Tag Archives: Metamorphosis Alpha

Cell Phones – Handheld Communicator And Computer

I was struggling with a topic for an article, and was about to give up and end my streak of a post a day back to the end of January. Then I had a message indicator on my cellphone, and it hit me.

We have such small devices that handle all forms of communication: two way (calls, texting, email), and one way (received: emailed receipts, bill reminders, entertainment & sent: payments, notes/lists/reminders). Some phones have gone for bigger screens with higher resolutions for better experience, two cameras, motion sensors, GPS, etc.

If one does no have a cell phone in today’s world, good luck finding a pay phone. The only place I see pay phones now are in airports, and they take credit cards.

For a science fiction setting, one can imagine a computer as powerful or more so than today’s desktops, in the palm of your hand. The display will be holographic, so the size of the screen is variable. As dense as memory is getting, what limits will one have on a hand held computer/communicator?

Encyclopedic knowledge will be available, for topics that are in the system. Landing on a backwater or uncharted planet will present a world of unknown factors. Other than being able to check the atmosphere, and scan air, water, and potential food for pathogens/compatibility, how would this device help you?

Is it able to communicate to orbit? Can it make interplanetary calls, or signal ships passing through the system? How does GPS help when there are no GPS sattellites? Is there a star-faring version of GPS and do the general civilian devices have access, or does it require a separate device?

Would a general purpose device be capable of basic first aid, or contain the ability to guide the user in basic first aid, or perhaps something more advanced?

How tough/resilient would such a device be? I dropped a cellphone out of my pocket onto a cast iron floor vent in my house (It was built in 1920.) and it cracked diagonally across the screen. Touch screens don’t work so good, or at all when that happens. How far of a drop would it take to damage it? What water depth can it reach and for how long before it is compromised? What about the vacuum of space? There are also radiation, concussions from explosions, shrapnel from explosions, or projectiles from weapons.

Like today, there would be various levels of such devices, from cheap burners with an older interface. Now, burners tend to have actual buttons, but some small touch screens have appeared. In the future, an old interface might be a touch screen that require physical contact, and not have a holographic screen. They are severely limited in how much you can put on them. These are not as well made and would survive only so many hardships of daily use. How often do you have a player roll to see if their communicator survives a crash or fall, or fight?

Next would be the standard comm-puters that can handle more drops, but have a limit. My youngest son can still manage to crack a cellphone screen in less than a day. I’m glad I’m not responsible for his phone anymore.

Premium devices would be made of sturdier and more expensive stuff. Advertising how long they can stay in vacuum, and how long they can last at 100 meters, or some such.

At the pinnacle would be government/military grade devices that are resistant to a variety of abuses and resistant to cracking, i.e. “black hat hacking”.

How long does the battery last? A day, a week, a month, longer?

Instead of earbuds on a wire, there would be a vibration pad or pads you stick to your head behind your ears. Voice activation and voice recognition would be the norm. Minimal contact with the device would be needed. Placing it in your pocket or a shoulder bag and placing it for use of the holographic display could be the only times one touches such a device.

The device could be so small that the device(s) behind your ear(s) IS the comm-puter. Some societies might advocate implanting the device, especially so the government can keep an eye on you, “to keep you safe”. What if some nefarious organization or person cracks the system and uses it for mind control of the populace?

Take what we know of the current direction of technology and extrapolate it for a futuristic RPG. It gets smaller, more powerful, and more ubiquitous. It could end in nanobots that reside along the optic and auditory nerves and send signals straight to the brain. A display would be limited to the person, but could be shared with others within a certain range.

A fun thought experiment that have given me several more ideas, if I ever get things together for a science fiction campaign, either White Star or Metamorphosis Alpha.

Asteroid Mining

While thinking about a recent article on a company wanting to mine asteroids, I started this article. Then White Star came out and I decided to revise it touch specifically on White Star.

Mining an asteroid changes its mass and therefore it is likely, if not guaranteed, to change its orbit.

A permit system would develop for mining and shipping ore, water, etc. to ensure proper and safe orbits of mined and other asteroids. This would be most true in system with a sentient, space faring race(s). It might also be true of low tech systems watched over by the authorities, to protect the non-space faring natives from destruction, and so they can use the resources of their own system.

Pirate Miners – No permits and perhaps no eye to the safety of orbits.

Remnants of star systems, like a system that went nova, and far between other stars might be a haven for illegal miners, pirates, and other ne’er do wells. What ancient alien artifacts best left untouched might they uncover?

Asteroids

The asteroids that are nearest the Sun are mostly made of carbon while the ones further away are made up of silicate rock. The metallic asteroids are composed of up to 80% iron and 20% a mixture of nickel, iridium, palladium, platinum, gold, and other precious metals. There are those few that are made up of half silicate and half metallic.[1]

Comets

They are composed of rock, dust, ice and frozen gases such as carbon monoxide, carbon dioxide, methane, and ammonia. Sometimes called dirty snowballs, recent studies have shown that the ice of a comet is covered by a crust. Comets also contain a variety of organic compounds as well as the gases already mentioned. Some of these are methanol, hydrogen cyanide, formaldehyde, ethanol, and ethane. More complex molecules such as long-chain hydrocarbons and amino acids may also be in comets. Because of their low mass, comets cannot become spherical under their own gravity, and will thus have irregular shapes. [2]

Since comets eject part of their mass and are “unstable” as they warm up from drawing near the sun, mining would only be practical for “inactive” comets far enough from the sun to not be active. They would still be likely to react to an approaching ship that generated heat. Only places with a severe lack of water would resort to such dangerous mining.

Asteroid mining is dangerous, but comet mining is downright foolhardy! Only the truly desperate, severely in debt, or adrenaline junkies will risk the dangers of comet mining. You can’t spend your money if you’re dead.

Asteroid/Comet mining
  • Water/ice Water ice is theorized to exist on some asteroids.
  • Metals: iron, nickel, iridium, palladium, platinum, gold, and other precious metals.
  • Carbon: What forms of carbon? Coal, graphite, diamonds, graphene, carbon nanotubes, buckminsterfullerene, etc.
  • Exotic metals – Adamantium, Mithril, Unobtanium, etc.

Of course, in science fiction, asteroids can contain anything you want. Unobtanium for powering ships, giant diamonds, other elements, etc.

Asteroids that are big enough might be re-purposed as generation ships, space stations, weapons or fuel depots, etc.

Would any asteroids use mass drivers to bring them nearer the inhabited planet(s)? [3] That is, part of the mass of the asteroid is ejected to provide thrust to position the asteroid in the desired orbit.

Device Silences Unapproved Speech

Interesting Science Fiction turned reality, bad for freedom of speech.

Gun” that prevents people from speaking.

I can see despots and those who don’t truly believe in freedom of speech using this.

It would be great if during a true debate that the moderator could silence one party while the other party completed their statement, to enforce civility, but that’s a whole can of worms right there. We only seem to have true debates in structured settings that will never fly in the world of politics.

There’s a few people I know that won’t let you get a word in edgewise. This would be good for the DM to keep each player quiet while the one who had the turn to speak had their say.

However, this is yet another invention that excuses bad behavior, and instead of teaching people to share the floor and let others have their say, someone will get to decide who gets to have their say. Who gets to decide who can or can’t use this device?

While I think the world would run smoother if everyone else did certain things my way, I am smart enough to know that that would not be a viable solution. There are certain things on which  I disagree with others, and definitely things I don’t want to hear from others, but that is a selfish and isolating way to live. Many things that I like, I can’t do or create on my own, so I need people who are different from me.

If no one had the chance to say, ‘No.’; or to point out problems, or make suggestions, how soon might we regret that?

If you really don’t want to deal with the rest of the world, move to the wilderness, and unplug from all media.

Personally, I think this technology should only be used in the realm of science fiction and RPG’s. People should be held accountable for their words and actions, not denied the freedom to use their words and actions as they see fit. People will find a way to be a jerk, if that’s what they really want to do.

 

Worlds Beyond Ours – Curtis International Library of Knowledge

Worlds Beyond Ours [Amazon Affiliate Link] is a book I have from my parents. It is copyright 1968, so I am only a few years older than this book. It mentions the Apollo program and if all goes well, man will set foot on the moon in a decade.

It is interesting to see color photographs of stars and planets in the age before the Hubble Telescope.

It talks about man looking to the stars and planets and the development of telescopes and rockets and has some maps of planets.

We can get much better pictures and maps from NASA online now. I didn’t have regular internet access until I was a few years past 30. Before then, one either had a set of encyclopedias to refer to at home, or you made a trip to the library.

I was blessed to have a 1969 set of Encyclopedia Britannica in my home growing up. My siblings and I would pulls out a volume and read about a topic and any related topics that caught our interest, much like surfing from article to article on Wikipedia, or I suppose the online Encyclopedia Britannica.

Seeing this old Worlds Beyond Ours emphases just how much the world has changed. Especially one that was published so close to Apollo 11 landing on the moon. Such old books I find fascinating.

If you want a science fiction based game, these things can be interesting. The number of planets and the number of moons around those planets has changed drastically in my lifetime. The true number did not change, we just discovered it.

I recall the Viking Landers on Mars in 1976, Voyager I and II making their way past Mars to Jupiter, then Saturn, and now on the far edges of the solar system. Is it still debated if one of the Voyagers has left the solar system yet?

I am old enough to remember the last Apollo missions to the moon. What I recall most is how SLOW the Atlas rocket ascended. It was quite the shock when the first space shuttle launched and it was so FAST! The movie Apollo 13 was NOT realistic with how fast those rockets actually left the launchpad. I remember my parents and siblings and I all having the same reaction to just how quickly the space shuttle leapt off the pad.

Old books like this can be found at garage sales and used book stores. Like many DMs and players, we tend to collect odd bits of information in the form of books and other things that serve as a basis for our own worlds and games.

I ran some of the science fiction games that my high school group played, mostly Metamorphosis Alpha or Gamma World, but we were predominately a AD&D group. I still love science fiction as well as fantasy.

My recent forays into reading the original Metamorphosis Alpha from DriveThruRPG has me digging out my old books. I wish I still had all of my science fiction collection of paperbacks. Moving from a house to a small apartment years ago forced me to get rid of so much. I can’t easily re-build it, but I have the memories of what I read and the books I want to read again, I can track down.

Perhaps I’ll run another science fiction related game or campaign. At least enough to scratch the itch….

Zombie Plague – Innnn Spaaaace!

I’m sure that I’m not the first one to suggest zombies in a science fiction, post apocalypse, or Metamorphosis Alpha (MA) setting.

In my recent MA kick, I had an idea for one level to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants?

I don’t have any specific game mechanics in mind, but there are certain questions to be resolved.

    • What are the zombies after?
      • Do they want brains, entrails, or just to kill the living?
      • Are the zombies mindless killing machines, or do they have some level of intelligence.
    • Is this form of zombieism contagious? Does being killed by a zombie make you a zombie?
      • If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation?
      • If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison?
      • If caused by a virus or microbe, is there a cure or inoculation?
    • Do you have to destroy the brain to kill them, or just do enough damage?
      • If the brain, then does it require a called shot, or some special mechanic?
        • I vote for just enough damage to keep combat moving.
    • Will their be warning signs on doors?
      • If so, will the characters be able to read or understand them?
      • What happens when the doors are opened?
        • Are their hoards of zombies on the other side, or a single one to give the players a chance.
          • I smell a random table!
    • How long will the zombies last?
      • If you have an ongoing campaign, will the zombies reach a point where they cease to be and there are no more new ones?
        • Who am I kidding? These suckers are going to happen whenever the players stumble upon them!
    • If the zombie’s quarantine/containment is breached, how far will it spread beyond the containment point?
      • Is the nature of the substance that makes a zombie able to spread throughout the ship?
    • Fast zombies or slow zombies?
      • I think let them move at 75% or so of their living speed, unless they are fresh.
        • Fresh zombies do surprise and initiative standard. (Can you tell I play AD&D?)
        • Really old zombies that are becoming skeletal would be the slow kind.
          • They could have tatters of colonists’ clothing, or crew uniforms.
            • Have a valued arm band on one of them in the midst of the swarm
            • Perhaps one of the captain’s rings could be here. (How bad do you want that ring, and will the player’s even know it is there?)
        • Not so fresh zombies only get initiative on an exceptional roll, and surprise is by chance when players stumble on one and are surprised.
          • Keep this mechanic simple and consistent.
    • Can the computer or medibots be of any use?
      • If the computer is cut off from this area of the ship, it may not be able to update the programs of the medibots.
      • There could be one or two medibots with helpful answers, including inoculations, or some sort of spray or foam that stops the zombies.
        • It depends on how detailed you want to be, and if you want to be this “nice” to the players.
    • If the players let it loose on the whole ship, are you ok with the rest of your campaign being about pockets of survivors who have zones where the zombies can’t or don’t enter?
      • If you are the referee, then you can control this however you like, just think it through to the logical conclusion. If you want a game like this, then you are OK with it being like that. If this is too much change to your vision for the campaign, you can make it work however you want; it is your campaign.

Metamorphosis Alpha – Random Plants & Animals

I posted a few days ago about my itch to dig into Metamorphosis Alpha. While starting to write this post, I realized that the Starship Warden is a megadungeon Innnn Spaaaaace. 17 levels plus the mid levels. Except like one may normally think of a dungeon, it does not have a clear 1st level equals easier. Particular locations double as both traversing the wilderness and dungeoneering. The inhabitants see themselves as travelling in wilderness, and the inter and intra level tunnels and so forth and the buildings on the habitation levels are the dungeons.

After getting that realization out of the way, on to random plants and animals.

On page 19 there is a procedure for Creating Non-Player Creature Mutations. This table focuses on animals, but is easily modified to substitute the plant mutations on page 16.

Begin by choosing the plant or animal type, then determining the number of generations for which a new mutation might be introduced. The rules say 1 – 10 generations, so a d10 easily handles that.

Then roll percentile dice for each generation to determine if a physical, mental, physical and mental, or no mutation for that generation.

Then roll 1-50, d100/2 and look at the physical and mental mutation charts, and if the roll is off the chart, there is a sub-chart for physical mutations, and for mental it always means higher intelligence.

It is simple to do the same procedure and substitute the plant mutations for the physical mutations..

Finally, there is a note that if there are two or three early generations with a defect mutation, that that organism was not viable and start over.

One need not limit themselves to the mutations available in the rules. Make up your own, or borrow from other games. There are enough options here that one need not expand unless a busy campaign with lots of players digs into a lot of options.

I rolled up one animal and one plant using this method.

Chipmunks are small and cute, so why not randomly mutate one and see what happens?

I rolled a 5 on my d10, for 5 generations. So next I rolled percentile dice for each generation to determine what kind of mutation. I came up with physical, physical, no mutation, mental, and physical. Next I rolled d50 (d100/2) for each mutation. In the first generation, I rolled a defect of skin structure change. Then I rolled heightened strength, heightened intelligence,and ended with a defect of anti-reflection, which means that a mental attack or defense has a 25% chance to backfire.

My interpretation of all this is that these are normal looking, if slightly larger chipmunks, that are physically strong, but can’t take a hit. They are smart so they know to avoid a physical fight. They have a crude mental attack ability that sometimes backfires, so they need a few more generations for this power to strengthen and for the defect to fade. These small creatures can get into nooks and crannies and might have arm bands and other useful, but small devices; and know how to use them. They don’t have the power of speech or telepathy, so communication will be crude unless a member of the party speaks chipmunk, or has telepathy.

For a plant, I did not initially specify a plant, but let’s say it’s a dandelion. I rolled 9 on a d10 for nine generations of mutations. I rolled five generations of physical mutations, one generation of mental mutations, and ended with three generations of physical mutations.

The physical mutations are: electrical or heat generation, symbiotic attachment for both the second and third generations, contact poison sap, a defect of an attractive odor, poison thorns, manipulative vines, and texture changes. The mental mutation is telekinetic arm. Since there is no heightened intelligence, there is no communicating with this plant. It merely seeks to eat to survive and reproduce.

It can generate an electric shock to stun or perhaps kill small prey. It has two methods of symbiotic attachment that allow it to control another creature. It’s manipulative vines are a refinement of it’s ability to make symbiotic attachments. It has a contact poison sap, like poison ivy, yet it has an attractive odor that puts it at risk of being uprooted before it bears seeds. It also has poison thorns that keep away unarmored creatures. I interpret this defect to be attractive to some creature or other plant that is immune to its poisons, thus making it vulnerable to specific animals. It must be armored to resist the symbiotic attachment, and have some way to minimize the effects of the telekinetic arm. This means that another creature needs to be generated to fill this niche. Perhaps the skin of this creature will allow the party to pass through an area of these plants with minimal difficulty. Or it could get all the plants in the area to gang up on the party….

The manipulative vines and telekinetic arm server to draw in nutrition from the surrounding area, whether plant or animal. Its poison sap is a weak digestive enzyme that with prolonged contact helps speed the breakdown of plant and animal matter into the soil. It has a structure change to its leaves that are rougher in texture to normal dandelions, but its characteristic bright yellow flower and white seeds remain. One thing it will do with its symbiotic attachments is control a creature to blow its seeds to reproduce. Like dandelions, unless the root is sufficiently uprooted, it can come back. Like regular dandelions, I can see there being a thick patch of these that are slowly growing and spreading throughout their area. Their symbiotic/manipulative vines have a length of 1d3 feet. Perhaps in a few generations the manipulative vines will enable these plants to move towards food, rather than merely draw it in. They could become mindless predators only seeking food when their current soil becomes used up.

It is easy to create new creatures and plants for a variety of purposes, both helpful, neutral, and dangerous. Some dangerous things could be harnessed to be of use, like poison glands, or explosive fruit.

I like how simple this was, and in a few minutes I had two new creatures. The GM can determine how long a generation is and how many generations for negative mutations to fade and something new result. Exposure to additional radiation and other environmental toxins might speed up the possibility of new mutations.

Since some levels are sealed off from others, one could easily generate different plants and animals using the same type as a starting point. One chipmunk on one level has descendants who are intelligent creatures, another remains mostly unchanged, while another might be a deadly and vicious predator.

Of course, as with any RPG, the GM is free to ignore or tweak any random roll, or just make up a creature to suit their tastes or needs.

2015 A to Z Challenge Theme Reveal – Cities/Cities As Ruins/Cities As Megadungeons

Initially, I was struggling with the idea of a theme for this year’s A to Z Blogging Challenge. Last year I just picked a topic that fit the letter for that day and went with it. Then I remembered my half started project to help me deal with cities, ruined cities, and my thoughts that a large city was in many ways equivalent to a megadungeon. Indeed, a ruined city is but the surface level of a megadungeon.

I will be fleshing out general ideas and ideas for tables, and on-the-fly information for navigating a large city or ruin without advance preparation, or with a set base of preparation, like a map and a general idea of where the different quarters are, etc. Planning a ruined city relies on planning one that is inhabited, the only difference is that a ruined city needs a reason for why it is now in ruins.

This project is as much a tool to help me as it is to share my insights with others.

I will reference past articles on some of these topics. Some information I may have previously only collected information and not yet made an article. I wrote at least a rough outline of each article and have them scheduled to post. I have been going back to each one and adding, revising, cross linking, and otherwise trying to improve them. So far, I don’t have as many tables as I initially envisioned, but I do have many lists I will work to develop tables or clean up for a list of ideas on various topics. Since this topic is so much on my mind of late, I am linking to posts that have come up and continue to be published by others. One relatively new blog, Lost Kingdom, has coincidentally, published articles that tie very well into mine, and I link to their articles for more details. Trying to find the time to read all of their past articles is a challenge, but well worth the effort.

Building a city for an RPG, whether a living city, or a fallen, ancient one, requires thinking it through and populating it in a pattern that fits. Not everyone needs this level of detail to guide them in creating their cities. I often just determine that there are so many of this or that business and don’t worry about a map. This project is for improving the level of preparation by creating a sort of checklist to touch on, to help DM’s that aren’t so good at spur of the moment to have some ideas to help with improvising their cities.

I look forward to feedback and ideas to fill in gaps.

There will be new tables for some things, and my detailed slant on how to build cities/ruined cities. Of course, in the A to Z Challenge format, it won’t be a complete system, but will contain points and questions to ponder for anyone developing a city. Some of these ideas will translate into building cities for any genre of RPG.

I will quote myself from my Post-Con Write Up of Marmalade Dog 20 and a relevant conversation I had with Adam Muszkiewicz:

When Adam and I were talking the topic of random tables and drop tables and all the dice tables came up. I mentioned that I am slowly crafting an all the dice type table to help me generate area of an ancient “abandoned” city for houses, building, and other features. Adam pointed me to a display at Roy’s booth for Metal Gods of Ur-Hadad, Winter 2014, Issue #1. Pages 10 and 11 have a neighborhood generator, and pages 12 and 13 have a gang generator. The neighborhood generator has a lot of ideas that I am looking for so I bought it.

I am going to enjoy this!

All my posts on megadungeons, and cities.

I also have a list of those RPG bloggers that used the (GA) tag on the A to Z Sign Up Page. I didn’t have time to look for those that didn’t use a tag, so if you want to be on my list, just let me know your number on the sign up list. My list, 2015 A TO Z CHALLENGE – RPG BLOGGERS, is on the right side of my blog under the A To Z Challenge logo.

[UPDATE] I went to each of the RPG blogs signed up for this year’s challenge, and only a couple of them appear to be participating in the theme reveal, so I wait, as do all of us until perhaps later today, or April 1st, when the posts begin.

[UPDATE 2] Here is a link to the List of Those Signed up for the April, 2014 A to Z blogging challenge.

Metamorphosis Alpha

I used to be the one who ran Metamorphosis Alpha for our group. I don’t have any of my original MA material, it was all lot in the great water leak incident.

Thanks to DriveThruRPG and RPGNow, I can get PDFs of such things. Unfortunately, I could not justify $80 for the hardback re-print Kickstarter last year. I really wanted to, but talked myself out of it. I still want to order it off Goodman Games, but $80. Yes, I know, I paid a lot more than that to get a Dieties & Demigods with Cthulhu and Melnibonean mythos last year.

I have things I need to do to my own AD&D campaign, but I have had an itch for several weeks and finally, I printed out my MA PDF and put it in a binder, and read the rules for the first time in what must be 30 years. I must say that I did not recall the rules being the way they were. We played a lot more Gamma World and I recalled things being more like I recall it instead. However, I have not read the Gamma World rules in nearly 30 years or played, so I could be jumbling that with Star Frontiers, and our home brew science fiction game. [I later found a reference and how close the GW and MA rules were, so I’m not sure what rules I was remembering.]

What amazes me is how complete a 30 page rule book is. There are rules for generating characters, various physical and mental mutations. Animal and plant specific mutations, and a way to generate your own mutated creatures. There is a rough description of a 17 deck generation ship with mid decks and other spaces, and the GM has free reign to make it their own.

Here is a picture of my Metamorphosis Alpha rules, printed from my PDF, with a note card colored with a visual reminder of what each wristband does, and my notebook for ideas for adventures and other things to put my ideas into it. I also grabbed 17 sheets of graph paper and hole punched them to start making rough maps of each deck. I used one sheet to show how big each deck is in 10 mile squares.

MA Notebook
MA Notebook

The manual suggests 2 mile squares or hexes for maps of a complete deck. This has me thinking about how I might use the quadrille ruled desk pads I got in recently.

I will be posting articles with my ideas on MA as I build my version of the Starship Warden. The thing I like about MA is just how rules lite it is, and one can easily run a game on Roll20 & G+ Hangouts without worrying how all the players will fair if they don’t have a copy.

Metamorphosis Alpha & Gamma World

In our gaming group I GM’d for Metamorphosis Alpha [Affiliate Link]. I am not sure whatever happened to our game materials. I remember a big map for the starship, and that the rulebook had tables for the characters to determine if they figured out how stuff they found worked.

I remember one session where I had the party find an airlock and a hangar bay, and in the hangar bay was a Cylon fighter. I grew up when the original BattleStar Gallactica series was new. We often “stole” ideas from TV and movies and books. I think I even had some token Cylons for them to fight. The players got to the ship and figured out how to fly it and flew around the exterior of the Warden.

We cracked up at some of the ridiculous things we through into the game and were able to do. We did not play more than a few sessions, but we cracked up and had a lot of fun.

I do recall, although it has been a long time, that the rules had a lot of similarity to Gamma World. I did a little Googling, and am right, MA was before GW and had an influence on the rules, which were based on D&D.

Gamma World [Affiliate Link] was a game where we had a lot more sessions. I am not sure what happened to those materials over the years.

I see the Gamma World has been updated several times over the years, and that a company has licensed it from WoeC for the current incarnation.

I also found that Jim Wrad still controls MA and has a new version soon to be released. There are also MA materials on DriveThruRPG and RPGNow. The first edition PDF is availabe, and there is a lot of information in the free 6 page preview PDF. It is amazing how well a single rulebook can encompass all one needs to know to play an RPG. I guess it helps if you have played one already, or have experienced players to show you the ropes.

I remember when the High School Science Fiction club was the focus of an article in our school paper. It had a hilarious typo in the list of games that we played, “Camel World” instead of Gamma World. Our group made a lot of references to mutant camels after that, and is an inside joke that still brings a chuckle to this day.

I am not having success finding a science fiction book that reads like an adventurer’s log of MA or GW. It was easy to tell how much that book influenced both MA and GW. It finally came to me and was able to Google it: “Hiero’s Journey” by Sterling E. Lanier. I have not read it since the 80’s.

One person in our group was fond of DMing modules from TSR, and one time we did play Expedition to the Barrier Peaks, and encountered the ferocious Vegepygmies. That is about the only thing I remember from that module. I am not sure how much our DM stuck to the module, and how much he modified it. I did not have the cash to afford lots of modules, so I only purchased two for AD&D, Village of Hommelet and Ravenloft. I remember the ooh and ahh factor of the perspective maps in Raveloft. We never played those modules, but we loved the cool maps. I bought my copy of the Dungeoneer’s Survival Guide this year, just for the information on how to do these maps.

We did do our own home-brew games. One was a space pirate combat game, that morphed to be a two planets in a solar system at war game. We did not play those more than a few times once we bought Imperium, and had a friend with the Star Treck game with ship to ship combat.

We did play Traveller a few times. It was unusual in that it relied solely on six-sided dice. The person who introduced us to it was not very skilled as a DM so his interest in the game did not translate well for the rest of us in the Science Fiction Club in high school.

We did come up with our own RPG, called Scout. Scouts were interstellar explorers who also were like a combination of marines and modern day Spartans. They were tough and could take you out hand-to-hand or with weapons. Although when we played we tended to focus on the use of weapons. We borrowed from other games to cover the situations that we needed. We played several sessions. My brother, Robert, was GM, and he wished that our characters would rely on martial arts before resorting to blasters and disintegration grenades. We just sort of stopped playing, but Robert started a couple of short stories, based on Scout, and his vision of what a scout was. We were all anxious for his next installment every few days. Robert is the kind of writer who can just sit down and write high quality stuff of the top of his head. Soon the bits of the story just stopped too.

I am sure we could probably resurrect Scout as either a module/add-on for another system, or update our home-brew rules. Robert may still have them, I will have to check. It would be fun to have our old materials as a PDF and used by other gamers around the world. Maybe even making a little money via RPGNow might be possible.

What games did you explore and play for awhile, but then settled on one game as “your game”? For me my game is AD&D.

Did you ever make up your own games? Board game or RPG?