McLimore posits a different way for player characters to begin the game. 'Clone Bank Alpha' was an emergency protocol for the Warden; however, its execution was delayed due to the disaster. Player characters are clones of the ship's (former) crew. They are 'activated' in order to resolve the predicating emergency. Alas, the 'memory implants' were incomplete; the clones realize they exist to solve a problem, but they lack some of the necessary knowledge to do so. Any given clone may have mutations.

Players may choose from among major and minor skills, but the number of skills is determined randomly. Among the major skills are 'Medical Officer' (“Can heal 1 point of damage per man per day with minimal equipment”) and 'Computer Technician' (which is not described). Among the minor skills are 'Food Service Technician' (“25 per cent chance to identify harmful substances”) and 'Shuttlecraft Pilot' (“Able to fly ship's shuttle vehicles”). There is a 1% chance of a character obtaining a “special skill.” Although the seven special skills are for humans only, the seem much like mutations: Psionic Healer, Machine Talent, Immortal, Probability Shifter, Resurrection Talent, Mental Battery, and Ability Duplicator.

For what they are worth, I provide a few of my own imaginings with regard to Metamorphosis Alpha.


Radiation in Metamorphosis Alpha (“foreign to all previously known radiation types”) functions much like radiation in comic books. To me it seems somewhat silly. What if, instead of a radiation cloud, the Warden encountered a colossal swarm of nanotechnology? This technology could have been created by alien beings eons previous to the disaster. For ages these things could have existed in space replicating themselves over and over. Eventually, minor changes would creep into their programmatic code; they would evolve (or devolve). Upon encountering the Warden, they attempt to 'communicate' by interacting with the genetic code of the inhabitants. Due to the alien nature of the nanotechnology, communication is not feasible; however, they continue with their attempts. The nanotechnology interaction is fatal in a great many cases, but sometimes 'mutations' result.

Well-studied readers may recall that in the “Azathoth” fragment, Lovecraft made reference “to many secret vistas whose existence no common eye suspects” among the voids between the stars. What if the Warden came into the gravitational pull of one of the “dark stars” of the old ones?

Finally, what if the Warden is really a prison (as its name might suggest)? The current inhabitants are descendants of the original prisoners (humans and aliens) and do not realize the nature of their world. Perhaps the civilization that incarcerated the original prisoners has collapsed, yet its efficient construct, the Warden, persists in its ceaseless function.

Monday, February 13, 2012

Feigning Ignorance


How many times have you watched your favorite movie? How many times have you read your favorite book? Why bother? You know what's going to happen. Aren't there plenty of movies you haven't watched and books you haven't read?

The reason you watch your favorite movie and read your favorite book again and again is that your enjoyment of these things is not derived from mere novelty. They possess endearing, entertaining qualities that resonate with you. Doubtless there are movies you haven't seen and books you haven't read that you would find enjoyable, but by returning to your favorites you know you won't be disappointed. Revisiting your favorites allows you to recall things you may have forgotten, appreciate different interpretations, and perhaps discover subtle nuances you may have overlooked previously (like how the Mona Lisa doesn't have eyebrows).

Likewise, it is no longer possible for players in Metamorphosis Alpha to experience the epiphany that it all takes place aboard a spaceship, yet the value of the game is not compromised. The setting is sufficiently robust in its potential despite the players being aware of 'the big picture.' It is, of course, a matter of player knowledge versus character knowledge. Players must adopt the pretense of ignorance.1  (Certainly, this is not limited to Metamorphosis Alpha, but it provides a convenient example.)  Part of the challenge (and hence the fun) is feigning ignorance, especially when doing so puts the player's character at risk. Properly done, it can be suspenseful.

In a similar vein – in Metamorphosis Alpha – a player may realize that his character has come across some type of pistol, but since the character doesn't know what it is, the player must play dumb. (The player must play... That is what players are supposed to do, after all.) With the 'Item Complexity' rules, Jim Ward makes it easy for the players to make it difficult for the characters.2 Devices have 'levels' of complexity; the most complex devices have a level of 'one' while the least complex devices have a level of 'ten.' A chart compares complexity level against a character's ability score. (Originally, 'leadership potential' was the ability but with the 2007 errata, it has been officially changed to 'mental resistance.')  The chart shows a percentile value that must be equaled or exceeded on a d100 in order for the character to comprehend the device at issue.  The 2007 errata states, "Human players receive a +1 to any die roll on how to figure out tech items."3  A measly +1 on a percentile scale?  Humans should have +5; give those dudes a break.  The more complex items have a minimum 'mental resistance' threshold; for instance, characters with a 'mental resistance' of seven or less have no chance of comprehending devices of complexity level 1 - 3.

According to page 22, if the item complexity roll is failed, "the item has a chance of harming or killing the handler or somebody...nearby."  Aside from having a complexity level, each item has a danger category.  There are four such categories; 'category one' items present the most danger while 'category four' items are safe.  So, when an item complexity roll is failed for an item of danger category one, two, or three, there are percentile chances of injury to self and/or others.  If an injury is indicated, there is a further chance it will be fatal.  I think there should also be a chance of destroying or ruining an item when the item complexity roll is failed, like there is in Gamma World 1E.

Alan Moore said that there are no tired characters, only tired writers. The same could be said for role-playing games, settings, and even modules; these are not tired. Game masters who do not foster inspiration are tired. Players who do not invest themselves are tired. With apologies to Shakespeare: The fault...is not in our sourcebooks, but in ourselves.


1 Alas, some players seem unwilling (or perhaps unable) to partition their knowledge. (Fortunately, your humble host has not encountered such entities in quite some time.)

2  In Gamma World 1E, rather than 'Item Complexity' rules, there are 'Artifact Use and Operation' rules that incorporate three flowcharts: one for simple devices, one for complex devices, and one for very complex devices. I think the flowcharts are a nice sub-system and I prefer the Gamma World rules to the Metamorphosis Alpha rules, especially since Metamorphosis Alpha allows only one roll per week. 

3 I would think that most – if not all – players are human. I guess it could be read to mean “players of humans” but perhaps “human characters” would be a better way of saying it.

Sunday, February 5, 2012

Combat in Metamorphosis Alpha


I have a love/hate relationship with the combat rules in 1E Metamorphosis Alpha.1 On one hand, the rules present interesting concepts and options. On the other hand, the rules are frustratingly incomplete. Metamorphosis Alpha offers different rules for combat, but these rules are not necessarily mutually exclusive of one another. I shall refer to them as 'primary' and 'alternate.'

The 'primary' are so-called because the applicable 'hit or miss chart' is included on the “perforated page...[that] shows the most important game charts.” Metamorphosis Alpha employs an 'armor class' rating very similar to that used by D&D. A rating of 8 indicates no protection and the amount of protection increases as the armor class descends; therefore, an armor class of 1 represents the greatest amount of protection.2 In D&D, of course, an attacker's ability (in terms of class/level for characters or hit dice for monsters) is checked against a defender's armor class to determine the minimum result required on a d20 – rolled by the attacker – to inflict damage upon the defender. Rather than representing a capacity for avoiding a blow, armor class more accurately represents resistance to the penetrability of damage.

Since Metamorphosis Alpha does not use a level-based experience system, it requires a different approach. That 'different approach' is the notion of weapon classes; weapons are categorized into eight distinct classes.3 Weapon class is checked against armor class to determine the result necessary to inflict damage. The degree of success of the attack roll is irrelevant; either the target sustains damage or it does not.

Let us now address the 'alternate' rules; however, they appear earlier in the rulebook than the 'primary' rules and no indication is given of their 'alternate' status. These rules regard ranged weapons in the Weapon Systems section that begins on page 8. These rules are 'alternate' in that the same weapons are assigned to specific weapon classes for the 'primary' rules. The alternate rules take into account three range steps (short, medium, and long) as well as three severity levels for damage (shallow, half-penetration, and full penetration). Instead of a 'to hit' chart, there is a 'protection' graph, with the type of protection arrayed against range. For instance, with regard to the protein disruptor, the scores for plastic protection are: short, 7-9; medium, 10-15; and long, 16-18. To inflict damage upon a plastic-protected target at medium range, an attacker would need to roll a ten or greater. Rolling the minimum number inflicts shallow damage, rolling any other number listed for a given range inflicts half-penetration, and rolling higher than the maximum number for the applicable range inflicts full penetration. To continue our example: a roll of 10 would mean shallow damage, a roll of 11-15 would mean half-penetration, and greater than 15 would mean full penetration. Interestingly, this alternate method uses 3d6 and not 1d20 for resolution.4 Not only does this mean a 16-point spread instead of a 20-point spread, but 3d6 will tend to generate results near the mean as opposed to the flat probability distribution of the d20. Mental Combat also uses 3d6. Why not use a d20 consistently?

The situation does not become more intuitive when the 'alternate' method for bows and crossbows is discussed on page 19. Like the 'Weapons Systems' weapons, bows and crossbows have different success thresholds for different ranges. Unlike the 'Weapons Systems' weapons, bow and crossbow attacks are resolved with 2d6 and not 3d6. In the original edition of the rules, neither armor class nor protection type is relevant for the alternate bow and crossbow rules; however, the 2007 errata indicates that the listed minimum numbers needed to hit are for armor class 7. Each 'level' of armor class better than seven increases the 'to hit' number by one. Are we to assume that an armor class of 8 would lower the 'to hit' number? When armor class was introduced as a factor to the alternate bow and crossbow rules, the appropriate table should have been redesigned for 3d6 resolution or, better yet, convert all combat to d20 resolution.

Now we arrive at the reason I believe the rules are incomplete.  What about attacks by creatures who don't use weapons? In D&D (and Gamma World), 'natural' attacks by monsters are resolved by consulting an 'ability vs armor class' table with 'ability' defined by hit dice. The 1E Metamorphosis Alpha rules provide no guidance on this topic; judges are left to their own devices. I suppose one could incorporate a hit dice table from another game or assign each type of attack to a pre-existing weapon class. There is a list of weapon classes for creatures in the Metamorphosis Alpha forums. (I would provide a link, but it's only for the cool kids.) Better late than never I guess.

I thought of a solution wherein a creature would attack a character and – instead of the judge rolling to determine if the creature successfully hit – the player would roll to determine if his or her character avoids being hit; a combat saving throw, so to speak. The minimum number needed to 'save' (on a d20 of course) would equal ten plus armor class minus half of the character's dexterity. In other terms:

save > or = ( 10 + AC – [Dex / 2] )

I have always considered it odd that some of the early role-playing games assumed that characters would necessarily use weapons for any physical attack; no consideration was given to fisticuffs. What's up with that?  Sure, a fist doesn't do the same sort of damage as a dagger (or whatever) but it's still damage.  How should this be reflected in Metamorphosis Alpha?  Well, tucked away in the description of the 'third stage slug projector' on page 9 are rules for 'subduing damage.'  In short, if a being sustains subduing damage equal to or in excess of half of its total hit points, unconsciousness ensues.  A hit from a slug projector inflicts 2d6 subduing damage.  I suppose that a weaponless strike from a character would do 1d4 or 1d6 subduing damage (plus any modifiers due to strength).


1 Yes, I realize how geeky that sounds.

2 In the original rules, a duralloy shield – by itself – represented an armor class of 1. With the 2007 errata, a person with only a duralloy shield has an armor class of 5. To achieve an armor class of 1, a person must have a duralloy shield and wear thin metal armor.

3 The 2007 errata introduces a ninth class to represent vibro-weapons. Although listed among the weapons in the original edition, vibro-weapons were not described with much detail.

4 It thus follows that it is impossible to inflict full penetration damage at long range.

Sunday, January 29, 2012

Humanoids


Check it out, 7 fingers on each hand and 7 toes on each foot


So, you've received the Metamorphosis Alpha reprint that you ordered from Lulu and you're all proud because you think that you've reached the pinnacle of Metamorphosis Alpha geekhood. Please. It's a good start, but nothing says Pure Strain Geek like a Metamorphosis Alpha T-shirt. With one of these, you will have guaranteed geek cred, like you could get a loan from the geek bank without a co-signer.

Your humble host has finally read Jim Ward's short story “Footsteps in the Sky,” originally published in Dragon #19 (October 1978) but available at metamorphosisalpha.net for registered users. Essentially, it's a 'coming of age' story, but aboard the starship Warden and with mutants and robots. It contains some information relevant to today's post. It also contains information that definitively confirms one assumption and corrects another assumption I made in a prior post.

On page 18 are listed 'Mutated Human Types,' specifically five breeds of humanoid numbered one through five. Why numbers and not descriptive names? On the Metamorphosis Alpha boards, Ward states...

When I put numbers to them, I was hoping that others would make their own versions and then players could play in the different campaigns and be amazed at how different humanoid 1 was from game to game.

However, in issue number 5 of The Dragon (March 1977), Ward states in his article, “Some Ideas Missed In Metamorphosis Alpha,” that...

The number three humanoids, knowing all about poison, naturally have antidotes that are obtainable for things that these small humanoids could normally never get hold of.

This seems to suggest that number three humanoids should appear in Metamorphosis Alpha campaigns just as they are described in the rulebook. Regardless, I can understand why the humanoids do not possess descriptive names. How would each of these races of humanoids refer to themselves? I would think that each race would refer to itself as 'human beings' or 'people.' Since there is a single, common language used on the Warden, the same term would apply to all of them. How others refer to a given race will vary depending on perspective. In “Footsteps in the Sky,” number four humanoids are referred to as “the furred ones” (as distinct from furries). Assuming that the number four humanoids have a language, they would distinguish the other humanoid races primarily by their less than hirsute appearance.

Number one humanoids are short, stocky and typically inhabit hills or mountains. One is tempted to call them 'Dwarves,' but the similarity to the standard fantasy race ends there. They are “only semi-intelligent” but nonetheless possess the intellectual capacity to use bows and blowguns. Player characters should hope those are the only weapons they use. Due to their “triple-ply muscles,” they have a “strength factor of 24.” This means they inflict an additional ten points of damage when they hit with striking weapons. They also seem to possess the equivalent of the 'heat generation' physical mutation.

While they look normal (or even sickly) number two humanoids have a 'mental factor' of 18. When available, they prefer to wear cured pegasus hide.* They have a formidable array of mental mutations of Teleportation, Force Field Generation, Repulsion Field, and Telepathy. As a drawback, they have “a fear impulse for any intelligent plant.” I think I would probably get freaked out by intelligent plants too.

Number three humanoids are only one foot tall; however they seem to be very resilient. Aside from having a mental resistance of 17, an Armor Class of 2, and eight hit dice, they are resistant to: “poison, radiation, paralyzation, illusions, gases, chemical acids, and lasers.” Given their size, they tend not to use “technological devices.” However, curiously, they “have a very extensive knowledge of the antidotes for all mutated dangers.” Given their broad resistances, why would they need antidotes? Perhaps they have broad resistances because of their antidotes. Oh yeah, number three humanoids also have precognition.

Number four humanoids, “the furred ones,” are atavistic. They no longer walk erect and have paw like hands (including claws with poison sacs). They are – as their name suggests – furred. Their fur makes this type of humanoid “resistant to contact poisons and paralyzation attacks” and, seemingly, grants them an Armor Class of 5. Oh yeah, number four humanoids also have precognition.

The number five humanoids are the most common type. It's easy to understand why; they have “a skin that reflects all types of energy,” nine hit dice, a mental resistance score of at least 15, and they are “fully intelligent,” enabling them to effectively utilize “both mutated and technological materials.” They are easily recognizable due to their four arms.



*  According to page 16, “...[T]he creature [has] an unusually tough skin that is extremely difficult to pierce.” One supposes that this property is retained, at least in part, when the hide is cured. The pegasus has an Armor Class of 3, which is equivalent to 'thin metal armor or full carapace.' Number two humanoids have an Armor Class of 5, which is equivalent to 'cured hide or plant fiber armor.' I guess this is because of the pegasus hide rather than a default Armor Class without it. If so, the 'pegasus nature' of the hide does not seem to confer benefits in excess of 'normal' hide unless it is lighter than mormal (as suggested by the statement, “The race usually wears light body armor in the form of cured pegasus hide...”).
 

Sunday, January 22, 2012

Intelligent (Non-Human Type) Races in Metamophosis Alpha

Before engaging upon today's topic, your humble host would like to inform (or remind) his esteemed audience that the 1976 edition of Metamorphosis Alpha is currently available as a print-on-demand product from Lulu.



Gamma World enthralled me as a young lad for various reasons; more for what it didn't say than for what it did – the unaddressed details. This, of course, spurred my imagination to “fill in” those details (which, I suppose, was the intent of Ward and Jaquet). The most obvious example was the map that came in the boxed set. It had just enough details to be recognizable as a post-apocalyptic United States, but mostly it was a blank canvas onto which we could project a personalized Gamma World. Civilization had collapsed, but there were efforts to rise up once again, including a minimal number of cities. What was society like in those cities? That's what I wanted to know. Of course, there were the cryptic alliances, but there were also races of intelligent beings – the two-headed Orlens, the reptilian Sleeth, the translucent Fens, etc. I thought it was a shame that these couldn't be player character races, but they would likely be unbalancing.

Similarly, there are intelligent races on the starship Warden and with intelligence comes some form of society. No provision is given in the rules for allowing player characters to be members of such races; however, there is no rule expressly forbidding such. Within the “Mutated Animals” section starting on page 17, there are six intelligent races of mutated animals proper, two races of intelligent “flying types,” no intelligent insect races, at least two (and perhaps as many as four) intelligent races of plants.

The following are the intelligent mutated animal races: metaled ones, cougaroids, bearoids, jegets, thief beasts, and wolfoids. Metaled ones have “a high order of intelligence” so I suspect that they have the intellectual capacity for communication and they possess telekinesis which suggests some level of manipulatory ability. Regardless, there is no indication of a society of metaled ones. Cougaroids have “the intelligence of a human” and “manipulative paws.” The illustration page 11 shows a quartet of weapon wielding cougaroids, so they definitely have a society. Per their description, they have “an attraction odor that prevents [them] from congregating in any number.” According to page 14, attraction odor “makes the mutant smell very edible to any meat eating creature.” (emphasis from original) I'm guessing this means that cougaroids will resort to cannibalism. Bearoids have “intelligence” and “manipulative paws.” They have telepathy to facilitate communication as well as several other formidable mental mutations. Jegets are “very intelligent” and have telepathy; they also have “manipulative paws” and telekinesis. Perhaps their size (2 feet) prevents effective tool use or perhaps they have no need for tools. Like their cougaroid cousins, jegets have the attraction odor mutational defect. Wolfoids are “fully intelligent” and have “manipulative paws.” They wear clothes, use swords, and they “have been able to master many of the mutated beasts and use them as guards and protectors.” Thief beasts seek out, study, and use technological devices more than any other mutant animal race on the ship. Like some of the other races described above, thief beasts are “highly intelligent” and have “manipulative paws,” telepathy, and telekinesis (as well as other mutations). Unlike the other intelligent mutant animal races, thief beasts lack any defects and do not seem to have any drawbacks. By all rights, these guys should be the dominant race on the Warden.

There are two intelligent “flying type” races, hawkoids and imitators. Hawkoids are “fully intelligent” and have “appendages...ending in hands” which make them capable of using bows and throwing rocks. Their capacity for communication is not mentioned. Through the vagaries of fate, these birds have the levitation mutation; I guess its useful if they get tired of flapping their wings. The description for the imitator says “it is fully intelligent but does not have the manipulative appendages to take advantage of it.” However, once a month, the imitator is able to “completely shapechange into any creature within 25 feet of it” which makes the imitator “resistant to the powers of that creature.” The shapechange lasts as long as desired, so I don't see the problem. Shapechange into something with manipulatory appendages and stay that way. In the “Example of Ship's Level 11” on page 26, there is an imitator that will assume the form of a party member and attempt to covertly replace that person, doppelganger-like. It uses a blowgun, so I assume that, before changing into the form of a party member, it maintained a form that could use (or at least carry) a blowgun.

There are two plant races that are obviously intelligent, singing vines and sword bushes. Also, there are two plant races that are arguably intelligent, dark fungus and death growth. The singing vine is a “fully intelligent plant [that] is able to move and converse with any creature, as it is telepathic.” It has “an unusually large amount of knowledge” as well as “the best set of manipulatory vines.” Somehow, “it is able to use sonics to cancel all violent action on the part of any possible [intelligent] enemy.” The sword bush is mobile,“fully intelligent,” and “has 3 manipulative tentacles.” It uses devices, including color bands. In the “Example of Ship's Level 11” on page 26, specifically keyed encounter M, a sword bush responds to every command of the “lone human female.” This strongly suggests a capability for communication. Although the dark fungus has an “intelligent state” (a concentration of at least ten pounds) with telepathy, “its only concern is increasing its mass” so a sophisticated conversation seems to be out of the question. The death growth “forms a symbiotic attachment to any warm blooded creature.” Presumably it is intelligent because it can “command” the host creature.


In the course of preparing this post, I came across a reference to “artificial sun” (not necessarily an artificial sun). Accordingly, I have updated my prior post that discusses sunlight in Metamorphosis Alpha.


Oh, by the way, where's Dave?

Sunday, January 15, 2012

Mutations (Part II of II)




The conclusion of a riveting two-part article comparing Metamorphosis Alpha and Gamma World mutations


Mental Mutations

In Metamorphosis Alpha (but not apparently in Gamma World) a mutant with more than one mental mutation must have a mental resistance of at least 12.

The differences between Gamma World and Metamorphosis Alpha regarding the 'precognition' mutation are detailed in this post.

Just as in Metamorphosis Alpha, the 'heightened intelligence' mutation in Gamma World adds four points to “mental resistance.” While mental resistance is a Metamorphosis Alpha 'ability,' the closest Gamma World attribute is mental strength. Is mental strength increased in Gamma World or just the defensive element of that attribute?* It is interesting to note that in Metamorphosis Alpha a mutant with four mental mutations is required to take 'heightened intelligence' as one of its mutations.

Gamma World mutants are able to 'teleport' about six times farther than Metamorphosis Alpha mutants (30 kilometers vs 3 miles). Also, Gamma World 'telepathy' has a greater range than its Metamorphosis Alpha counterpart by about one-quarter (10 meters vs 25 feet). The radius of effect for 'death field generation' in Gamma World extends five beyond the radius for the same mutation in Metamorphosis Alpha (20 meters vs. 60 feet). However, a 'telekinetic arm' in Metamorphosis Alpha has more than twice the reach of such an arm in Gamma World (50 yards vs 20 meters). Also, 'illusion generation' in Metamorphosis Alpha has a greater range than in Gamma World, but only by one meter (31 meters vs 30 meters). The Metamorphosis Alpha mutations of 'mental control' and 'repulsion field generation' have an extra half-meter range (15.5 meters vs 15 meters). Every little bit helps, I guess.

'Levitation' in Metamorphosis Alpha allows the mutant to rise vertically for a duration of up to 25 turns. Gamma World instead has 'telekinetic flight' is – as one might expect – more versatile and no limit on duration is indicated.

'Mass mind' in Metamorphosis Alpha is more risky than in Gamma World; there is a cumulative 5% chance of death (“mind burnout”) for all participants per melee turn.

Although the Metamorphosis Alpha listing for the 'cryogenics' mutation indicates it “uses the same limitations as pyrokinesis,” the Gamma World listing (with the name changed to 'cryokinesis') specifies that the freezing damage is applied in the same manner.

'Weather manipulation' is more detailed in Gamma World than in Metamorphosis Alpha. There is no area of effect suggested in Metamorphosis Alpha, but Gamma World specifies a ten kilometer radius. Metamorphosis Alpha has a chart of weather conditions establishing the percentile “Chance of Occurring” and the number of turns before the change takes effect. Chances are increased by 10% if the current meteorological conditions are similar to the desired goal. Gamma World requires an initial period of concentration of six turns and at least an additional twelve turns must pass before the conditions begin to change. In Gamma World, there are three weather aspects that can be altered: cloud cover/precipitation, temperature, and wind. The possible extent of change is based on the prevailing conditions; the chance of success drops (and the concentration time increases) for each 'step' away from the current conditions that the mutant desires. Metamorphosis Alpha states if the percentile chance fails, the mutant is unable to attempt another weather change for a day. In contrast, Gamma World states that the mutation is usable once per day if successful; failure requires a full week of rest before another attempt can be made.

In Metamorphosis Alpha, for 'density control (others)' mutation, the listed “advantage of having it is that you slow other attackers down.” Gamma World states that this mutation has a range of thirty meters and can be “an offensive or defensive power on other beings.”

Unlike Gamma World, the 'absorption' mutation in Metamorphosis Alpha states that, once the mutant has 'absorbed' an amount damage of the applicable type equal to its hit points, the mutant takes double damage from that damage type for 24 hours.

The incapacitation period after using the 'molecular disruption' mutation in Gamma World is one day whereas in Metamorphosis Alpha it is one week. Although only incapacitated for a day in Gamma World, the mutation may only be used once every 1d6 days (determined after each use “with result unknown to player”).

Starting on the second turn, two abilities per turn are taken away from a victim of 'de-evolution' in Metamorphosis Alpha as opposed to only one ability per turn in Gamma World. (In Metamorphosis Alpha both 'attributes' and mutations are called abilities but one supposes that this mutation affects only other mutations.)

The description of the 'dual brain' mutation in Gamma World indicates that “any increase in mental strength due to surviving mental attacks is awarded at one-half the normal rate” (i.e., an increase of one point for every ten successfully resisted mental attacks).** In Metamorphosis Alpha, the 'dual brain' mutation “allows a being to figure out any given artifact faster” while Gamma World specifies that 'dual brain' mutants have “a minus 1 on all die rolls when trying to figure out any ancient artifact.” Metamorphosis Alpha uses a percentile chance for discovering how to use artifacts but Gamma World uses a 'flow chart' system. A mutant with scientific 'genius capability' in Gamma World “may subtract 1 point from each die roll when trying to figure out ancient artifacts” while a 'genius (scientific)' mutant in Metamorphosis Alpha subtracts 10% from artifact rolls.

The description of the 'telekinesis' mutation in Gamma World indicates a range of 15 meters.

The description of the 'intuition' mutation in Metamorphosis Alpha says that the mutant is never surprised; this is absent from the Gamma World description.

Missing from Gamma World are the following Metamorphosis Alpha mutations: mental paralysis, temporal fugue, and charismatic effect. Missing from Metamorphosis Alpha are the following Gamma World mutations: empathy, direction sense, molecular understanding, radar/sonar, sound imitation, thought imitation, and total healing.

Gamma World does not have 'mental transparency' mutation listed in Metamorphosis Alpha, but it does have the much more useful 'light wave manipulation' mutation. A mutant using 'mental transparency' cannot make an attack while “invisible” and intelligent beings succeeding with a mental resistance roll can see such a mutant regardless. A mutant using 'light wave manipulation' is not hindered by these limitations and is capable of stopping laser blasts and creating a patch of darkness.

The Metamorphosis Alpha 'anti-leadership potential' defect is very similar to the Gamma World 'hostility field' defect. In Gamma World, beings with an intelligence of less than 17 have a 20% chance of wanting to attack the mutant “upon first entering the field.” In Metamorphosis Alpha, “humans or humanoids” with an intelligence of less than 17 have a 25% chance per day of wanting to fight the mutant. Are mutated creatures and plants in Metamorphosis Alpha not affected? In lieu of intelligence, which ability is appropriate in Metamorphosis Alpha, leadership potential or mental resistance?

*  In Gamma World, the 'mental defenselessness' defect specifies “mental strength” but the 'mental defense shield' mutation refers to “mental resistance.”

**  While Metamorphosis Alpha allows an increase of mental resistance for resisting mental attacks, Gamma World allows an increase in mental strength for successfully resisting attacks as well as successfully making attacks (p. 19). Do Gamma World 'dual brain' mutants gain mental strength at the normal rate for successful attacks?


Plant Mutations

The description for 'tangle vines' in Gamma World indicates the perils posed by a large patch (tripping, entwining, and crushing) that are not stated in Metamorphosis Alpha.

While Metamorphosis Alpha has listings for 'poison thorns' and 'poison throwing thorns,' it does not also have a non-poisonous 'throwing thorns' mutation as Gamma World does.

Metamorphosis Alpha states that 'squeeze vines' cause four dice of damage per turn. In Gamma World, 'squeeze vines/roots' inflict only two dice of damage per turn.

Gamma World establishes that the 'aromatic powers' fragrance “can carry up to 10 kilometers” and that saving throws are to be attempted within 30 meters of the plant. 'Aromatic powers' distances are left unstated in Metamorphosis Alpha.

The description for 'berries' in Metamorphosis Alpha provides examples of effects while Gamma World lists eight colors of 'berries,' each with its own effect. “Regeneration” and “decrease mental powers” are Metamorphosis Alpha example effects not mentioned in the Gamma World list.

'Dissolving juices' in Gamma World cause 5d6 damage to organic matter. The same mutation in Metamorphosis Alpha causes 4d6 damage but “no type of covering is protection.”

'Radiated plant fiber' can emit up to intensity 15 radiation in Metamorphosis Alpha but only up to intensity 12 in Gamma World.

'Color sensitivity and imitation' from Gamma World is somewhat similar to 'radiation sensitivity and imitation' from Metamorphosis Alpha; both mutations allow intelligent plants to activate and operate “color band machinery.” The Gamma World mutation allows the plant to change colors and appearance to imitate any other type of plant. The Metamorphosis Alpha mutation allows the plant to “blend in with the damaging power of any given radiation and not be affected.”

In Metamorphosis Alpha, the description of the 'electrical or heat generation' mutation(s) for plants is merely a reference to the physical mutation listing. Gamma World presents more details regarding how plants use these mutations. Plants with 'heat generation,' but without intelligence or “special” sensory organs, “attack anything which comes in range and stand a 25% chance of missing the target.” (My interpretation is that there is a 75% chance of the plant being able to attempt a “to-hit” die roll.) Plants with 'electrical generation' do 4d6 damage as opposed to the 3d6 inflicted by mutated humans and creatures. However, unlike their animal kingdom kindred, plants cannot use this ability every turn; they recharge 1d6 per turn and are 80% likely to wait until completely recharged before releasing another shock.

The following Gamma World plant mutations do not appear in Metamorphosis Alpha: adaptation, bacterial symbiosis, barbed leaves, boring tendrils, carnivorous jaws, explosive and/or radiated fruit or seeds, razor-edged leaves, saw-edged leaves, seed mobility, spore cloud and/or shooting seeds, thorns/spines, and wings/gas bag. The 'symbiotic attachment' plant mutation in Metamorphosis Alpha is changed to 'parasitic attachment' in Gamma World.

'Stasis in periods of darkness' is listed as a mutational defect for plants in Metamorphosis Alpha. In Gamma World, all plants are assumed to have this limitation unless they have the 'daylight stasis' mutational defect (appearing only in Gamma World). The 'low fertility' mutational defect for plants appears in Gamma World but not Metamorphosis Alpha.


Sunday, January 8, 2012

Mutations (Part I of II)



A comparison of mutations in Metamorphosis Alpha and Gamma World

In Metamorphosis Alpha, a player with a mutated creature or humanoid character rolls 2d4 to determine the number of non-defect mutations; one die for physical and one for mental. There will then be one physical or mental defect or – if the total number of non-defect mutations is at least five – one physical and one mental defect.

Gamma World (when using the method that allows players to choose non-defect mutations) handles this process in a slightly different manner. A roll of three or four on a die indicates a defect of that type (physical or mental). If both of the dice have a result of two, then there will be one defect, either physical or mental. Otherwise, the character will have no mutational defects.

Metamorphosis Alpha is harsher; mutants will have at least one defect and a 62.5% chance of having two defects. In Gamma World, there is an 18.75% chance of having no defects, a 56.25% chance of one defect, and a 25% chance of having two defects.

Of course, in Gamma World, there is the alternate method of determining specific mutations by rolling on the appropriate mutations chart (physical or mental). With this method, a character could avoid defects regardless of the number of mutations or, potentially, be afflicted with more than two defects. For mutated humans, each roll on the physical mutations chart has a 28% chance of resulting in a defect and each roll on the mental mutations chart has a 25% chance of resulting in a defect. For mutated animals, the chance for a defect on the physical mutations chart is 17% and the chance for a defect on the mental mutations chart is 18%.

Interestingly, with regard to the choice method in Gamma World, the referee chooses defects of the appropriate type while in Metamorphosis Alpha, the judge will “roll randomly” to determine specific defects.


Physical Mutations

In Metamorphosis Alpha, Jim Ward explains how some physical mutations are incompatible with one another (at least for player character mutants). For instance, a mutant cannot have both 'taller' and 'shorter' mutations. Also, 'light generation' is incompatible with 'partial carapace' or 'total carapace.' I cannot see where conflicting mutations are addressed in 1E Gamma World. I suppose that if you've resigned yourself to gonzo, there's really no need to fret regarding logical inconsistencies.

Metamorphosis Alpha provides no instruction about determining the size of a 'taller' or 'shorter' mutant; it merely states a maximum of 25 feet for 'taller' and a minimum of one inch for 'shorter.' Gamma World, being all futuristic, restricts itself to metric measurements. A 'taller' mutant adds 1d6 meters to its height while a 'shorter' mutant rolls 2d100 to determine height in centimeters. A '00' is treated as zero, so a 'shorter' mutant has a maximum height of 198 centimeters and a minimum height of...zero. I guess this means there is a one-in-ten-thousand chance of a 'shorter' mutant being two-dimensional.

Metamorphosis Alpha offers the physical mutations of 'poison claws or fangs' and 'gills.' Although not specifically listed as examples, I suppose these would count as 'new body parts' in Gamma World.  'Teeth or fangs' and 'fur change' are Metamorphosis Alpha mutations applicable only to mutated creatures.

With regard to the 'radiated eyes' mutation, Metamorphosis Alpha fixes the intensity at ten while Gamma World has the player determine the intensity by rolling 3d6.

In Metamorphosis Alpha, 'heat generation' has the same effect as 'electrical generation.' In Gamma World, 'heat generation' is a ranged attack that does an additional d6 damage but is only usable once every three melee turns.

Although each version of the 'carapace' mutation “increases the basic armor class of the mutant” in Metamorphosis Alpha, specifics are not provided. In Gamma World, 'partial' provides an armor class of 6 and 'total' gives an armor class of 4. As opposed to Gamma World, in Metamorphosis Alpha, when the shell of a 'partial carapace' mutant is cracked, it can take up to a year to heal and the mutant suffers double damage until it is healed. Also, 'total carapace' mutants in Metamorphosis Alpha take triple damage once they have lost at least half of their hit points.

The armor class of a mutant with 'heightened dexterity' in Gamma World is 4; in Metamorphosis Alpha it is 1.

Mutants with 'wings' in Gamma World fly much slower than their Starship Warden counterparts. The Gamma World speed is 12 meters (13 yards) per melee turn while the Metamorphosis Alpha speed is nearly eight times that.

'Shapechange' in Metamorphosis Alpha is the same as in Gamma World; however, Metamorphosis Alpha offers two additional options. Instead of assuming the appearance of either animal, insect, or reptile forms, a mutant with 'shapechange' can choose to be able to assume the forms of any of the three types at the cost of having no other physical mutation. Also, Metamorphosis Alpha offers the “Subclassification of Shapechange” that offers immunity to radiation. (In Gamma World, I assume this would be a 'new body part.')

In Metamorphosis Alpha, 'density control' allows a mutant to become more dense, thereby changing armor class (and becoming more difficult to damage) by one per melee turn. Increased density causes the mutant to lose mobility, becoming completely immobile at armor class 2. The power lasts for 1-10 turns and may be used once per day. In Gamma World, duration is not limited nor is there a limited number of uses per day. A change in density is accompanied by a change in size. Changes are instantaneous and the mutant still retains some mobility even at maximum density. Gamma World also allows 'density control' mutants to reduce their density beyond normal, allowing such mutants to move faster by impairing armor class and reducing strength.

The following physical mutations are found in Gamma World but not Metamorphosis Alpha: heightened constitution, photosynthetic skin, and (as distinct from 'heightened vision') infravision and ultravision.  The 'symbiotic attachment' mutation appears in both Metamorphosis Alpha and Gamma World, but in Metamorphosis Alpha it is reserved for mutated creatures only.

The 'increased speed' mutation in Gamma World allows the mutant to move at twice normal speed and to attack twice per turn.  The 'speed increase' mutation in Metamorphosis Alpha is limited to animals and lasts for five melee turns twice per day; the ability to attack twice per turn is not mentioned.

There are also differences with regard to defects. In Gamma World, the effect of 'hemophilia' is described whereas in Metamorphosis Alpha, the precise effect is left to the discretion of the referee. Fainting as a result of 'poor respiratory system' in Gamma World lasts for 1-6 minutes while in Metamorphosis Alpha, it lasts for “an hour or two.” 'Vision defect' in Gamma World causes the mutant to subtract four from their combat die rolls whereas the analogous 'near-sightedness/ or double vision' defect in Metamorphosis Alpha reduces the mutant's chances in combat by 50%. The defects of 'fat cell accumulation' and 'increased metabolism' are provided in Gamma World but not Metamorphosis Alpha; however, Gamma World lacks the bizarre 'multi-armed' defect where the unfortunate mutant has 1-10 (mostly) uncontrolled extra arms, each one reducing the mutant's ability to hit in combat by one. (The mutant can, via concentration, use any two arms.) Amputation of each extra arm means a permanent loss of 2 hit points! It might be worth it.

Sunday, January 1, 2012

Rationalizing Anachronisms


More Metamorphosis Alpha Analysis  
  
As we progress into the new year, let us consider the inscrutability of the future as well as how much our world has changed since the mid-70s, when Ward imagined the time of Metamorphosis Alpha. Given the state of our technology now, there are a few aspects of the Warden that seem peculiarly primitive. Of course, we can hardly fault Ward for envisioning the future with imperfect accuracy; even if he possessed the mental mutation of precognition, he would only be able to see three minutes into the future.* Most of these 'anachronisms' can be 'corrected' because they have little or no impact upon the setting. For instance, “Operation tapes” for robots – a referee can disregard this notion and assume a 'modern' control technology for robots. However, not all anachronisms can be dismissed so easily; for such anachronisms, I like to rationalize why they exist given technology we have in the 21st century.
The 'Means of Exchange' section on page 24 references “domars” as monetary units.** Physically, a domar is “a small, lightweight plastic type of coin that was [reasonably] indestructible.” (Why not make them out of duralloy?) Gamma World provides additional information, stating that domars are “inlayed [sic] with colors and symbols denoting various denominations.” In a multi-generation starship, would they really serve a purpose? With regard to the Warden, the rules state...
...[T]here was no need for “money” as such, so the domar was not widely used except for gambling and other such diversions.
So, rather than as currency, domars were used as glorified poker chips? Actually, poker chips have value because they represent money. Gambling is exciting because something of value is at stake. If there is no resource that imbues domars with value, their effectiveness for gambling purposes is rather limited. They fail as a means of exchange because there is nothing to exchange. A 'token economy' on the pre-disaster Warden might make sense; domars could be used to acquire privileges and items of limited distribution. If only from a sociological perspective, circulation of domars could be worthwhile. Regardless, I think that monetary transactions for whatever purpose – including recreational – could be handled on board the Warden by the equivalent of an ATM network and cards; physical coins would not be necessary.
Physical domar coins would have no purpose on route to the colonization planet, but would be useful as currency on the frontiers of the planet until ATM networks are established. Domar coins can be rationalized as establishing an economy necessary for the colonial stage of the Warden's mission.
Ward states on page 6, “The office section of the city contains the microfilmed and paper records necessary to operate the giant ship and keep track of all its equipment and people.” I think we can safely assume that microfilm will not have any practical application in the 23rd century. It is possible that the Warden bureaucracy could be paperless – certainly the records can be electronic – but let's assume there will always be need for some amount of paper. Over several generations of more than a million people, a substantial volume of paper will be consumed. Even with efficient recycling processes, it will be necessary to create 'new' paper. Fortunately, the Warden has several forests. With scientifically precise “managed sustainability,” the Warden can easily accommodate its paper needs. Also, making paper gives the colonists something else to do.
The 'Languages' section on page 24 mentions that the main ship's computer “continually updates its robots” on the common language.*** However, “robots deactivated prior to the...disaster...will [upon reactivation] immediately go to the nearest computer tie-in for instructions...” Wireless technology precludes the necessity for physical “tie-ins” and we know that radio signals can permeate the ship. However, if a robot has been off-line for decades or more, perhaps wireless re-calibration would be necessary via a physical connection.
*  Regarding the precognition mutation described on page 16, Ward states, “It is perfectly all right for the mutant to change the course of history by acting on this information…” Precognition “requires intense concentration,” so it's not a passive ability. In Metamorphosis Alpha, there are no other restrictions but Gamma World recommends limiting the number of times per day (d4 or d6) that precognition can be employed. Also in Gamma World, the mutant suffers damage when it foresees damage to itself. If the mutant foresees its own death, it automatically loses consciousness for 3-18 minutes. Assuming that the mutant cannot change the course of history while unconscious, this would seem to guarantee the mutant's demise. So how often can the mutant change the course of history with one precognitive episode? A great many choices can be made within a span of three minutes. For a simplistic example, let us assume the precognitive mutant comes across a wall panel with five buttons. Three minutes would allow each button to be pressed individually as well as many combinations of buttons to be pressed. Although not expressly stated, Ward may have intended only one 'probability path' to be followed per precognitive episode.
**  Curiously, a Russian website named 'domar' refers a significant number of visits to this blog.
***  Would different levels of the ship have different dialects?

Sunday, December 25, 2011

Happy Holidays!

Your humble host's seasonal gift to you devoted readers is a custom level of the Warden for your Metamorphosis Alpha edification. This level features full scale replicas of 'wonders of the world' and other structures of historical and cultural import. As long as there's the space to do it, why not have recreations of these structures so that the colonists can have a better appreciation of their human heritage? This is the layout before the disaster; feel free to add radiation zones and whatever details you see fit. You can have type-4 humanoids inhabiting Petra and Angkor Wat infested by sword bushes!

The approximate scale of each hex is: 3 miles (4.83 km) from side to opposite side or 3.464 miles (5.577 km) from corner to opposite corner. Depending on which level this represents, the scale will vary slightly, but unless the characters have surveyor's tools (and know how to use them) they're not going to notice the meager difference. Please note, since there is no curvature of the Earth, there is no horizon per se.

On the map, the thick gray line represents a simulated section of the Great Wall of China. For other features, please refer to the following key:



Sunday, December 18, 2011

Robots, Androids, and the Ship's Computer


wherein your humble host continues his cover-to-cover analysis of Metamorphosis Alpha

Starting on page 6, there is a section called “Ship Devices and Units.” Most of the section is devoted to descriptions of equipment; however, there are also details about the ship's features and not all of those details are intuitively organized. For example, the presence of an artificial moon and stars for “natural areas” is incongruously indicated under the description of “City Units.” The term “unit” is rather vague and the rules use it in a variety of contexts throughout the section. First, 'unit' refers to a dwelling unit. The artificial gravity generators are also described as units. A unit can be a portable device (such as the 'Engineering System Hand Unit') and, apparently, it can be a robot (or at least a robotic drone). The next section (page 7), “Starship Equipment,” provides details about robots (occasionally referring to them as units), but the “Ship Devices and Units” section provides details on the 'Ecology Energy Tracer Unit' and the 'Security Tracer Unit.' The Security Tracer Unit includes yet another unit – a propulsion unit. (This might make a decent drinking game. Maybe Jim Ward was getting paid 'by the unit.') Given that they have means of propulsion, the tracer units are not hand tools. The Ecology Energy Tracer Unit can summon a forest robot; this suggests that it is a robot. A drone would not summon a robot, a drone operator would.

The “Starship Equipment” section begins with the sentence, “Here is a listing of the various features and equipment on board the starship.” This introductory statement more accurately describes the previous section. Regardless, the “Starship Equipment” section has a “Weapons Systems” sub-section; otherwise, the section is devoted to describing the various robot models – along with brief entries regarding anti-grav sleds and androids. This section describes six models of robots: (1) standard general purpose, (2) ecology “forest,” (3) ecology “garden,” (4) medical, (5) engineering, and (6) security. Each model is described as an outline list of equipment; each item is identified by a capital letter. This wouldn't be so bad if the lists were uniform; for instance, if Item 'F' for each model referred to the robot's propulsion. As it is, each model is a haphazard list that is not consistently organized. For example, the security robot has a gas pellet ejector (Item 'E') and two slug ejectors (Item 'J'); the gas pellet ammunition is not a separate item, but the slug ejector ammunition is (Item 'K'). All in all, the robot descriptions in Gamma World would be more consistently organized and take up less relative space.

As I pointed out before, robots are subject to the vocal commands of anyone with an appropriate color band. They also have standard programming. Some robots possess “independent action circuits,” implying some sort of artificial intelligence. Page 8 states that “robots will never kill any type of life – this program is implanted in all primary logic circuits.” Ecology robots are equipped with herbicides and insecticides so, clearly, this is a misstatement; perhaps robots will never kill any type of animal life. The special note on robots concludes with:
Robots are programmed to assist humans, and they will react to the harming of life with immediate force (but to subdue rather than kill) – even if the aggressor is wearing a command color band.
All this suggests implementation of some variation of Asimov's Laws of Robotics.

While the description of the robot models is about equal to an entire page, the discussion of androids consumes less than one-quarter of a page. Androids are vat-grown chemical life. How are they perceived by robots? For robotic purposes, are they human? The 'Security Hand Unit' described on page 6 can differentiate between the energy reading of a human and an android, so it is likely that robotic sensors can also detect the difference. Are androids “second rate” humans; to be served and defended as long as real humans are not inconvenienced? Do androids have priority over 'natural' animal life or does their status as constructs mean they are less important?

According to page 8, “Each android is designed so that when it is almost at the end of its life expectancy it will change color.” Are androids available in a variety of colors? I would think that, given the controversy about androids indicated in the text, androids would have a 'non-human' coloration. Perhaps they start out blue and become violet near their expiration date.

Also on page 8, “All programmed androids are implanted with the idea that to harm or even touch a human in any way is impossible for them.” (Are there any androids that aren't programmed?) This is interesting. A robot can move a human out of harm's way, but an android cannot. A robot can perform a life-saving medical procedure, but an android cannot.

Page 23 devotes a couple of paragraphs to the ship's computer. The computer seems to be quite versatile as an artificial intelligence. According to the “Languages” section on page 24, the computer has learned the common language of the ship and “continually updates its robots...so that they will be usable by humans on the ship...” The computer is aware of the problems caused by the radiation catastrophe.
Its program makes it want to help humans on the ship in any way possible – not only to live on the ship but to someday reach a safe planet, even though that is now impossible under the new conditions borne of the radiation disaster.
Why does it have to be impossible? The organizers of the expedition realized the potential for calamitous events. They included a supply of security robots on the ship. Per page 4, they made it possible for the command center to flood any area of the ship with paralysis gas. Certainly, the computer would be programmed with catastrophe protocols or, at the very least, the computer's artificial intelligence could adapt to exigent circumstances. Why can't the computer educate some humans or directly program some androids (an ability indicated on page 8) to reinstate whatever control it lost due to the radiation catastrophe? According to the Introduction on page 3, disaster struck “some one-third of the way to the planetary destination...” Since the Warden had not yet reached the half-way point, perhaps turning back might have been in order.

Sunday, December 11, 2011

Scenes From the Class Struggle Aboard the Starship Warden


The design for the Warden “was the most ambitious ever attempted” and it was “the wonder of the Interstellar Colonization Age.” Doubtless, exorbitant amounts of resources were necessary for its construction. What would motivate the United Western Starship Cartel to do such a thing? During the (first) Age of Exploration, there was a commercial motive to establish colonies. The Warden, even if successful in its colonization mission, would not be a profitable venture because it would take generations to travel between Earth and the colony. To the Cartel, the Warden represents a huge cost but no return. Why bother? I think that the Warden construction project must have boosted the 23rd century economy. Maybe that was the entire purpose: to create jobs and stimulate growth. The Warden is merely incidental to the Cartel's financial objective of influencing the economy of the entire Solar System.

Although the Warden is a ship, in some ways it is a society; at least it was before the disaster. There is a crew of 50,000 and a colonist population of 1.5 million; a literal microcosm, self-sufficient by virtue of the vast environments and the miracles of 23rd century technology. According to the Introduction:

...[T]he colonists were not rigidly screened for the expedition, for it was held that the Warden's accommodations would place few physical or psychological stresses upon colonist or crewman.

If you want 1.5 million volunteers, I guess you can't be too choosy. I suppose that genetic engineering would have eliminated the more commonplace hereditary disorders. Besides, if the economy rather than the expedition was the goal, you might as well fill up the ship with telephone sanitizers and send it off.

Presumably, it would take the Warden several generations to reach its goal. The crew, at least, has a purpose. On the other hand, the colonists aren't really colonizing anything; their descendants will. Until they reach their destination, each generation of 'colonists' is merely breeding stock. Even a crew-person could be disheartened by the knowledge he or she will never reach the destination. I think it's possible that the ship's computer withholds the knowledge of how close the Warden is to the colony planet. In this way, any given person (beyond the first generation) might expect to arrive at the ship's destination. This would give the colonists something to do with their lives – prepare for the arduous tasks associated with establishing a colony, because they could be the colonist generation.

Society on the Warden comes with a built-in caste system in the form of color bands. The color of your skin doesn't matter, but the color of your band does. Imagine how the divisions among the crew might be perceived: Greens are so flighty; that's typical red behavior; I don't have anything against greys, but I wouldn't let my daughter marry one. Of course, if you're not crew, you're colonist – a 'commoner' with a brown band. I mean, without the color band system colonists might “stray into command or possibly harmful areas.” Dumb colonists. You know how they are. Last week I went slumming in the colonist levels and I heard this joke. Two whites, a green, and an android walk into an alcoholic beverage dispensary...

Given the multi-generational aspect of the ship's journey, there must be a system of education – up through advanced stages – so that responsibilities can be handed down from generation to generation. Perhaps all children undergo competency testing and are trained accordingly; a bright colonist child might even become a crew person. I suppose young children don't have bands at all. Perhaps “getting one's band” is a sign of maturity, a rite of passage akin to getting a driver's license back on 21st century Earth. Of course, the color of a young adult's band would be brown until he or she is accepted into one of the crew castes. Someone who flunks out will have a colonist's band for the rest of his or her life; a mark of shame for someone from a crew family.

According to page six, “The command personnel band is alternating blue and red...The security band is red.” What blue represents is not defined, but I think it must be the ship's bureaucracy. This would mean that command personnel would be drawn from the security and bureaucrat castes. Scientific and engineering castes would not qualify for command positions. Thus we have the basis for starship politics.

Page six also states that the Warden has four captains. Does that mean a primary captain and three 'deputy' captains? Or does that mean each captain has equal power, but that their responsibilities are distributed among them? Perhaps there is a council of captains with shared power and responsibilities. How are captains appointed? Are they democratically elected from among the command personnel? Who gets to vote? Is there colonist suffrage? Are the captain appointments for life? Maybe the ship's computer determines the captains via a meritocracy algorithm.


One final note: I would like to point out a mistake I made in my post on November 20, 2011. According to page 6, an artificial moon and stars appear during night cycles in the natural areas. I have added a postscript to that blog entry. The wolfoids do have something at which to howl after all.

Monday, December 5, 2011

Skills in Metamorphosis Alpha



For role-playing games prior to the publication of Traveller in 1977, skills (as opposed to class abilities) were not a significant feature of player characters. An arguable exception is Empire of the Petal Throne (1975), where players had some choice regarding their characters' background skills, some of which were “useful for adventuring.” The rules for Metamorphosis Alpha contain sparse information about character skills. A character's 'skill' derives from what the player discovers about the environment as well as what the character discovers about the function of new items pursuant to the Item Complexity Table on page 22. Regardless, there are hints that skills could play a more prominent part in defining a Metamorphosis Alpha character.

The character sheet (human and mutant) contains a block for “Judge-Given Skills & Items.” Clearly, there was some expectation that the judge would determine which skills each beginning character would have. However, none of the beginning player character examples address this.

There is an interesting statement in the 'Distribution of Monsters (Mutations) and Treasure' section on page 21:

Note: a player cannot shoot a gun on board ship just because he or she can in real life! The player must learn how first. If trial & error is used, this may take up to 6 months time.*

Does this mean “up to six months” after the gun “has been understood by the character” by virtue of the Item Complexity Table? Or is this an assumption of the amount of time that the Item Complexity Table would require? Expertise with a gun suggests a more in-depth aptitude beyond the mere knowledge of how the gun operates. If so, with what 'weapon classes' from page 19 can we assume beginning characters are proficient? Weapon class 3 (swords & daggers & bludgeon types) would seem to be basic knowledge. Would weapon class 1 (bows & blow guns) require a tribal/settlement background? With regard to weapon class 2 (crossbows & spear types), might a character have a working knowledge of spears but not crossbows?

In issue number 14 of The Dragon (May 1978), Ward wrote “The Total Person In Metamorphosis Alpha” which provides (among other things) charts that can be used to define a character's background. Specifically, there are four 'background' charts: (1) environment from the earliest times to the pre-adult years, (2) actions in the pre-adult years, (3) basic interests and/or talents, and (4) special abilities.

The first chart presents twelve possible environments including “Island” and “Fully Operational City.” With regard to the second chart, there is a 25% chance that “time was spent hunting.” Other 'pre-adult years' possibilities include “healing and helping others” and “fighting mutated creatures.” There is a 40% chance that a character will not have any basic interests and/or talents. Otherwise, the third chart lists options such as “collecting domars” and “knowledge of transportation devices of all types.” There is a 60% chance that a character will not have a special ability. For those fortunate enough to have a special ability, the possibilities include “knowing the effects of plants and herbs” and, intriguingly, “communicating with and beguiling creatures of all types.”

The article lacks information about how to implement these background options into game terms; the judge is left to his or her own discretion. Ward does provide an example through which we may gain an idea of what he intended. An “engineering section” environment allows a character “a certain knowledge of metals and the opening and closing of doors.” A “combat of any type” talent provides “a plus to hit and on damage.” Lastly, the “attacking with a sword” special ability grants “another plus.”

* Of course, we understand that 'player' in this context refers to 'player character.' In other words, a player's capabilities are not necessarily shared by that player's character. 'Player' is used for 'character' at other points in the rules. From our perspective, we are able to interpret the distinction; however, it is not surprising that contemporary critics developed incorrect assumptions about how players assumed the roles of their characters.