I have a lot of experience with Gamma World. primarily its first edition, though I refereed a lot of second edition too. Consequently, my default perspective when it comes to generating mutant characters is very much colored by its rules. So, when the players of my new Metamorphosis Alpha campaign started doing so, I simply assumed that MA's rules were similar to those of GW. As it turns out, they are – but similarity does not mean the same, as I soon discovered. Mutant characters, both human and animal (or "monster," as the text calls them), have enough differences in the way they're created that my players and I were often mistaken in our initial understanding of how the rules work (a situation made all the worse by the poor organization of Metamorphosis Alpha).
In both games, players can choose to be either a humanoid mutant or an animal mutant. Also in both games, mutants of both types begin play with 1d4 physical and mental mutations. So far, so good. However, in Metamorphosis Alpha, the player chooses these mutations from the frustratingly non-alphabetized list. Then, the referee (or "judge," as he's inconsistently called in the text) "roll[s] randomly for physical or mental defect (or one of each if the player has 5 or more total mutations)." There are a lot fewer defects to choose from, meaning that, if the group of player characters is large enough, there may be some that recur.
Gamma World, meanwhile, presents two systems for generating mutations, something I've discussed before. The standard system determines the mutations randomly through the use of percentile dice and the (thankfully now-alphabetized) list of physical and mental mutations includes defects among them. In this way, not only is there likely to be a greater variety of mutations among the characters but defects, when they are present, will also be more variable. Of course, Gamma World also includes a system very similar to that of Metamorphosis Alpha as an option, but I don't think I've ever encountered anyone who made use of it. Indeed, the random generation of mutations is, in my experience, considered a signature feature of the game and a big part – mistaken in my opinion – why the game is often considered "silly,"
The game's lack of organization has some bearing on character generation as well. For example, animal mutants must select Heightened Intelligence as a mental mutations or else they are deemed to have mere bestial intellect and are unable to communicate or react logically. This fact is only mentioned in the description of Heightened Intelligence, which makes it easy to overlook. Of course, the sample mutant animal character doesn't have Heightened Intelligence and yet still seems, from context, to be able to communicate via Telepathy. There's also a note that the character's animal species – bear – "can't normally talk," implying that animals might need the New Body Parts physical mutation to be able to do so (though, again, this isn't outright stated). It's all a bit of a mess.
What I noticed was that, since players can choose their character's mutations, certain ones became very popular, like Carapace and Life Leech. Furthermore, many mutations are quite potent when possessed by a single mutant. One of the characters, a mutant human named Mee D'Ochre – yes, it's that kind of group – had Heightened Strength, Heightened Balance, and Military Genius, which together allow him to deal 7d6 damage when striking with a sword! That combination would have an identical effect in Gamma World but the likelihood of rolling all three is much lessened, compared to selecting them.
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