Metamorphosis Alpha was the first science fiction roleplaying game, published in 1976. The action is set on the Warden, a huge generation ship that suffered a catastrophe that killed much of the crew and passengers. A good portion of the remaining inhabitants were mutated, so that, centuries later, humans and mutated humans, as well as mutated animals and plants, all share the massive vessel. Knowledge of the original mission the ship was on was lost; in fact, the idea that the ship was a space vessel was largely forgotten. The game assumes that the player characters come from a quasi-Medieval or even Stone Age society, for whom technology is a dangerous mystery. The Warden is the only world known to its inhabitants, and player characters set about exploring that world.
By the time I discovered D&D, Metamorphosis Alpha had been around a few years. I never laid eyes
on it, and all I knew about it came from articles in Dragon Magazine referencing it. The nearest I got to it was Gamma World, a post-apocalyptic RPG, and
Expedition to the Barrier Peaks, an
AD&D adventure about a starship crashed on a fantasy world. However, in
1994 a version of the game was released, called Metamorphosis Alpha to Omega.
The cover is adorned by a nifty model of this iteration of the starship Warden, by the late Dennis T. Kauth. |
This version of the game bore little resemblance to the original.
The game system itself was TSR’s Amazing
Engine, the company’s early ‘90s attempt at a universal or generic system.
Several different settings were released for that game, ranging from modern
urban fantasy to far-future science fantasy. Among my favorites was Metamorphosis Alpha to Omega. TSR
decided at some point to make these sourcebooks all-in-one, containing both the
rules and setting info, unlike the sourcebooks for the venerable RPG GURPS,
which only contained the rules unique to the settings they covered. The problem
with the Amazing Engine approach was
the setting info felt cursory and incomplete, and most of it was crammed into
the back third or so of the book. Still, there was enough info there to tantalize,
and, on top of that, the model of the Warden
shown on the cover and in the deck layouts bound into the book was truly cool.
I like space opera. Post-apocalyptic games, especially ones
with over-the-top, almost cartoonish settings like Gamma World, are fun, but the assumption that player characters are
low-tech bumpkins bedazzled by even early-21st-century tech items
eventually wears thin for me. Metamorphosis
Alpha, and, subsequently, Alpha to
Omega, came tauntingly close to the best of both worlds: a giant starship
hurtling through space, filled with often bizarre life and brimming with
adventure possibilities.
The only thing lacking, and it was, for me, a dealbreaker,
was possibility. Specifically, the possibility of the player characters going
beyond the Big Dumb Object. I’m sure many who played the original and its Amazing Engine successor ended up with
the Warden under their control, or
even debarking the ship to find their fortunes out among the stars. But I
wanted the option of characters being more than mutated cavemen haphazardly
discovering the Warden’s secrets. I decided that it would be interesting to see
the Warden from the point of view of
those who first embarked upon it, something like the crew of Star Trek’s Enterprise – the original or otherwise – suddenly finding their
ship crippled and overrun by strange, hostile life. To me, this presents the
best of both worlds when it comes to RPG adventures: the Warden is a huge adventure site that the player characters can
explore, with the overarching plot based on what they choose to accomplish
first.
So,
I’m beginning a series of posts detailing my own thoughts on Metamorphosis
Alpha to Omega, and my tweaks to what’s presented in the 1994 book. There’s a
lot of potential there, from shipboard adventures similar to the original game,
to planet-hopping space opera.
Next: Part 1: Origins and Dimensions
Next: Part 1: Origins and Dimensions
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