My First Glance review of Metamorphosis Alpha 3e:
Positives so far:
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Art - A lot of art displaying items, robots, androids, aliens, and
the starship Warden.
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Format - Good index. Good flow. Easy reading.
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RPG Background - Good start. More details given than original MA.
-
New system to learn - RPG system doesn't look too complex, should
be able to pick up quickly. Can't be as hard as d20 and systems uses
all d6s.
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RPG Material - Looks like I can use Gamma World items, characters,
bots, and mutants without a lot of problem(s) and converting.
-
Phases - Looks good for one shot games and an a lead in to a longer
campaign. Good way have "Change of Pace" games inside a campaign.
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Central elevator - Background and diagram will make for a good template
for other things in MA and Gamma World campaigns.
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Epsilon City - Sample city was interesting. Good solid base to start
creating your own cities and campaign.
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Size of Rulesbook - Gamers' always want more. But price is not bad
for what you get.
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No MA gaming material on WWW site - I assume it's in the works. Bummer
in that I would be going there immediately to find new stuff.
-
New system to learn - Always a pain to learn new systems. But as mentioned
above offset by complexity. Does not look like a system that is that
hard to master or convert to say Gamma World ;-)
-
Could have used more in-character examples - Always want more to get
into the spirit of the game. The page describing the bot, android, and
soldier's log left me wanting a lot more. More damn it more...
As an experienced GW player/GM I could modify and or use MA and get
rolling quickly with what I have seen.
Current Score: 3.5 out of 5 (Looks promising! At worse, it will
give any Gamma World player/GM a ton of ideas!)
More detailed review to come.. Things to look forward to:
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Artifact Resolution table - No I mean Item Complexity Chart. Woooooo..
This button can't be that dangerous?? That's what my guns are for! Crap..
Run!!
-
Playing an Android without waiting for module GW10 to come out. -
No, I mean the rules are already there for them and bots! Woo woo.
-
Blowing a Mutant er Alien up with a Torc Grenade - No I mean an Onande
AI Grenade. Uh, how many can I throw in a turn again?
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Ripping up Aliens in Powered Assault Armor. - No I mean Duralloy Armor..
Sweet.. Let them eat vaccum! The bots can plug all the holes in the
hull, right?
-
Killing my enemies with Micro/Mini-Missiles - No, aw hell, I will
just have to use Major Missiles! Nuke'em till they glow! The bots can clean up the mess, radiation,
holes in the walls, floors, etc.. I am wearing Duralloy Armor. Sweet.
When doubt, let them eat plasti-steel, baby..."Lock and Load!"
Part II of Review of Metamorphosis Alpha - In-depth review:
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Over all the rules book is well written. There are a lot of suggestions
and advise offered that are not noticed at first glance.
-
FastForwardGames has released some online material. This is a plus.
There is a clear need for more support and material. I have been working
on more material for others to use.
-
Good open framework of rules. The rules are open, allowing for GMs
and players to easily extend and expand as needed. Major plus in my
eyes.
-
The rules book as it stands is not for new people getting into RPGs.
It will be harder for new people coming into RPGs to create the needed
material for a long standing campaign. This should be fixed as more
source and adventure material is released by FastForwardGames.
-
The new rules are not Gamma World or the older MA. But as noted above,
conversions by players and GMs is very easy to do. This will allow for
a large number of items, bots, and creatures to be converted for use
with the new MA immediately. As more material is released, this will
add to what is available for MA GMs and players to use.
-
MA is not a d20 system. This is a good and bad thing. The current
trend is to use the d20 mechanics as everyone is already using them
and it will be easier for players and GMs to pick up. As noted, by the
author is this an update of the old MA rules. There is an audience that
already knows the rules system, including most Gamma World 1st and 2nd
edition players. Using a d6 based system now, may work out for FastForwardGames.
Time will tell.
-
As noted in my own attempt to create Character types for MA, characters
are easy to create and use. If the GM and players want more attributes,
they can be added or modified quickly and easily. I am sure as more
material is released for MA more information, skills, and character
possibilities will come out.
-
The equipment in the rules book is a good starting point. Most people
can use them as a template to create and design more. I know that future
material and fans will provide a lot more in this area.
-
Mutations as noted by others is just not enough. I wish more mutations
and opportunities to use and create them were given in the rules book.
Maybe this will be dealt with in future material? Mutations go hand
and hand with MA and Gamma World. I would assume that one could convert
mutations from other sources for use with MA.
-
Creatures are another weak area. There are too few creatures for the
beginner GM to use successfully. This is another area were converting
creatures from Gamma World could be used till more creature and creature
templates are released. I think more advanced players could modify what
creatures are given in the rules book to provide more entertainment
for thier players.
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Epsilon City and the Warden level layout deserve another mention.
Both are full of ideas, places, and things to do. Well very thought
out and descriptions for the space used in the rules book.
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The art used through out the rules book was great. Provides the GM
and players with a good look at the items, creatures, and bots used
in the game.
-
Androids and Bots are both described and provided as character options.
This is a major point as it provides more flexibility for players from
the get go. Quite a lot of detail and information is provided in the
space given to these subjects.
The new Metamorphosis Alpha deserves a look. Even, if you have never played
Metamorphosis Alpha or Gamma World. If you have played MA or Gamma World,
then this rules book is for you. Especially, if you are a 1st and or 2nd
edition Gamma World fan. Conversion possibilities are endless and if you
are not a d20 fan, Metamorphosis Alpha is a good change from all of the
d20 sci-fi games and supplements that are being released.
The Warden awaits....
Overall Score: 4.0 out of 5 (Release of promised MA material
by FFG and a good solid base of material offer experienced players and
GMs a wealth gaming of opportunities. Future releases will make the system
even more usable to new GMs and players.)
01/23/06: Updated
I was updating the web site and decided to update this review of MA 3e. MA 4e is coming hopefully sometime in 2006. FastForward Games is no longer with us. Jim Ward has been working with Craig Brain and others to bring a new MA 4e to light. It has been a long run for many of us Jim Ward fans. I came late into the MA 4e testing and won't be playing a noticeable part. That is fine, with me. I will support MA and GW, in my own way, as I have for many years. I know, I am eagerly awaiting MA 4e. I am sure that Craig, Jim, and crew will do a most excellent job making MA an even better product than it was before.
If you are a Gamma World fan, please don't discount Metamorphosis Alpha. MA 3e can be had for a good price these days and it is not a D20 product. MA 4e is a new hope for GW and MA fans. I look forward to reviewing MA 4e upon its release. I hope one day that Jim will get the license back for Gamma World as well, and do some much needed updating.