Saturday, April 15, 2023

The Setting of Gamma World (Part V)

Before presenting my final thoughts on this topic, I wanted to take a brief look at one other aspect of Gamma World that sheds a little more light on its setting: cryptic alliances. The 1978 rulebook has this to say on the subject:

As if the monsters and creatures of GAMMA WORLD weren't fearsome enough, many of them have banded together into secret or semi-secret organizations called CRYPTIC ALLIANCES. Some are remnants of organizations that existed in the Shadow Years ... some are of very recent origin. 

Very little else is said about cryptic alliances in general. However, the descriptions of several of them include tidbits of information that offer some insight into their origins in the pre-apocalyptic world. For example, the Brotherhood of Thought was "founded by a biochemist who survived the holocaust," while the Healers were "founded by a medical technician during the Shadow Years." The rulebook of the 1983 second edition of the game is even more spare on such historical details (though, to its credit, it includes much more information on the present activities of the various alliances).

Issue #25 of Dragon (May 1979), however, includes an article by the game's creator, James M. Ward, with the rather banal title of "A Part of Gamma World Revisited." The article looks more closely at the cryptic alliances, with an eye toward their use in an ongoing campaign. In several instances, though, Ward also reveals information that grounds them more strongly in the setting. For instance, the Brotherhood of Thought mentioned above is described as having been 

started by a biochemist from the University of California that was putting the finishing touches on an ecological monitoring station in the mountains near the university. The time of the "great destruction" pulverized the campus while Dr. Dotson and two assistants were at the station ... The years went by and that scientist and his assistants had sons and daughters that carried on their work.

The article mentions a leader within the alliance named Elenor, who is called a "5th generation granddaughter to the first biochemist." There is thus a direct, lineal connection between an important figure in the 25th century Brotherhood of Thought and its pre-apocalyptic antecedent. Meanwhile, the article describes the aforementioned Healers as having its origin in

a group near Duluth, Minnesota [begun] by a number of med-technicians that had been working on sleep therapy and accidentally made a vast break through in artificial telepathy through electrode induction. 

This is another case where setting details reveal the wonders of pre-holocaust high technology.  

Prior to the introduction of the Empire of the Sun, the cryptic alliances were among the most cohesive organizations to exist in the setting of Gamma World. Even so, they're stretched thin across North America. Several, as described by Ward in his Dragon article, have a fortified base somewhere on the continent, but, unless your campaign happens to be set in an area close to one of them, the player characters are most likely to encounter the cryptic alliances in small, often secretive groups, hence the adjective "cryptic" used to describe them.

When I played a lot of Gamma World in my youth, the cryptic alliances fascinated me, in large part because they were the only power groups described in the game. Each had an overriding philosophy or worldview, as well as an agenda. The cryptic alliances were working toward – or against – something and that made them very easy to use in a campaign, whether as allies or antagonists. Still, I was frustrated by how little any of them had achieved. Despite their presence, the setting of Gamma World largely remained a shattered wasteland, even more than a century after the End, which seemed unlikely to me. Unfortunately, published materials, as we have seen in previous entries in this series, provided scant – and often contradictory – answers to this and most other questions.

10 comments:

  1. "I was frustrated by how little any of them had achieved. Despite their presence, the setting of Gamma World largely remained a shattered wasteland, even more than a century after the End, which seemed unlikely to me."

    In contrast, I thought that most of the cryptic alliances (especially the Knights of Genetic Purity and the Restorationists) were fighting quixotic battles doomed to failure. I figured that the Apocalypse had so thoroughly destroyed the engines of industry, and so profoundly plunged mankind into ignorance and incompetence, and so utterly mutated the very fabric of earthly life that there was no going back. For example, a necessary basis of civilization is farming and animal husbandry. Good luck with those, since the animals and plants have their own ideas now. The mutants keep making more little mutants, while the artifacts of the ancients keep getting more and more rare. Pure strain humans would be ever more out-classed and out-gunned. The mutants (whether animal or plant) will inherit the earth.

    ReplyDelete
  2. This comment has been removed by the author.

    ReplyDelete
  3. Later rpgs would really take the ideas of alliances and run with them. Ars Magica for example had their various Houses, with detailed information about each House and how they interacted with other houses. Vampire had a similar approach as I recall. I don't know that the GW Cryptic Alliances ever approached that level of detail.

    ReplyDelete
    Replies
    1. They definitely didn't get fleshed out officially, but given how early GW was I have to wonder how much just the mere existence of the Cryptic Alliances influenced the more developed factions so common in later RPGs. In particular, I see their fingerprints all over Paranoia's Secret Societies.

      Delete
  4. Each player in the Gammarauders boardgame would choose 1 of 6 different Cryptic Alliances to play.

    ReplyDelete
    Replies
    1. All of which are different from GW's Cryptic Alliances, not to mention being extremely tongue-in-cheek concepts - especially when you read the descriptions of their military forces, all of which cleave closely to their faction's particular theme. For ex, the Men In Black vehicles are all (black) saucer shapes, their infantry are wearing (black) suits (with concealed body armor, of course) and sunglasses, and their fortresses are always disguised to look like they belong to a different faction, only to have the deception spoiled by being (inevitably) panted black.

      Delete
  5. I once ran a GW campaign where the players were all PSHs and members of the Knights, tasked with wiping out all mutants. Ethically dodgy for sure but still a fun campaign especially when one player developed a mutation and the whole party started to question what they were doing and began to undermine the Knights from within. I thought in general players as members of a Cryptic Alliance was an interesting road to go down.

    ReplyDelete
    Replies
    1. Sound slike an RPG version of task Force Game's alarmingly-titled 4th Reich, which is actually a post-apoc wargame based on Norman Spinrads Iron Dream - which is framed as a being an review of a terrible scifi novel called Lords of the Swastika written by an alt-history Adolph Hitler who moved to the US early in life and become a pulp writer. Adolph's novel (and the game) has the nonmutated survivors of humanity fighting off hordes of mutants in post-nukewar Europe.

      Interesting game, although the title and Nazi-ish imagery on the cover are hard to get past - a problem Spinrad's book also suffered from, despite being very much a mockery of Hitler's aspirations and ideals. 4th Reich is also noteworthy for working a section of the Guernica painting into the cover artwork of the mutant hordes - lot of people miss that detail.

      Delete
  6. Dragon issue 88, great backround material! (and one of my favorite Dragon Magazine covers ever by the talented mr Holloway!

    ReplyDelete
  7. GW4 expanded on the CAs greatly, including descriptions of Traditional and Reformed sects (that were either more moderate or extremist than the founding group). They also included guides for PC interaction and membership.

    ReplyDelete