Thursday, April 6, 2023

The Setting of Gamma World (Part II)

The first edition of Gamma World was published in 1978, but did not receive any official support from TSR until 1981, when the company released both the Referee's Screen and Legion of Gold. What makes the former worthy of discussion is its inclusion of an 8-page "mini-module," written by Paul Reiche III and developed by Lawrence Schick. Entitled "The Albuquerque Starport," it offers not really an adventure but the description of three different locales, each of which could serve as the basis for one or more scenarios on their own, or in tandem. 

As its title suggests, "The Albuquerque Starport" takes the futuristic setting of Gamma World as a fact. Indeed, the mini-module places it front and center, since the three locales it describes are the starport itself, a passenger space shuttle, and a space station in orbit above the Earth. All of these locales include details and elements that hit home that GW's apocalypse occurred several hundred years in our future. Indeed, I'll go so far as to say that "The Albuquerque Starport" is the most clearly futuristic of all the products released for the first edition of the game.

That said, the starport section is probably the weakest in this regard, since it is clearly modeled on what commercial airports were like at the time it was written. There is, for example, a restaurant (with cash register), a gift shop, and baggage claim area. However, in many cases, Reiche made an effort to "futurize" what he describes. Thus, the restaurant is "totally automated" and served by robots, as is the kitchen that serves it ("filled with all manner of cooking apparatus, including a quark-powered cooker, a selenium stone, and a maxi-boron boiler."). You'll still find references to "paperback novels" in the gift shop, as well as paper, pencils, and keys – why not staged I.D. devices? – that reflect a 20th century reality, alongside the robots, broadcast power receiving stations, and nervium-12 anti-theft gas.

The description of the shuttle is short, but, by necessity, it demonstrates the high-tech nature of the pre-apocalyptic world. Aboard the vessel, there are "tri-vid amusement games," a null-grav jump shaft instead of an elevator, "acceleration couches," and similar wonders of the Ancients. Like so many things in the mini-module, the shuttle is fully automated, which is convenient, since it means the player characters aren't required to figure out its workings in order to be able to make use of it. That's both a dramatic contrivance and precondition for their reaching the third section of the mini-module, the space station.

The space station is where "The Albuquerque Starport" tells us the most about the setting of Gamma World. The docking pods of the station, whose floors are covered by "bright shag rug[s]," – a concession to the 1970s? – have posters that advertise "the splendors of the cloud cities of Jupiter, the intra-ring pleasure ports of Saturn, and many other famous vacation spots around the solar system." With that, Reiche paints a picture of a solar system-spanning human civilization that I've always found very intriguing. 

Shortly thereafter, he describes "matter transmitter pads" that "once transported shuttle passengers to the large outbound starships located farther out in orbit," Star Trek-style. The reference to starships is suggestive, implying that mankind had in fact traveled beyond the aforementioned pleasure ports of Saturn to other star systems. This implication is proven to be correct, when the dreaded Canpous plague is described as "an alien disease brought back to Earth by long-range scoutships in the early 2300's." The star Canopus is more than 300 light years away from our solar system. Even if these long-range scoutships were unmanned, it suggests, at the very least, that, prior to the End, humans were well on their way toward exploring the galaxy. 

Finally, the space station section includes "The Moon Survival Store," where "specialized survival gear for travelers going to the moon" can be found – once again implying regular travel beyond the Earth. There are a variety of high-tech pharmaceuticals to be found, in addition to clothing made from "rayon, nylon, dacron, ultron, and other man-made fabrics." None of these things play a significant role aboard the station and are unlikely to be important to the player characters. Nevertheless, they help to paint a picture of a futuristic world – or at least what someone from the late '70s or early '80s might have imagined such a world to look like.

As a kid, I simply adored "The Albuquerque Starport," though I doubt I could have articulated why beyond, "I like spaceships" or something equally banal. Now, as I look at it more critically, I realize that its appeal lies in the way it brings the futuristic elements of Gamma World's setting to the foreground. In addition, it expands that setting beyond Earth and starts my mind wondering, "What happened to Earth's interplanetary settlements and installations? Did they survive the End intact or did they suffer their own catastrophes?" That it does both these things in the span of only six pages of text makes it all the more remarkable.

17 comments:

  1. Always dug that cover. In fact, it inspired me just to have everyone play mutants and leave the last remaining Pure-strain humans locked away in the cryo chambers.

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  2. I loved "Albuquerque Starport" as a kid as well. For me personally, the primary attraction was 'the promise of what once was' (and therefore what might be again, as well). As a kid at that time, I loved the "Planet of the Apes" films and the 1970s live action TV show ( shown in syndicated reruns in the early 1980s where I lived), featuring modern day astronauts who had crash landed back on a future, post-apocalyptic Earth, as well as "Battlestar Galactica," featuring modern/futuristic refugees in space flying across the galaxy looking for a better world. I found the Albuquerque startport resonant of both themes. My childhood affection for it was sufficiently deep and enduring that, decades later, as a grown man, the first time I flew to Albuquerque and de-planed into the terminal, my very first thought was of this adventure.

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  3. These posts are really hitting me in the "adolescent post-apocalyptic appreciation" nostalgia and making me want to play/run 1e Gamma World (or maybe MCC...)

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    1. I'm going to run a gonzo campaign using Adv Labyrinth Lord, with bits a pieces from DCC and MCC. It's basically going to be Thundarr the Barbarian, with Richard Corbin's Den, Primal TV series, Tarrna from Heavy Metal, Ralph Bakshi's Wizards, and Krogoth of Barbaria, with the soundtrack by The Sword.

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    2. It's a sandbox of sorts. I'm using The Land of a Thousand Towers as my base game world. The modules and adventures I've placed where they seem most appropriate, not taking party level in consideration. If they end up fighting robots ala expedition to the barrier peaks and their 1st level, they might want to run.. I just hope to God I can pull it off!

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    3. Mutant Future is the Goblinoid Games version of Gamma World. Works more directly with Labyrinth Lord than MCC. https://www.drivethrurpg.com/product/86683/Mutant-Future-Revised-Edition?cPath=2033_6312

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  4. Back in the 80s, a subset of my D&D group liked Gamma World. We laughed at the sky high hit point totals, but had fun and really enjoyed 2e Gamma World. We sought, but could never find, Metamorphosis Alpha.

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    1. Same. Metamorphosis Alpha eluded me until 1989, cost a fair chunk of change to get even a used copy.

      We used to think GW's HP totals were high and then we realized they didn't really improve and lots of attacks did handfuls of damage dice that turned your effective durability down to the point where mid-to-high level D&D characters could actually take more hits before dropping - and unless you got lucky on mutations, there wasn't anything like a cleric to rely on.

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  5. Totally awesome that the woman warrior has an amulet in the style-logo of San Francisco's finest, the Dead Kennedys.

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    1. It's a fun little detail – and another example of 20th century artifacts somehow surviving into the 25th century.

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    2. Jello Biafra is an eternal constant - which is extra funny given that the "delta k" band logo could reasonably be translated as "changing constants."

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  6. [SPOILER ALERT] This blog post spurred me to pull out my own childhood copy of this mini-adventure and flip through it for a few enjoyable minutes. Ah, the memories. Two things immediately caught my eye: (1) the whole station is in a state of eternal darkness and is entirely inert as the adventure begins, until the PCs turn on its power plant, which is located deep in the complex; as a kid I wondered how any Gamma World PC (who wasn't an ANSA astronaut) would even know what a power plant was, let alone how to find it or turn it on - and even at 12 years old I thought the idea that it would come online if the PCs pushed the one giant red button in the middle of the control room was .... Bozo-like maybe, (2) even 40+ years ago, I loved the artwork on p. 2 of the two Hissers lurking inside as two uniformed PCs enter the tower. The textual description makes the Hissers menacing, but to my eye, in the accompanying artwork, one of them looks memorably befuddled/hesitant/confused.

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  7. This reminded me of one of the few (only?) Gamma World campaigns I was in as a player. This would've been 1980-81.

    The GM had us in a world that was both Gamma World 'canon' and inspired by such things as DC Comics' Kamandi, Hanna Barbara's Herculoids, and Ruby-Spears' Thundarr The Barbarian. As the story progressed we discovered we going from one Environment/Biome Dome to another aboard the Starship Warden. We were never playing Gamma World but rather Metamorphosis Alpha (or maybe a hybrid of both).

    The campaign initially ended when the surviving PCs found a Shuttlecraft in the Warden's hangar bay and escaped the starship before it dove into a star. We were so wowed by [what we didn't know was] the final session, all the players couldn't wait to see what happened next.

    The GM confided in me that he didn't have more. This was it. This was the game. I offered to take over if he would play my character. He agreed and the following session our failing shuttle was picked up by Star Law...and the PCs became super-powered rangers against the evil Sathar in Star Frontiers.

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  8. They were close. The New Mexico Spaceport America is actually a bit further south near Truth or Consequences. They finally paved the dirt road to get to it.

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