Friday, December 5, 2025

Forward into the Past

I've written many times about the origins of this blog, including just a few months ago. A major component of Grognardia's genesis was my rediscovery of the original 1974 edition of Dungeons & Dragons. OD&D was a game I never played back in my youth, though I did acquire a copy of it in the late '80s, toward the end of my high school years. Back then, I saw it mostly as a not very interesting historical artifact – something superseded by later versions of the game, most especially AD&D, which, at the time, I would have considered the epitome of D&D

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.

That's not a criticism, merely an observation. Some of this is probably a function of the fact that MA is presented in a single 32-page booklet. Conceding the fact that it's a full-sized book with very small typeface, I'd still wager that's much shorter than the three volumes of OD&D. Given that, it's no wonder that it would fail to include or explicate all sorts of rules that would probably make playing it easier. Like OD&D, I imagine that some rules were omitted on the assumption that referees and players would simply fill in the blanks themselves. Consider the game's foreword by Gary Gygax and Brian Blume, which explains:
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.
Similarly, the book ends by saying:
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.

Still, we had a lot of fun during our first session and I think a big part of the reason why was the sense that, just like so many of us had done with OD&D, we were now exploring a forgotten and underappreciated part of the early hobby. While confusing and incomplete, Metamorphosis Alpha is a game that needs to be taken on its own terms and understood within the context in which it was not only created but also first appeared. That's what I intend to do over the coming weeks and months as I develop my version of the starship Warden and slowly reveal it to the players. 

No comments:

Post a Comment