Wednesday, December 10, 2025

Retrospective: Metamorphosis Alpha to Omega

Since I recently started refereeing Metamorphosis Alpha, I've been thinking a lot about the game and its history. This inevitably led me back to the only version of MA I actually owned before the 21st century – 1994's Metamorphosis Alpha to Omega, released as part of TSR's Amazing Engine series of games. Like the original version of Metamorphosis Alpha. this version of the game is fairly obscure, with comparatively few people even remembering its existence, let alone having played it. Indeed, I think it's possible that it's even more obscure than its predecessor, perhaps by being one of the last Amazing Engine products published during the tumultuous final years of TSR.

For those who don't recall, Amazing Engine was TSR's attempt to produce a set of generic rules that could be easily ported to a variety of different genres and settings. Designed by David Cook, the Amazing Engine rules were very "light," based on four ability scores, skills, and percentile resolution. Each setting book for the game built on this foundation, adding specific rules as needed. In Metamorphosis Alpha to Omega, for example, specific rules additions primarily concerned mutations and high-tech equipment. 

Never having actually played any Amazing Engine game – a distinction I doubt is unique – I can’t speak to how well it worked in practice. Nor do I know whether the line’s cancellation less than two years after its launch reflects problems with the system itself or simply TSR’s dire financial state at the time, when no new product line likely stood much chance. The sad thing is that Amazing Engine did produce several genuinely interesting settings. I was particularly fond of For Faerie, Queen & Country, a Victorian fantasy setting, and Kromosome, a “biopunk” setting. Several of the other eight published settings were, by most accounts, also quite well done, though few people seemed to notice. Amazing Engine was very much a blink-and-you’ll-miss-it product line from the last days of TSR.

Designer Slade Henson, in his preface to Metamorphosis Alpha to Omega, explains that the game began its life as a supplement to the 4th edition of Gamma World. That does not surprise me, since Jim Ward had been promising an MA supplement/expansion to Gamma World since at least 1981. The game's third edition very much seemed to be building toward it as well, making it one of the few things that captured my attention about that particular version of the game. However, it was never to be, nor, as Henson recounts, was it to happen for 4th edition. Once GW 4e was cancelled, the planned Metamorphosis Alpha boxed set – complete "a couple billion cards, a few trillion maps, and a googolplex of creative tidbits for the Game Master" – was to be converted into a stand-alone 144-page book. "I think I sobbed that day," Henson says, and I can't really blame him.

That said, the resulting book, truncated though it is from its original form, is not bad. I won't go so far as to call it good, because it has numerous flaws. However, it was, as I said, the first time I'd seen Metamorphosis Alpha in print in any form and so I liked it well enough. Furthermore, in many ways, it's an improvement on its legendary predecessor, most notably its organization and its relative completeness. It's perfectly possible to run an MA campaign with Metamorphosis Alpha to Omega and not be constantly beset with questions like, "What exactly does this mutation do?" or "Where did I see the rules for surprise?" Speaking as a referee in the midst of trying to make sense of the 1976 MA rulebook and occasionally failing, these improvements are no small things.

Likewise, Metamorphosis Alpha to Omega gives a much clearer and more well defined sense of not only what happened on the starship Warden in the past but also in the present. The book provides referees with a history of the ship, from its launch to its encounter with the radiation cloud to its fall. There's also a post-sized map of all nine decks of the Warden, along with its various city and agricultural domes. These, in turn, are each described, giving the referee some sense of their inhabitants and current state. The end result is a much more cohesive presentations of the Warden and plenty of possible starting points for new campaigns and adventures.

None of these features are bad in themselves and, arguably, they're boons. One of the flaws of the original Metamorphosis Alpha is its sketchiness. As I mentioned in a previous post, MA 1976 is more of an outline toward an RPG than a fully playable game. In that respect, it's a bit like OD&D. On the other hand, one could reasonably argue that that very sketchiness is a virtue, giving individual referees a very free hand to make the Warden – and the game itself – his own, since he's left with no choice but to fill in the game's innumerable blank spaces and lacunae himself. 

By contrast, Metamorphosis Alpha to Omega does a lot more of the heavy lifting for you – not all of it by any means, but enough that there's a much stronger and more well defined foundation on which to build. That can be a great thing, provided you like the foundation. Otherwise, it can actually be harder to use, since the referee now has to work against the overall content and tone on offer rather than simply making it all up from scratch. I think it's here that Metamorphosis Alpha to Omega is more of a mixed bag. Many of the descriptions of the Warden's current state are, in my opinion, strange and silly – like a tribe of Amazons who worship deactivated robots and mutant cows engaged in a range war against cowboy hat-wearing ranchers, to cite just two examples. 

Your mileage may vary, of course, which is why I can't say Metamorphosis Alpha to Omega is unqualifiedly bad. It's not and, by many definitions, it does a really good job, given the constraints under which it was produced and published. I also have some affection for it, since it was the first version of MA I owned and it has probably subtly informed my sense of what the game and setting is without my even realizing it. But a replacement to the original 1976 game it is not, which, for all its many flaws, strikes me as much more filled with possibility than its would-be successor. 

6 comments:

  1. I liked the 2016 rules. https://rpggeek.com/rpgitem/207644/metamorphosis-alpha-roleplaying-game-core-rules

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  2. "Never having actually played any Amazing Engine game – a distinction I doubt is unique – I can’t speak to how well it worked in practice."

    I played games in various AE settings for a year or so and can safely say that the system was one of the most "meh" things I've ever encountered. It's definitely playable, adapts to a wide variety of settings (well, eight of them, anyway) nicely, and has all the appeal of cold oatmeal for me. Can't even identify why, since in many ways it's on par with Chaosium's original Basic Roleplaying (and serves much the same purpose - a skeleton to hang settings off of) but it feels weirdly soulless. BRP doesn't excite me either, but it doesn't leave me with a feeling of malaise the way AE's core does.

    That said, it did have one noteworthy innovation, although I'm pretty sure it would have proven to be a Very Bad Idea if AE had lasted more than a year and grown an actual fan base. For those unfamiliar, when you earned XP you could either spend it on your current character (making small incremental improvements in their skills) or you could spend it on your "character core" - essentially "levelling up" yourself as a player. Doing so didn't help your current character at all, but every single AE character you ever rolled up in the future (regardless of setting) would start with better randomly-rolled stats, and there no real limit to how much improvement you could make.

    The game died before that could really become a problem, but it doesn't take much to see that it would have if AE had lasted. Just imagine if you could have been banking some XP for better stats on your new PCs in, say, D&D or Traveller all these years and what that would be like. Never seen anything quite like it before or since (Paranoia comes the closest, and it's not very close at all) but it does save AE from being completely unoriginal in terms of system mechanics.

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  3. Met A/O wasn't one of the setting I actually played in AE, but on paper I agree with the assessments here. It's simultaneously nice to have more actual setting details than the original, while also feeling more restricted by those very details. Some of it is pretty silly, although that's always been the case with the GW/Metamorphosis family of games.

    Still, I really dig that map, and it's easy enough to ignore the absurdities that you most dislike in favor of homebrew material or ideas mined from elsewhere. It's certainly not the worst of the AE setting books, although I wouldn't call it the best either - that's probably Bughunters (still a viable Aliens/Predator/Terminator-ish worldbook), Kromosome (a biopunk anti-corporate transhumanist setting far ahead of its time), or For Faerie, Queen & Country (Victorian "modern" fantasy) for me. Only one I really despised was Tabloid, in large part because it was so inferior to Atlas Games' Pandemonium.

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  4. "a tribe of Amazons who worship deactivated robots and mutant cows engaged in a range war against cowboy hat-wearing ranchers"...

    ..."So Slade, Ken St. A. dropped by the office today and I showed him what we were working on; I didn't have him sign a NDA, legal doesn't really have enough money to sue anyway, er, I mean, he's a good guy, we can trust him. Anyway, he had a few ideas and said he didn't care if we used them."

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  5. "mutant cows engaged in a range war against cowboy hat-wearing ranchers"

    Can't go from alpha to omega without running into mu.

    Sorry.

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  6. What a fantastic miniature model of the Warden photographed for the cover! I'd love to know more about how it was built and to see it in relation to something to better understand it's scale.

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