Playing Metamorphosis Alpha (1976)

I. Dear Reader

This week, we officially kick off a year’s worth of intermittent posting about games from 1975 to 1985. We start off with Metamorphosis Alpha, a game by James Ward, published by TSR in 1976.

The pitch of Metamorphosis Alpha is wild. You play people aboard a giant starship that on its journey through space was irradiated and turned into a wacky wonderland. The ship is huge – 50 miles long and 17 levels. It’s a megadungeon with whole biomes in it. The people aboard the ship have essentially had their society break down with mutated folk and non-mutated folk separating and fracturing into a thousand different communities. A lot of knowledge of the ship has been lost and now, life is mostly about survival.

Mutation is at the heart of this game. It’s both a worldbuilding principle (anything is possible! just say it’s a mutation!) and an invitation to make off-the-wall weirdest bunch of freaky little guys you could hope for. Character creation is easily the most fun part of the game. You can play a normal human (boo!), a mutant person, a mutant animal, or, wait for it, a mutant plant! Yes, my green friends, you can absolutely play a plant. In my game, which we dubbed the Preposterous Adventures of Peacock and Plant, the two players were, you guessed it, a peacock and a plant. Or rather, a peacock-person and a plant-person. Or to be even more precise, a peacock with six hands and a levitating ficus.

While stats are randomly rolled (3d6 down the line), you get to pick your mutations. For physical mutations, you could pick having wings or gills. For mental mutations (usually limited to one), you could pick precognition or telekinesis or telepathy or… death field generation? It’s a gonzo buffet.

I don’t particularly like the term “lonely fun”. I think “lonely” stopped being a synonym for “alone” a while ago and now it’s mostly used to mean “sadness about being alone”. There’s nothing sad about sitting by yourself and playing a game. For both the GM and players, Metamorphosis Alpha’s big gift is solo fun. The GM is invited to make this big starship, piece by piece, stocking it with whatever nonsense they can imagine. The players are given this toy box with pretty clear rules so they can spend all the time they want making the choicest weirdo.

How does it play? Good question, disembodied voice! Well, it doesn’t really. The actual rules of the game felt like little islands that you could visit but if you didn’t, you were wandering adrift. There are six stats. Radiation Resistance, only used when exposed to radiation. Mental Resistance, used for psychic attacks and defending from them. Leadership Potential, which is used to see if someone will follow you and join your party. And then Strength, Dexterity and Constitution which are for combat.

So outside of being irradiated, trying to recruit a follower, or fighting, the game doesn’t really have any rules to invoke. There is no core mechanic as you’re probably used to. People who have played OD&D will recognize this but for others, I have to explain how weird that feels. You don’t just roll the dice when making a jump or when trying to persuade a person or examining a door or literally anything outside the situations mentioned above. There is no ability check or saving throw. It was honestly like playing a PbtA game with four very specific moves and nothing else.

I didn’t want to just ignore this in play so I didn’t houserule it away. We stuck to the text and anytime the characters wanted to do something dangerous or tricky, we just talked through it. This wasn’t great. Not just because we missed rolling dice. For me, this was tough because there was the stark tonal shift from character creation to play. When we made characters, it seemed like a saturday morning cartoon. But when we played, the primary method for progress was getting the GM to agree that your action should succeed. You can’t just roll for success, you have to convince the GM. But on what basis is the GM supposed to decide? If I was being an impartial referee, thinking about physics and realism and so on, my job is to say “no” to wacky ideas that would be home in a saturday morning cartoon. In the end, I didn’t want to spend my time saying no and chose to embrace my players’ wacky ideas. We had a fun game and since the players wanted to avoid all the combat, we basically never touched the dice.

I’m not sure what to make of this. Is this one of those “objective successfully failed” situations? I’m really interested in hearing from folks who played this game or its successor, Gamma World. Which way did you fall? Survival dungeoncrawl or saturday morning cartoon? Both? Neither?

Regardless, this isn’t the last you’ve heard about this.

Yours mutatingly,

Thomas

PS: This is how stats like Radiation Resistance are used. When the situation arises, you look down at a look-up table! Radiation level on the x-axis and your stat on the y-axis. The result is the amount of dice you take as damage, I think. If you get a D, that’s instant death. But every turn when you’re exposed, your stat temporarily goes down by one. So you have to keep rechecking the table every turn.


II. Media of the Week

  • Nothing this week! Sorry!


III. Links of the Week


IV. Small Ads

All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.

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5 responses to “Playing Metamorphosis Alpha (1976)”

  1. David Korabell Avatar
    David Korabell

    Wow. Yes, I had a copy of the original Metamorphosis Alpha and still do. Generating and populating levels of the spaceship was the best solo fun.

    You could get ideas from suggested creatures & items in the book or steal from various media sources. ‘Lost in Space’ reruns were great as were various Saturday morning TV shows ( yes, at one point I experimented with ideas for an uplifted cat and mouse. And a a mystery solving dog)

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  2. Jason Avatar

    “You can’t just roll for success, you have to convince the GM. But on what basis is the GM supposed to decide? If I was being an impartial referee, thinking about physics and realism and so on, my job is to say “no” to wacky ideas that would be home in a saturday morning cartoon. In the end, I didn’t want to spend my time saying no and chose to embrace my players’ wacky ideas.”

    I think this is where PbtA games have shown the value of explicitly offering “principles” up front. In the absence of specific rules/moves/procedures, the GM can look to principles to know they’re filling in the gaps in a way that’s consistent with the design intent. (And I strongly suspect you did just that, in this case. I can’t imagine people making a game about psychic plants were more concerned about the GM adjudicating the realistic modeling of physics than adjudicating what made sense for the genre.)

    Still, I think this is a good lesson for contemporary designers, and it’s exactly why I try to remember to explicitly put in stuff like this bit from one game I’m working on: “Throughout the conversation, the GM does their best to represent the imagined world [according to the logic of] the genre of gonzo, post-apocalyptic, satirical sci-fi. Sometimes that lines up with the real world (fall off a building, go splat), sometimes not (get swallowed by a mutant, fight your way out).”

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  3. William Purves Avatar
    William Purves

    Hello, It was fun to get this newsletter today, as it made me reflect and re-reflect on MA. I remember being very excited when I bought it in 76, and I still have my maps and other gear from the box set. My first reaction to your newsletter was, ‘of course I played it’. My second reaction was, ‘did I?’ We had been playing D&D non-stop since it’s release and we were eager consumers! I opened Metamorphosis Alpha and dove into world creation, rolling up NPCs and corraling friends to play. That’s where I hit the memory wall. Did we actually play more than a few times? I don’t remember the rules details you raise, but I am sure we just used the D&D frame. Traveler came out that same year and quickly swept MA on to the shelf. Gamma World we definitely played, but only as a setting subset of Traveler, which I ran for many years. The mutations and, more generally, the wide scope of character creation carried over into Traveler and then Runequest and my design ethos and games today. Thanks again!

    Will Purves wpurves@gmail.com dodocahedrongames.itch.io 734.904.4692 he / they / blind

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  4. TonyD Avatar

    I love Metamorphosis Alpha. It’s such a weird beast. We played this a few years ago. As I recall there are different combat rules for firearms and for other weapons? Anyway, after playing it for a while, we decided to make our own version using PbtA rules. The stats were Human, Mutant, and Mutant Animal. Roll vs. Human to work ancient technology, roll versus Mutant to use mutations, and so on. I’m actually writing those rules up into a full game now. I’ve been posting about it off an on at Substack.

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  5. M.T. Black Avatar
    M.T. Black

    Hi Thomas, I enjoyed this issue greatly, especially the reflections on Metamorphosis Alpha. I’ve read the book a couple of times and always wondered how it actually played, so it was helpful to hear your reflections. I’m looking forward to the rest of this series. cheers, MTB

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