Wednesday, April 12, 2023

Interlude II: The Empire of the Sun

In an earlier post, I drew attention to a Gamma World article that appeared in the pages of the Polyhedron RPGA 'zine. The article described an attack against a major Radioactivist base by a giant fighting machine called an "Aquabot." The nature and origin of the Aquabot are left a mystery, though it is heavily implied that its appearance heralds the introduction of something else into the Gamma World setting.

That something else is revealed in issue #101 of Dragon (September 1985), in two connected articles. The first is entitled "Out of the Sun ..." by James M. Ward and Roger Raupp, whose names are also attached to the earlier Polyhedron article. This article details more "man-machines" like the Aquabot, such as the AATAAV (Airborne All-Terrain Armored Attack Vehicle), along with their game statistics. 

The second article, by Roger E. Moore, is entitled "The Empire of the Sun" and is, in my opinion, the more significant of the two, particularly from the point of view of the setting of Gamma World. This article describes the titular Empire of the Sun as "not so much a cryptic alliance as a true nation, one of the few in existence in the Dark Years." The Empire controls the island of Honshu but has bases across the Pacific Ocean and the coasts of eastern Asia and western North America.

Prior to the appearance of this article, the setting of Gamma World was seemingly devoid of large polities or states. There's the Barony of Horn in Legion of Gold, but it's a very small scale, localized thing. Likewise, there are hints here and there that some of the cryptic alliances (about which I'll talk at greater length in another post) maintain large, city-like strongholds, from which they send out their forces. However, none of these could really be called a state or nation. Thus, the Empire of the Sun is a genuinely new thing within the setting, as is the fact that it appears to be engaging in a campaign of conquest across the post-apocalyptic Earth.

Just as interesting is the fact that the Empire owes its existence to pre-apocalypse military personnel of the Asian Coalition, who "were hustled into suspended animation chambers in a major undersea base off the coast of Honshu, and thus survived the cataclysm." These soldiers "were revived in 2431 and since then have slowly spread across the Pacific Ocean, scouting out the remains of the world." Even more interesting is the goals of the Empire: "to bring order out of the chaos of the world, using the most efficient means possible." 

One can quibble about the wisdom of introducing anime-style mecha into the setting of Gamma World. I must confess that, even at the time this article first appeared, I had some qualms about it. Conversely, the idea of pre-apocalypse humans being reawakened a century later and seeking to restore order to a world gone mad is really quite compelling, but then I've I like the idea behind The Morrow Project, so what do I know? Regardless, "The Empire of the Sun" is, I believe, an important and often overlooked addition to Gamma World, one that strongly suggests its setting is potentially much more dynamic and larger in scope than the popular conception of it. 

14 comments:

  1. It makes a sort of sense. Japanese (transforming) robots are the hot new thing in 84-85, so of course TSR wants to get in on that, and short of developing a whole new product line, Gamma World is probably the best fit of everything TSR is publishing at the time.

    The Marvel RPG aside, but Marvel has its own giant Japanese robots thing going on.

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    1. Between Red Ronin in Godzilla and the Shogun Warriors comic, this was a busy patch for Marvel mecha. Did any of them actually get stats in the RPG though? I don't recall seeing them.

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    2. I don't believe any of the big Marvel robots got official statistics, although Hulkbuster armour did appear in Dragon #124.

      (I just meant that the Marvel rpg would have been the other obvious place for TSR to scratch its giant robot itch, but there would be pre-existing characters, or complicated licences, there already.)

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    3. I know Red Ronin made an appearance in the later Gamers Handbooks TSR published, stats and all, I don't believe the Shogun Warriors did. Guessing they'd lost the license well before. I believe Red Ronin was a Marvel creation.

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    4. Well well well, so it is! Red Ronin is in MU3.

      RR was indeed created by Marvel, but in the licensed Godzilla comic. Godzilla is mentioned in the MU3 entry, but alas, the king of monsters himself didn't get statistics, so I do wonder what the terms of the licence were.

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    5. They'd lost the Godzilla license by the time MU3 came out anyway. Red Ronin went on to make several appearances later on, the last one I recall seeing saw it torn to pieces and the debris being carted off in a giant basket slung (IIRC) under the Leviathan anti-kaiju helicarrier that was created after Hercules accidentally broke the standard-model one Dum Dum Dugan was using. He hit it with a piece of the Golden Gate Bridge thrown at Godzilla, who more or less accidentally dodged it.

      Surprisingly few big mecha in both Marvel and DC, but I suppose the last thing they want to do is lose even more readers to manga, which is already kicking their teeth in.

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    6. Yes, that's why it's interesting that Godzilla is mentioned by name in MU3.

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  2. As someone already getting into Anime and Manga around the time this issue came out, my buddies and I saw this article and kind of chuckled. "Aww, Dragon Magazine discovered the Orguss", we said, as the Mecha here is clearly inspired by titular robot from the Japanese animated series 'Super Dimension Century Orguss', Visually that is.

    Already looking away from TSR related RPGs, all this article did it was make us wish there was an Anime Mecha game we could play. Not long after Mekton came out from R. Talsorian Games and the rest, as they say, is history.

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  3. Was this before or after TSR launched "Gammarauders"? It seems like the same kid-friendly idea.

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    1. Gammarauders came out a couple of years later, in 1987.

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  4. You know, I always considered Palladium to be Kevin Siembieda's house-ruled version of D&D, but now I'm starting to think his major inspiration for Rifts came from a Gamma World campaign gone mad with stuff like this. Mecha are right up his alley, of course (he did Robotech in '86), but could an article like "Empire of the Sun" given him the inspiration needed to start combining genres?

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    1. He was doing gonzo mashup stuff in the very first RPG he ever published, that being Mechanoids in 1981. Rifts is a logical (using the term loosely) extension of the kitchen sink concept, and of course the Mechanoids did eventually show up in Rifts as well. Whether 1st ed GW had some influence on Mechanoids I don't know, but 2nd came out years afterward and 1st really didn't make that big a splash by comparison. Pretty sure once his company was publishing Kevin wasn't dabbling in TSR stuff any more - there wasn't time enough in the day. Their output was staggering for years.

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  5. James, did you ever see "A Part of Gamma World Revisited" in Dragon Magazine #25? The article by Jim Ward delineates and details regions on the Gamma World map that are ruled by the Cryptic Alliances, many of which are effectively states, though not on the level of the Empire of the Sun...

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    1. I have indeed and plan to talk about it in a future post.

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