I no longer feel that way, thanks in large part to a number of people whom I met through the ODD74 message boards over the course of several feverish months between December 2007 and March 2008. I learned a lot from the fine fellows there, including the ability to put aside my AD&D-inflected preconceptions of what Dungeons & Dragons is and indeed ought to be. I really felt like a veil had been lifted from my eyes and that I finally saw not just D&D but roleplaying games more generally in a new and much more compelling light. This change in perspective is what really planted the seeds that would flower into this blog. I was reminded of all of this earlier this week, when I refereed the first session of my new Metamorphosis Alpha campaign.
Metamorphosis Alpha is an old game. First published in 1976, it was TSR's fourth RPG after OD&D, Boot Hill, and Empire of the Petal Throne. It's also the first science fiction roleplaying game, having been released ahead of both Starfaring and Traveller. Like all of these games – maybe not Traveller, whose design really is both clear and complete – Metamorphosis Alpha is downright primitive in its rules presentation. People (understandably) like to criticize OD&D for its lacunae and infelicities of expression, but, having now had the chance to make use of MA as a referee, I don't think it's unreasonable to say that its rules are much less clear and complete than those of original Dungeons & Dragons.
METAMORPHOSIS ALPHA is a free-form system, giving rules and guidelines for the basics of play and setting up the starship, but allowing the players and referee unlimited use of their imagination to create new problems and methods of solving them. Using the guidelines of the rules, the referee "creates" the starship (beginning a little at a time), sets up social structures for his people, plans the various mutations, places clues about the starship for the players to find, and any other of a multitude of possible happenings. They players takes it from there as they explore the starship ("seeing" only what they actually would, as the referee keeps his plans and notes secret), trying to gain the knowledge and technological devices they need to survive. From then on, the referee can add new facets to the game as they become desirable. The game is a continuous adventure which need never end.
Remember, however, that these rules (and specific portions thereof) are only intended as guidelines – and that many details are best described by the individual game judge. Science fiction can be completely open-ended, and so too this game of science fiction adventure!
This is all very much of a piece with the conclusion of Volume 3 of OD&D, which famously asked "why have us do any more of your imagining for you?" It's a reminder, too, of the fact that the earliest roleplaying games grew out of a hobbyist culture in which players and referees were not merely encouraged but indeed expected to add, subtract, change, or expand upon what was presented in the rulebook. Viewed from this perspective, Metamorphosis Alpha can't really be called "incomplete," even if it was often occasionally frustrating to figure out how many of its rules were intended to work in play.

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