Thursday, May 14, 2015

Review: Metamorphosis Alpha, 1st Edition

MORBIUS: Back. To. The. Beginning!  - Doctor Who: The Brain of Morbius.

There is a game going all the way back to the dawn of time, or at least the dawn of the roleplaying age, that has fascinated me.  I knew of it's children games, Gamma World and Expedition to the Barrier Peaks, but it has not be till recently that I have seen the father of sci-fi games.

Metamorphosis Alpha is considered to be the first popular Scifi game available.  While many of us heard of and purchased Traveller first (and that could be another entire week for me) MA really is the first. Published a year before the Traveller books.  Written by James "Drawmij" Ward, MA has deep ties with D&D.  The game was playtested by Ward and Gygax and others at TSR.  This lead to the aforementioned Expedition to the Barrier Peaks and Gamma World.  The forward of the game was written by Gygax and Brian Blume.

The basic game outline is that characters, human, mutant and other all live on a fantastic colony ship, The Warden, that has broken down.  The ship is basically a giant flying dungeon. In space.
The character creation rules, monsters and everything are like Original D&D through a distorted lens.  To use an analogy from computer programing if D&D/AD&D is Pascal then Metamorphosis Alpha is Modula. Naturally this makes Gamma World Modula 2, AD&D2 Turbo Pascal, D&D3 Borland Pascal, D&D4 Oberon, D&D5 Delphi and so on...

It would be a fantastic game to play when you are in a great old-school mood and I do know people that have made great long campaigns with it.  Think about it, the idea would later pop up in the series Red Dwarf.

The book itself is 40 pages which includes front and back cover, an updated errata sheet, pages of tables, character sheet and maps of the Warden.

The game itself is complete and a prime example of old-school minimalism.  Modern readers might be tempted to ask "is this it", but to these eyes it is succinct and complete at the same time.

MA of course is perfectly playable on it's own. Has been for 40 years.
But it also works great as a setting or a as a "Mega dungeon" in space.

Mix MA with any of the games I have been reveiwing over the last few days and you have a mysterious, ancient colony ship. 80 km long, 40 km wide and 14 km tall and filled with humans, mutants and who knows what else.   Think of the ship in "WALL-E" now fill it with mutants.

Honestly I am using it in my own old-school D&D game and it is part of my world's history.  The uses and re-uses of this game are endless.

The mutant rules in the book are easily ported over to any game.  So use them as mutants or aliens or even demons in your fantasy game.

At just under 6 bucks it is also a steal.
There are character sheets too for humans and mutants at a buck each.  Normally I think sheets should be free, but I am only paying $5.99 for the pdf.  If the sheets were free and the game was $7.99 I would not balk or fret at the price.

If you have any interest in old-school gaming, sci-fi gaming or even the roots of our hobby, then this is a fantastic game to add to your collection.
If you are playing any of the new "old-school" sci-fi games then I consider this a must buy.

Wednesday, May 13, 2015

Not a bird. Not a plane.

I am inordinately fond of Supergirl.

This looks so awesome.


And I am going on record that Calista Flockhart is going rock as Cat.

Marvel may have the theaters, but DC owns TV.


Review: Strange Stars

Every so often you come across a product that is so different than the rest it is hard to know what to do with it.  +trey causey's Strange Stars is not exactly that.  Strange Stars is a product so different it is hard to know what I can't do with it.

The book is a joy to look at.  Yes it is only 32 pages with cover, but each page is so rich with art and color it must have cost a lot to make.  Since art is important to how this book can be used it is a better investment than say page after page of text.
Let's start with that cover.  There are homages to late 70s, early 80s sci-fi shows and movies.  I can feel the influences of Star Wars and even Jason of Star Command here. Not to mention the obvious, but loving, nod to the classic Star Frontiers.   Really, I should be able to buy that as an art print for my game room.  I put that cover up there with some of the best RPG covers ever.  Plus the overt homage to Star Frontiers is a huge plus.

Strange Stars is not a game itself, but a setting book for other sci-fi games. Not just the OSR-flavored ones of my last few reviews, but any sci-fi game.  As a mental exercise I kept asking "can I use this in Traveller? Star Frontiers? Alternity?" most times I was saying yes.

The book starts out with a historical overview of the setting.  The "Ancient times" in this case is humanity leaving "Old Earth".  So already this is a setting far flung into the future.

Various forms of life are introduced, or Sophonts.  This can be your garden variety human or other life form that is mostly biological, self-aware robots, or AIs.  Or, most likely some combination of the above.

Really a couple of the great features of this book are not chapter by chapter but concept by concept.
Free of system Causey's mind rushes down dark un-explored pathways, strange lands and truly alien worlds.  BUT, and this is very important, this not so far removed from our experiences to be really out there.  There are roots here. Roots with names like "Star Crash" and "Buck Rodgers" (the TV series on NBC, not the serials) and "Logan's Run".  Jenny Agutter's "Jessica 6" practically jumps off of page 12.
Speaking of which, the characters here BEG to be stated up for your favorite system.  Siana Elizond, the previously mentioned Jessica 6 clone, is more interesting in a picture and paragraph than some characters with pages and pages of back story.  Plus I can't help but think that Elphaba Mandrake was made as a personal challenge to me!

So yes. The page count is small, but it is chock full of great ideas, eye catching art and more than enough to get you going on a campaign set out among the stars.

In truth everything you need to know about what this game-supplement is about can be summed up in this one picture.


The best of what the late 70s / early 80s had to offer.


You can find Trey at http://sorcerersskull.blogspot.com/

Tuesday, May 12, 2015

Review: Machinations of the Space Princess

Continuing my reviews of OSR Sci-Fi games.  Next up is Postmortem Studios' Machinations of the Space Princess.   Continuing also with the comparisons. If White Star is Star Wars, Spacemen & Starships is Star Trek then Machinations of the Space Princess (MotSP) is Heavy Metal, the Movie.

Written by +James Desborough and art by +Satine Phoenix this game has a really cool, sexy vibe.
Firmly planted in the PG-13 area, this game does more with a nudge and wink than some games try to do with out right R material.
The game is described as a game of "Kick Ass Heroes".  It is. It is also a game of rogues, smugglers, free wheeling pilots, more-than human psionics and accountants.  Seriously, you can hire them.  But more on that later.

This game is built on Lamentations of the Flame Princess, but it takes more than a few liberties with it.  Bottom line here; you can add this to any of the OSR Sci-Fi games I have been reviewing.
The book itself is 244 pages which includes cover, OGL, title pages and acknowledgments.  There are a few pages of "What is Roleplaying" and examples of play.  Anyone reading this review though can likely skip these sections.

There is a section on the default setting, the Urlanth Matriarchy, and it's fall.  Also each page has a note with some tidbit of information.  Don't ignore these, there is a lot colorful commentary here.
The section on Kick-Ass heroes is a good one and even though it feels like something we have read before it is worth reading again (or for the first time).   MotSP is fully character focused.  The empire, the aliens, the tech, that's all just backdrop to playing a Kick Ass character and having a good time.  This is refreshing for an old school game and honestly for me it nudges MotSP ahead in my book.
The mechanics of building a hero are also here. This is old hat for most of us.
Note: Ability score bonuses are more in-line with D&D 3.x than old-school D&D.  But you could use whatever you like really.
MotMP has Seven attributes.  Comeliness is back.
There are actually a few compelling reasons to include Comeliness and MotMP is a good game to use it.
Races are covered with the default humans and various archetypes of other races (Amoeboid, Aquatic...). Races are also divided up by Species (an actual species), Cultural (many species or one species that make up a culture) say like a planet of criminals or Exotic (something about them is very different), for example everyone is dead or a cyborg.  There are a lot of of these races given and they can be combined in different ways.
Classes cover many of the basics; Experts, Killers, Psions, and Scholars.  Each class has their own sub-specialties, HD, Attack Bonus and Skill Points.   Psions get Psi Points and Power Points.  In what seems reversed to me Psi-Points are your reserve of power to use your psionic powers and Power Points allow you to buy your Psychic Powers.  I am planning to spend some time with the Psion since it is the closest thing I have seen to a witch-like character.

Skills define what a character can do.  The skill system is a d6 roll under the skill points you have for a particular skill.  There are some common skills that everyone can use, the Psi skills (Psions), Combat skills, Scholastic skills, and General skills (ones that anyone can learn but don't start out with).

After skills we discuss gear, which includes arms and armor. Some basic ship stats are also given.  Ships can also have a number of qualities.  My favorite so far is "Killer Paint Job" which makes your ship "look totally rad".  Seriously it like this is the only game that remembers that fun is important!  Ok, not really, but fun is in the forethought here.

Of course you are are going to get all that loot from doing what ever your kick-ass characters do, but can you afford that "killer paint job"?  Better hire that previously mentioned accountant.  Retainers are discussed next.  How many hit die they have (space is a dangerous place) and how much they need to be paid.  So do you want 10 accountants or 1 elite assassin?

There is a chapter on cybernetics and enhancements.  It isn't as fully transhuman as say Stars Without Number, but it gets the job done.

Bodly Going is the chapter on space and planet exploration.  It can also be called 1,001 Ways to Die in Space.  I give James a lot of credit here. I know the guy outside of the gaming world and he is what I call a science-cheerleader.  He does not hit us over the head with hard core science in this, but he is paying enough lip service to the real thing to make this chapter fun to read.  I know he could have dialed this up more, but since his goal is fun this is perfect.

Rocket's Red Glare gives us more details of spaceships.  This includes a lot on combat.  What I do like here is that ships are treated like characters.  It is something a lot of games do so there is a real pragmatic approach to it all.

The rest of this section covers things characters can do and psionics.

A little after the half-way point we get into the Game Master's section.
If the players make kick-ass characters then the game master is instructed to be a bad-ass Game Master.  Additionally advice is how to keep the game fun.
So everything from planetary romance, swords and planets stories, sexy (or sleazy) fun, traps, killing things and taking their stuff and more are discussed.

The book ends with an index and character and ship sheets.

There is so much here to be honest that I doubt I'd ever run out of things to do with this game. It may be more tongue-in-cheek than other sci-fi games.  There are plenty of "Serious" sci-fi games that play great and are fun, but I doubt I will find one with a bigger sense of fun than this one.

Monday, May 11, 2015

Monster Monday! Yog, The Monster from Space!

It was my pleasure to meet Natasha Duncan-Drake and her sister Sophie Duncan in last years A to Z Challenge.  They both posted a lot of great stuff and plenty that can be used in any game.

Well Natasha has started a new feature.  Monster Mondays.
http://tashasthinkings.blogspot.com/2015/05/monster-monday-2-talos-bronze-giant.html

You might recall I did something similar here for a while and there are other blogs that also do this.
MindweaverRPG has done a few, so has Dispatches from Kickassistan, and I know there are others.



I like Tasha. She is cool, so I am happy to get behind this monster monday.  Plus I love monsters.

Since I am talking about Sci-Fi games all week how about a sci-fi monster.
And no space monster is loved more here than Gezora from Yog, The Monster from Space!

Gezora
Is a giant (100ft/30meter tall) squid controlled by the "Space Amoeba" Yog.
Gezora usually attacks a planet, but can be transported through space.
Gezora, Yog and other kaiju are the "stars" of "The Space Amoeba" aka "Yog the Creature from Space".

Gezora can walk on land, swim in the ocean and travel through space.  While it has 10 tentacles it can only attack with 2 of them.  Any natural 20 attack roll means that Gezora has grabbed onto a victim and will swallow it whole.


(White Star)
Armor Class: -2 [22]
Hit Dice: 25
Total Hit Bonus: +20
Attacks: 2 attacks with tentacles, 4d8x2. Swallows whole on a natural 20.
Saving Throw: 5
Special: Survival in water and in space
Movement: 18 (on land, sea and space)
HDE/XP: 20/7,500


(Starships & Spacemen)
Encountered: 1
Movement: 180' (60')
Intelligence: None/Super Genius (Gezora has no intelligence, Yog does)
Psionic Potential: Telepathic
Hits: 25d8
Armor: -4
Combat Skill: 20
Save: L20
Attacks: 2
Damage: 4d8 x2
Morale: 12
XP: 5,480


(Stars Without Number)
Armor Class: -2
Hit Dice: 25
Attack Bonus: +20
Damage: 4d8 x2
No. Appearing: 1
Saving Throw: 5+
Movement: 40' (land, swim, space)
Morale: 12

Review: Stars Without Number

Continuing my deep dive into the OSR-based SciFi games we naturally next come to Stars Without Number.  This gem was released in 2011 and was written by +Kevin Crawford and Sine Nomine Publishing.  SWN is a big book, 254 pages filed with maps, sheets, a great index, but no OGL statement that I kind find.
To me this book feels more like the work of hard sci-fi; like that Asimov, Bradbury and Heinlein.   Certainly it is epic in scope.  There is more of a setting here than other OSR-flavored games, so if you like that, great, if not, well it seems easy enough to ignore.

Chapter 1 covers Character creation.  We have seen this all before, but perfect for people new to RPGs or scifi fans new to the Classic 6 Attributes and level/class systems.
The classes are the three "archetypes" that you can find in True20 and other games, The Expert, The Psychic and The Warrior.    Each has their own advancement table and Hit Die.  SWN assumes a 20 level career in case you were curious.   Each class also gets their own saving throw tables.
There are background packages which can be added to classes to give your character more depth and determines some of their skills.  There are also training packages to further define your character.
Character creation is a breeze and no one seems to die while doing it.

Chapter 2 covers Psionics.  There are quite a lot of psionic powers detailed here.  So first thing, if psionics are something you must have in your sci-fi game then please check this game out first.  Powers as expected have point cost values.  Psionic points always give the powers a different feel for me than magic, so this is another plus really.  These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.

Chapter 3 details all the equipment you will need including the Tech Level of the equipment.  D&D would be tech level 1 (or so) while we are at TL 3.  The game is set at TL 5 with some artifacts at TL 6.  Time Lords are hanging out at 7 or 8 I would say.  D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.
The standard batch of weapons and armor from sticks and stone all the way up to energy weapons are discussed.  AC is descending by the way.  What is really nice about this game is in addition to lasers, energy swords and computers it also includes Cyberware.

Chapter 4 is the Game Systems chapter.  It includes the expected combat, but also a new twist on the skill checks with Target Numbers.  Useful if you are using the skills as described here, but it's real utility comes in how flexible it can be.  I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see it's use in a variety of situations.

Chapter 5 covers the history of space of the default campaign setting.  Even if you don't use it there are some great ideas here.

Chapter 6 is the Game Master Guide of the game.  Deals with running the game and how and where to use skill checks.

Chapter 7 is World Generation which is just FULL of material for any game.  While this game has a lot going for it, this is the real gem in my mind. This flows right into Chapter 8, Factions.  Factions are important groups.  Say a group of allied pirates or smugglers, a government or a band of plucky rebels.   Several key factors when creating a faction are given and there is a huge list of sample factions.
Chapter 9 discusses what sort of adventures you might be able to have.  With Chapters 6 through 8 and all the details they give, running out of ideas is the least of your worries really.

Chapter 10 covers the creation of alien species. First the hows and whys of aliens are discussed; what to use, where and why to use them.  Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens.  Plenty of traits are detailed and how they might combine.  There are three alien races detailed.
Naturally this flows into Chapter 11, Xenobestiary. AKA the Monster Manual.  Again we are given a lot of detail on how make alien beasts and then a listing of several samples.
Chapter 12 gives us Robots and Mechs.  We have various traits detailed and then plenty of samples.
Chapter 13 deals with societies.  This might have felt better coming after Chapter 8 really.
Chapter 14 has designer notes. I nice little treat to be honest.
Chapter 15 deals with the Hydra Sector, or the "Known World" of this game.  Instead of countries we have planets.
Chapter 16 ends the book with scores of random tables. Create just about anything with a few rolls of the dice.
There is a nice Index (sadly lacking in many books) and plenty of maps and blank sheets for characters, starships, and adventures.

Stars Without Number is big.  It is a vast game with endless possibilities.  If there is a sci-fi property out there chances are good that this game will be able to do it.

My only complaint is a non-existent OGL declaration.  Can you do a game like this without one?  Maybe, but I would not want to.  Plus it makes the game's utility a little less for me.

The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it.   The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller.  So much of what made both of those games so great is here.

Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.