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Post by Mighty Darci on Oct 19, 2016 7:39:01 GMT -5
Would someone please tell me more about Metamorphosis Alpha and Gamma World? What are they like in play?
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Post by Crimhthan The Great on Oct 20, 2016 14:44:06 GMT -5
Would someone please tell me more about Metamorphosis Alpha and Gamma World? What are they like in play? James Ward hangs out on Facebook these days.
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Post by mormonyoyoman on Oct 21, 2016 7:50:20 GMT -5
Fun, usually more so with tongue in cheek, and a healthy disrespect for its own rules, MA/GW is the dystopia rolegame for those who don't want to be depressed.
As with most RPGs, the background world (setting & history) and GM pretty much determine the flavor of the game. This can (and should, IMHO) change when the players "get into" (or even disrupt) the game.
The science of these two games doesn't survive scrutiny. The original games (They've been changed frequently.) implied characters who had very limited knowledge of life, the universe, and everything. James Ward's irreverence and Anything Goes sense of fun are deeply imbedded in the first edition books. MA was called "D&D in space" and gloried in it.
MA/GW are the post-apocalyptic RPGs for having fun. Like laughing at Caesar, they reduced the fear of the real thing.. And quite possibly reduce the likelihood of it happening. (Insert long scholarly dissertation.)
The Morrow Project is the post-apocalyptic RPG for being heroes who can and will lead and rebuild. Unless they screw up.
Aftermath was the post-apocalyptic RPG for making post-apocalyptic RPGs boring if you used the rules. Games lawyers loved it.
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Ronin84
Traveler
Playing Shelby Lockwood: Rimward Traveller Group
Posts: 119
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Post by Ronin84 on Nov 15, 2016 20:02:45 GMT -5
Would someone please tell me more about Metamorphosis Alpha and Gamma World? What are they like in play? I played MA only once and it was not a hoot! The idea is that you are on a very large colony ship that many things have gone horribly wrong and you are most likely a descendant from one of the crew...I believe I was a mutant of some sort but it was a long time ago and I had a really bad GM...I didn't look back.... Gamma World I have had a lot of fun with over the years...1st and 2nd editions. Post apocalyptic fun with Pure Strain Humans, Mutant Humans or Mutated Animals or Mutated Plants. At least two campaigns lasted a year...the players are more likely than not to be explorers of what used to be looking for "artifacts" to bring back and sell or use. The GM is encouraged to use made up names for different things that would be so common to us now, so as to not let players use their personal knowledge to help figure them out. Charts to figure out what an artifact does were always amusing....I can answer more specific questions if you like.... Morrow Project...love the game not fond of the system but I have made do over the years...recently my sons and I have a campaign set in downstate Illinois and some of the best role playing by teens I have seen in years. For almost 10 years I sponsored the RPG club at the school I work at.
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Post by Admin Pete on Nov 16, 2016 10:23:26 GMT -5
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Ronin84
Traveler
Playing Shelby Lockwood: Rimward Traveller Group
Posts: 119
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Post by Ronin84 on Nov 16, 2016 10:48:55 GMT -5
Tempting on the Gamma World side but I will hold back for now...
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Post by Traveroark on Dec 7, 2016 13:52:07 GMT -5
I would like to play either of these games given the chance.
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