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.
"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.' "
ReplyDeleteFWIW, the same thing (swapping out mutations for superpowers) can be said of Villains & Vigilantes, and the fact that 4th edition/Mighty Protectors finally introduced a point-buy system for producing more balanced characters is actually one of the reasons many fans are dubious about adopting it. The bizarre combinations of powers you could wind up with are part of the appeal to the game, and just picking them would feel off to many system veterans.
It is quite accurately described as silly at times, though. Might as well embrace it. We used V&V character gen as a drinking game in my college days.
V&V is wonderful in how the random generation sparks ideas and the open ended, modify as you will in power design lets you play that character. (Whereas MP is the best game design 1997 could produce publisher in 2017)
DeleteIt’s different from MA/GW in that those games don’t advocate for merging, modifying, or dropping powers to get a more coherent whole. Which adds to their particular charm.
Another way of generating V&V characters was always the classic "let the players pick their powers, as long as they aren't absurd about it/Referee's discretion" method. You need to be a Referee who is comfortable telling your players when they are being absurd about it, of course. It's fun when you get a player who takes pride in saying, "Yeah, I just took Heightened Agility A, Heightened Attack, Heightened Defense, Heightened Intelligence A, and Heightened Senses: Sixth Sense. My character carries a baseball bat for self-defense." I'd give them all five powers. Heck, I'd make their Sixth Sense triple Detect Danger and Hidden Objects.
DeleteI’m looking forward to seeing more in this series as my interest in GE/MA has always outstripped my play time in it.
ReplyDeleteI did find it fascinating that your real world experience with “pick your powers” let to min:maxing the power choices where my theoretical one was “wow you can design rationally consistent mutations. In theory there is no difference between theory and practice.
https://subplotkudzu.blogspot.com/2024/04/on-generation-of-mutations.html?m=0
Foranimal mutants in Gamma World it seems like the default assumption for players of is that they are humanoid/anthropomorphic but that isn't clearly spelled out in the rules as far as I can tell. Is that how it is in MA?
ReplyDeleteI believe a YouTuber “Zigmenthotep” does videos about generating characters in various RPGs, including a series about Gamma World editions plus Metamorphosis Alpha and the possibilities - and confusions - that result.
ReplyDeleteYeah, they've covered dozens if not hundreds of systems over the years, and often has some fairly insightful thoughts about what's involved the chargen process involved.
DeleteI love random generation for mutations, and artifacts for that matter, because they provide inspiration for new critters and superscience. The fun isn't the rolling, it is the skinning the mutations and functions separately and potentially together to create something novel.
ReplyDeleteAnd than why I think one of the best ways to use New Body Parts is to create two new tables- one of organs and tissues and the other of game rules. Roll on both and consider how heart tissue can be used to improve a character's encumbrance allowance for example. Different players will come up with different skins, stuff the GM can use later in the game.
Ah, yes: the unsung sequel to "How Green Was My Valley." Great film.
ReplyDelete