Showing posts with label gamma world. Show all posts
Showing posts with label gamma world. Show all posts

Monday, March 9, 2026

Pulp Science Fantasy Library: Hiero's Journey

Today, I'm being doubly cheeky. First and most obviously, I've decided to dub today's post an entry in the previously non-existent Pulp Science Fantasy Library series. In the past, I've occasionally run posts under the Pulp Science Fiction Library title, so this isn't wholly without precedent. In the case of Hiero's Journey, though, I think it's a reasonable modification, since it's definitely not a fantasy book in the usual Tolkien/Howard sense most people understand the term, but neither is it a "proper" science fiction tale of the sort that could have appeared in Gernsback's Amazing Stories.

Second, this is another book I have discussed before, albeit briefly. Like last week's post, this too was part of the Pulp Fantasy Gallery series, an early series that I more or less abandoned after a while (though I have revived a version of it from time to time, many to discuss the different pieces of artwork that have graced the covers of famous fantasy books). In any case, I like Hiero's Journey enough that I thought it would be productive to do a full post on it and its relationship to the history of RPGs.

Though first published in 1973, I didn't read Sterling Lanier's post-apocalyptic tale until almost a decade later, when I chanced upon it in a bookstore at the local mall. Though Gary Gygax listed the book in Appendix N, I am almost certain the first time I ever saw a reference to it was in the foreword to Gamma World, which is why I picked it up. I instantly fell in love with it. If I had to pick a single book that captures my own sense of what Gamma World was meant to be, I'd probably choose Hiero's Journey. Certainly, it's the book that, even now, I still find myself subconsciously influenced by whenever I try to imagine what the game is and should be.

Lanier himself is an interesting fellow. As a writer, he produced only a small number of works, of which Hiero’s Journey is probably the best known (and that's being kind). For a time, he worked as an editor at Chilton Books, where he was involved in bringing Frank Herbert's Dune to publication after having read it in serialized form in Analog magazine. Herbert had had great difficulty in selling his novel elsewhere, but Lanier believed it would sell well. When it didn't, he lost his job at Chilton, which led to his taking up writing more seriously.

Hiero’s Journey is set in North America thousands of years after a catastrophic nuclear war referred to simply as “the Death.” The devastation of that ancient conflict reduced the technological civilization of the past to scattered ruins and reshaped the natural world in unexpected ways. Mutated animals roam the wilderness, some hostile, others capable of domestication, while human societies have reorganized themselves into small states and tribal cultures amid the remnants of the old world.

The novel’s protagonist, Per Hiero Desteen, is a priest-scholar belonging to a monastic order known simply as the Abbey, located within the Republic of Metz, a polity occupying part of what was once Canada. The Abbey preserves fragments of ancient learning and trains individuals with psychic abilities, including telepathy, which have become an important if poorly understood feature of the post-Death world.

At the outset of the novel, Hiero is dispatched on a secret mission by the leaders of the Abbey. Rumors suggest that somewhere to the south lies a cache of ancient knowledge about relics called "computers" that might aid the Republic of Metz in its ongoing struggle against a shadowy group known as the Dark Brotherhood. These enemies, whose influence extends across large portions of the former United States, employ both advanced relic technology of their own and psychic powers in pursuit of domination over the scattered civilizations that survived the Death.

Hiero’s titular journey takes him across a landscape that is at once recognizably North American and yet profoundly altered by millennia of mutation, ecological change, and cultural transformation. Along the way he encounters both allies and enemies, from human societies struggling to survive in the wilderness to intelligent animals capable of communication and monstrous creatures born from the lingering consequences of ancient radiation and experimentation.

One of the most distinctive aspects of the novel in my opinion is the way it blends several types of science fiction. On the one hand, the novel clearly belongs to the lineage of post-nuclear adventure stories that became common during the Cold War, exploring the long shadow cast by nuclear catastrophe. On the other hand, Lanier freely incorporates elements, such as psychic powers, telepathic animals, and quasi-medieval social structures, that give the setting a distinctly fantasy character. The resulting world feels less like a conventional science fiction future and more like a kind of Lost World romance set amid the ruins of modern civilization. That's probably why I so enjoyed the novel when I first read it.

It's also probably why Gary Gygax saw fit to include it in Appendix N to the AD&D Dungeon Masters Guide. Though set in post-apocalyptic North America, so much of the story's elements feel as if they could be part of an eccentric Dungeons & Dragons campaign, with psychic powers substituting for spells and ancient technology standing in for magic items. Of course, these qualities are also why the novel almost perfectly encapsulates what Gamma World is about, at least for me. The first time I read this book, I felt as if I finally understood Gamma World in a way I hadn't before. It might be an exaggeration to say this is the "key" to the game, but there's no question in my mind that it's helpful in getting into the mood for playing or refereeing it.

Lanier did write a sequel, The Unforsaken Hiero, which came out in 1983, shortly after I read the original. As follow-ups go, it's fine but nowhere near as good as its predecessor. Lanier was working on a third novel in the series but it was never released during his lifetime. Supposedly, it was finished by another author and published in 2024, but I've never read it and have doubts that it's any good. I had bad experiences with the sequel to A Canticle for Leibowitz being released under similar circumstances, so I'm quite wary of these posthumous collaborations. If anyone knows otherwise, I'd love to hear about it.

Tuesday, March 3, 2026

REPOST: The Articles of Dragon: "Mutant Manual"

Since this blog could hardly be accused of intellectual rigor, I trust no one will object to my choosing the "Mutant Manual" as the "article" I wish to highlight from issue #98 (June 1985) of Dragon. Written by Randy Johns, Douglas A. Lent, John M. Maxstadt, William Tracy, and James M. Ward, the "Mutant Manual" was a 12-page insert that detailed 17 new mutants for use with Gamma World.

To say that I adored the "Mutant Manual" is a bit of an understatement. Along with only a handful of other articles, it became a permanent addition to my "referee's binder" in which I kept maps, notes, and photocopies of useful articles from Dragon, White Dwarf, and elsewhere. In the case of the "Mutant Manual," though, it wasn't a photocopy, but the original itself, which I carefully removed from the center of my copy of issue #98. Since I generally preferred to keep my copies of Dragon "pristine" – a shock, I know – the fact that I removed the "Mutant Manual" was a high tribute.

I'm not sure I can really convey why I liked it so much. Were I to describe any of its constituent mutants, like the flying squids, armor-plated rhinos, or post-apocalyptic sasquatches, I doubt most readers would find them particularly interesting and perhaps rightly so. Back in '85, though, I appreciated having a source of new mutants to throw at my players when we played Gamma World. Creating good monsters takes time and imagination, as many entries in the Monster Manual prove. You need more than a name and some game statistics to create a worthy monster – an indescribable something that makes it more than the sum of its parts.

In my opinion, this is particularly the case with regards to Gamma World, where it's all too easy to take some normal animal, roll a few times on the mutations tables, and think you're done. More often than not, this led to some utterly ridiculous creatures that I could barely take seriously myself, let alone my players. So, having some ready-made mutants that weren't immediately laughable was invaluable to me. Whether others might deem the "Mutant Manual" a success in this regard is a matter of opinion, of course, but I loved it and still strongly associate it with my fondest memories of Gamma World.

Thursday, December 18, 2025

Initial Thoughts on Combat in Metamorphosis Alpha

Three sessions into my new Metamorphosis Alpha campaign – which I've dubbed "Habitat" – my players and I have now had the chance to use the game's combat system several times, most recently when their characters encountered some hostile wolfoids inside the Environmental Control Center of Habitat Level 2 of the starship Warden. My initial instincts about the game have thus far been proven correct. Though published two years after OD&D, MA is still a very early game design, filled with a lot of rough edges, infelicities, and general wonkiness. This is especially the case with the combat.

On the surface, combat in Metamorphosis Alpha isn't that much different from combat in OD&D. Players roll 1d20, with the aim of rolling equal to or higher than a target number. This roll is modified by certain factors, like a high Strength score or mutations. Weapons in MA each have a weapon class, ranging from 1 for bows and blowguns to 8 for protein disruptor pistols. In general, the higher the weapon class, the lower the target number needed versus an opponent's armor class (also rated from 1 to 8). 

There are some wrinkles in this, though, since weapon class is something of a stand-in for the weapon versus AC tables of Chainmail, Greyhawk, and AD&D. Some weapons are better against lower armor classes than they are against higher ones, for example, along with other peculiarities, like the metal disruptor pistol having no effect against armor classes above 3. Longtime players of Gamma World will, of course, recognize this system, since that descendant of Metamorphosis Alpha uses a similar system.

Damage varies by weapon type, as in Supplement I to OD&D. Each weapon's damage also varies by target type, with "humanoid beings," "mutated creatures," and "true humans" each being a separate category. It's unclear from the text whether mutated animals that have humanoid shapes count as a  the first or second category. When confronted with this on the fly, I elected to treat mutant animals as the middle category, but now I am second guessing myself, since it often means that mutant animals take less damage from common weapons like swords than do their mutant human counterparts. 

For reasons unknown to me, the game includes a second system for resolving bow combat – just bow combat – that seems to be derived from Chainmail. Instead of the difficulty to hit being based on armor class, it's based on distance. Furthermore, 2d6 are rolled against a target number rather than 1d20. When we first noticed that there were two systems for bow combat, I offered using the alternative one as an option, but none of the players were in favor of that, so we use the standard d20 system for all combat.

The possibility of surprise is handled much as in OD&D, with a d6 roll. Initiative, however, is determined by Dexterity score, with higher scores acting before lower ones. Ties are resolved with a die roll. There's a suggestion, never fully articulated, that, if a character or creature has a Dexterity score of twice that of his opponent, he can attack twice against that target. This hasn't come up in play as of yet, so I'm not certain whether I'll adopt the rule or not.

Character hit points are determined by a roll of 1d6 per point of Constitution. Since there are no experience rules in Metamorphosis Alpha, it is thus unlikely a character will ever gain any more hit points than what is rolled at the start of play. "Normal" weapons, which is to say, the sorts starting characters typically possess – swords, spears, bows, etc. – do damage comparable to their OD&D counterparts, meaning that most starting MA characters are more robust than those in OD&D, capable of sustaining more hits before expiring. 

The matter of damage is complicated by both mutations and high-tech weapons. Many mutations, like heightened precision and heightened strength, increase the number of dice a normal weapon does. Characters with these mutations can dish out quite a lot of damage, using even a sword or mace. High-tech weapons are even more dangerous. A laser pistol, for example, deals 5, 10, or 15d6 damage, depending on the type of armor worn by the target. Then there are other mutations, both physical and mental, that deal poison or radiation damage or target the mind of an enemy rather than his body. These, too, can deal devastating damage. One of the characters in the campaign has poison claws with strength 11 poison that's capable of killing any creature with a Constitution score of 11 or less on a single strike.

As I noted at the start of this post, we've only just started playing Metamorphosis Alpha. We're still finding our footing and I am sure there will be many missteps along the way. The combat system is, so far, the most confusing part of the game to get right, mostly because it's just enough like OD&D that we sometimes forget the ways that it differs. Likewise, I suspect that we may all be too complacent about damage. Other than a single, limited use slug thrower, the characters do not yet have access to any high-tech weaponry, nor have they faced opponents who do. When that changes, I expect we'll all be in for a surprise!

I'll no doubt have more to say about all of this, once we've had the chance to play the game more. 

Saturday, December 6, 2025

How Weird is My Mutant?

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.

 I'm fine with this, since, as I said yesterday, this campaign is intended as much as an exploration of Metamorphosis Alpha as it is a campaign in its own right. I suspect, as I did when I played OD&D and Empire of the Petal Throne for the first time, I'll house rule and adapt MA as we discover what works and doesn't work for our particular group and play style. That's part of the fun of these old RPGs: they're, in many ways, outlines for creating your own roleplaying game rather than complete and usable "out of the box." That's not a criticism, just an observation, and one with which I'm quite comfortable.

I'll have more to say on the rules of Metamorphosis Alpha in future posts. It's a rich topic for discussion.

Wednesday, December 3, 2025

REPOST: Retrospective: Metamorphosis Alpha

(Because I've started refereeing a Metamorphosis Alpha campaign this week, I have a number of posts planned in which I share my thoughts about the game and its oddities. Before doing that, though, I thought it might be worthwhile to revisit my original Retrospective post about it from July 7, 2010. I stand by everything I wrote in that original post, but I have more to say now that I'm in the midst of planning a campaign using MA, as you'll see in the coming days. –JDM)

Although Gamma World was (I think) the first RPG I played after Dungeons & Dragons, it was with its predecessor game, Metamorphosis Alpha, that I was obsessed for much of the early 1980s. Written by James Ward and first published in 1976, making it, depending on one's definitions, the first science fiction roleplaying game ever published, Metamorphosis Alpha is set aboard a vast generation ship (called the Warden in a typical example of early hobby self-referential hubris/humor). En route to another solar system far from Earth, the Warden passes through a radiation cloud that damages its systems, kills its crew, and mutates most of its surviving passengers, as well as the Terran flora and fauna traveling with them, into monstrous forms.

Over several generations, the descendants of the original passengers forget they're aboard a starship (which still functions, more or less, under the control of automated systems) and new societies arise on its various decks, which are kilometers-long in size and include many areas designed to mimic terrestrial environments for the benefit of the passengers who were supposed to live and work aboard the Warden while traveling for decades to another world. Player characters assume the role of un-mutated humans, humanoid mutants, and mutant animals, as they explore the Warden, ignorant that it's actually a starship. It's a very compelling premise, one that it shares with Robert Heinlein's Orphans of the Sky and Brian Aldiss's Non-Stop (sometimes titled Starship in certain editions). In many ways, it's a much more interesting, if somewhat more limited, premise than that of Gamma World.

My own obsession with the game stemmed from the fact, sometime after I acquired Gamma World, I also acquired the first The Best of Dragon compilation, which included articles about Metamorphosis Alpha in it. These articles were strangely inspirational to me, all the moreso because they were for a game that I'd never heard of, let alone seen, but that clearly bore a lot of resemblance in basic premise and rules to my beloved Gamma World. Thus began my quest to find a copy of the game, a quest that ended in vain. I asked the guys down at my favorite game store about Metamorphosis Alpha, but they told me it was long out of print and my best bet was to go to a convention and win it at an auction. The old grognards who hung out there added that MA "wasn't very good anyway" and that I was better off just using Gamma World and making up the rest.

And so I did. I pulled out my huge graph paper sheets and set to work to mapping out my version of the starship Warden. It was a long and tedious undertaking, filled with lots of missteps and heartache, because I never felt I could get it "right." This vessel was supposed to be 80 kilometers long or so, which meant that even a big map would have to use a very large scale. Moreover, what would a vast generation ship even look like? The only starships I'd ever seen were from movies and TV shows and none of them were generation ships designed to house a huge number of colonists, animals, plants, and machinery for decades of travel across many light years. Eventually, all these worries and concerns got the better of me and I abandoned my maps, something I regret now, even as I fully understand why my younger self admitted defeat.

Over the years, I retained a high degree of interest in Metamorphosis Alpha and kept hoping that, one day, a new edition would be released that'd give me everything I'd hoped for back in the days before I could even take a look at this mythical game. As it turns out, new editions have been published over the years, but each one has been a terrible disappointment to me, utterly lacking in the aura of mystery and possibility that surrounded the original. To be fair, some of that isn't the fault of the new editions -- though some of it is, as nearly all the new editions have been conceptually flawed in significant ways -- as much of the mystique about this game for me is that I could never find a copy.

I've since been able to read it and I'd say that, while it's definitely a very early game in terms of its mechanics and production values, it's nevertheless excellently inspirational. At 32 pages, it contains just enough information to get the referee going but not so much as to prevent him from putting his own stamp on it. I still don't own a copy myself; I keep an eye out for them but they're generally ludicrously expensive and I can't justify spending that kind of money nowadays. In truth, I should probably pick up where my younger self left off and just create my own starship maps and use Mutant Future for the rules. Heck, I have this crazy idea of a supplement for MF called Generation Ship, which would basically be Metamorphosis Alpha with the serial numbers filed off and better production values. Maybe that's something worth considering ...

Friday, November 21, 2025

And So It Begins

As I posted yesterday, my Barrett's Raiders Twilight: 2000 campaign, which started in December 2021, has ended. Though sad (and even a little disappointing), its conclusion opens up a slot in my weekly schedule for a new campaign and that's always exciting. Just what that new campaign will be is still very uncertain and depends, to a great extent, on the interests of the remaining players. We'll discuss the matter at some length at our next meeting, but, in order to get the ball rolling, I sent them a selection of four(ish) RPG I'd enjoy refereeing for them, which I thought I'd share with you as well.

Gamma World/Metamorphosis Alpha

I'm pretty sure I've mentioned, likely many times, that I've long been a huge fan of Gamma World. In my youth, it was one of my favorite games, just losing out of a spot in my Holy Trinity of RPGs to Call of Cthulhu. It's one of those games I find very easy to run, both from an ideas perspective and from a mechanical one. I have little trouble coming up with fun scenarios for Gamma World and its rules are straightforward and easy to use – two great boons when it comes to refereeing a roleplaying game. 

Notice that I've included Metamorphosis Alpha as a possibility too. That's because, while I have played MA, I have never actually run it myself and doing so has long been a dream of mine. In some ways, I actually prefer the campaign frame of Metamorphosis Alpha to that of Gamma World, perhaps because it appeals to my fascination with "secret sci-fi" settings. So, given my druthers, I would press for MA over Gamma World, but I'd be equally happy with either.

Secrets of sha-Arthan

This is a no-brainer. I've working sporadically on this project since June of 2021, during which time it's undergone a number of different changes and evolutions. Those of you who've subscribed to Grognardia Games Direct know about its current state, since that's where I post regularly about it. However, I've not yet had the chance to do anything more with it than run short scenarios. What it really needs is a proper campaign to take its development to the next level and this might be the perfect time to do that.

I considered starting a SosA campaign after the conclusion of House of Worms last month, but opted not to due to its very broad similarities to Tékumel. It's a baroque, exotic fantasy setting with a secret sci-fi substratum – I'm sensing a theme here – albeit one based on very different historical/cultural influences than those of Tékumel. However, my Monday night group includes a different set of players, so the comparisons to Tékumel wouldn't be a problem.

Thousand Suns

In a similar fashion, Thousand Suns is another good option. Like Secrets of sha-Arthan, I'm currently in the midst of revising and reorganizing it in preparation for the released of a second edition. Also like SosA, I'm chronicling my work on this project over at Grognardia Games Direct. This is a game that's very near and dear to my heart and one I haven't run for some years now, so it'd be great to have the opportunity to do so again.

Furthermore, one of the goals of the second edition is to make the rules of Thousand Suns clearer and easier to use. They're already pretty good in this regard, I think, but I hope to make them even better. I also want to do a better job of highlighting those aspects of the game that distinguish it from its competitors and inspirations. Refereeing a campaign would give me lots of opportunities to do just that.

Urheim

Urheim was my second attempt (after Dwimmermount) to produce a megadungeon suitable as the foundation for an entire old school D&D campaign. I got fairly far into constructing it before moving on to other projects, but it's still something I think about from time to time

Consequently, I thought now might be a good time to return to it as a replacement for Barrett's Raiders. A megadungeon campaign is very straightforward and easy to maintain. It's also got the potential to spin off in a variety of different fun directions, so it's a good fit for my personal refereeing style. If I did return to Urheim, I'd almost certainly use Old School Essentials, probably of the advanced variety, for the rules, though part of me wants to dive back into OD&D + Supplements.  

And that's where things stand at the moment. Which of these options will be chosen is (mostly) up to my players. I'm very curious as to what they'll chose.

Tuesday, September 23, 2025

REPOST: The Articles of Dragon: "Of Grizzly Bears and Chimpanzees"

As I've said innumerable times on this blog, in my heart of hearts, I'm really more of a science fiction fan than a fantasy one. That's why, much as I love D&D, I'm perpetually pining for the opportunity to play a sci-fi RPG. In my younger days, I had a slew of SF games I'd pull out to play whenever my friends and I decided we were tired of D&D. One of the most popular was Gamma World, which some would no doubt call a science fantasy game (and, to be fair, that's how its first edition bills itself), but I don't think that alters my essential point, namely that, when I wasn't playing D&D, my first inclination was to pull out a science fiction-y game like Gamma World or Traveller or the FASA version of Star Trek.

Consequently, I loved "The Ares Section" of Dragon, whose articles, even when they weren't of immediate use to me (like the articles on, say, Universe). Among my favorites, though, were the Gamma World articles by John M. Maxstadt, which I often did use in my games. A good example is "Of Grizzly Bears and Chimpanzees," which appeared in issue #89 (September 1984). As its name suggests, the article is devoted to detailing the unique abilities of animals, in this case as stock for mutated animal PCs. Maxstadt provides some basic statistics for a dozen different animal types -- bears, big cats, herbivorous animals, primates, snakes, and birds. These statistics include things like general size, their ability to vocalize and grasp/carry items, in addition to more obvious game stats like armor class and movement rates. The idea behind the article is to rationalize the abilities of mutated animals both from a game mechanical and a logical perspective, thereby making them more attractive to play and easier for the referee to accommodate.

Looking back on the article now, what's fascinating is how simple it really is in the end. There are a couple of pages of game stats, presented as Monster Manual-like entries, followed by a couple of pages of explanation of what the stats mean and how they interact with other aspects of the Gamma World rules. That's probably why I found them so easy to use. At the same time, they carry with them an implicit vision of Gamma World, one that's a bit more limited than the wide open "wahoo!" style usually associated with the game. Maxstadt, for example, doesn't provide stats for insects or amphibians, so the referee is either left to his own devices in coming up with his own or else disallowing such mutated animal types, as Maxstadt apparently did. Now, there's nothing wrong with such a limitation and indeed there's definitely a case to be made for it, but, somehow, the idea of playing Gamma World with any limitations seems to go against its fundamental grain and, were I ever to run a campaign again, I'd probably not use this article's system or else come up with additional stats for other types of animals.

Tuesday, September 2, 2025

REPOST: The Articles of Dragon: "Before the Dark Years"

[Historical Note: The original version of this, from April 23, 2011, was not part of The Articles of Dragon series but a stand-alone post. However, since the article it discusses did appear in Dragon, it seemed appropriate to fold this report into my revival of the series.]

While the way that TSR looted the corpse of SPI was shameful (and likely had a deleterious effect on the wider hobby), it had one positive effect from the perspective of my youth: the advent of the "Ares Section" of Dragon. I've always been more of a sci-fi fan than a fantasy one, so knowing that every issue of Dragon would devote two or three articles to the genre each month was a good thing in my view. (This also probably explains why the issues of Dragon I was most fond of ran from 80s to the early 100s – corresponding very closely to the lifespan of the Ares Section).

Gamma World was well represented in the Ares Section, frequently presenting articles penned by creator James Ward, which I appreciated, given my obsession with official-dom. One of my favorite articles from Ward was published in issue 88 (August 1984), called "Before the Dark Years." It presents a historical timeline of the Gamma World setting, beginning (as all post-apocalyptic timelines do) in 1945 with the first use of nuclear weapons and ending in 2450, which was the approximate start of the 2nd edition of the game (1st edition began later, in 2471 – why the change, I wonder?).

It's true that the article appealed to me back then because it scratched a completist urge to know it all, an urge I have long since – and happily – abandoned. But back then it was simply awesome to know, for example, that the starship Warden was launched in 2290. Re-reading the article, I still love it, but for rather different reasons. I like it for entries like this one:
2322 – Processed-iced asteroid (guidance circuits damaged by terrorists) strikes Mars; eight-year duststorm and climatic disruption result. All colonies on planet isolated; Federation charter suspended for the duration.
Or this one:
2331 – Trans-Plutonian Shipyards assume control of their own programs and generate robotic "life."
The reason I love entries like these is that they hit home that Gamma World's apocalypse doesn't happen in the here and now but in a science fictional future. That ought to be obvious, given the presence Mark VII blasters and black ray guns and so forth, but, somehow, it's easy to forget, perhaps because, in the 70s and 80s, worrying about the End of All Things focused on the present, not the future. Indeed, lots of people didn't think there would be a future, thanks to the Damoclean threat of Armageddon.

Gamma World didn't take that approach. Instead, it's set in the future and the weapons that usher in the Dark Years include not just nuclear missiles but also "dimension-warp" devices and other weaponry undreamed of in our age. I think that set Gamma World apart from other post-apocalyptic games, imbuing it with a more "wondrous" quality and also, if I may wax sociological for a moment, making it a little less frightening to kids like me. The Morrow Project, to cite one example, postulates that the End would come in 1989 as a consequence of Cold War foolishness and, however absurd its specifics, that was a scenario many people genuinely believed might occur in their lifetimes. But a 24th century terrorist group called the Apocalypse? Using dimension-warp weapons and striking at not just Earth but space colonies as far away as the Oort Cloud? That's clearly fantasy and a lot less terrifying.

As I noted recently, my preferred way to play Gamma World is to treat the post-apocalyptic world as largely a blank slate, one utterly unfamiliar to the characters, who not only grew up generations removed form the Fall, but are played by people for whom even the pre-Fall world is alien. That pre-Fall world included settlements on the Moon, Mars, and elsewhere, is supported by robots, cyborgs, and A.I.s, and is launching extra-solar colonization efforts. That creates a lot of scope for terrific adventures and campaigns; I might even go so far as to say that, as developed in this and other articles, Gamma World provides a canvas every bit as large as that offered by Dungeons & Dragons. Sadly, the game has largely been treated as a joke by its custodians over the years, its full potential never quite realized and that's too bad.

Tuesday, July 1, 2025

REPOST: Plants vs. Macrobes

I hope no one misunderstands me: I think Gamma World is plenty weird. I also think there's a great deal of scope within that weirdness for humor, even of a very low sort. In that respect, I firmly believe that it's no different than Dungeons & Dragons, which I have long characterized as being a "pulp fantasy roleplaying game of high adventure and low comedy." What I have grown to greatly dislike, though, is the deliberate emphasis on and encouragement of low comedy in Gamma World to the detriment (or even exclusion) of its potential for high adventure. Mind you, I think the reverse is also an error in judgment too, but then I feel the same way about D&D.

I was thinking about this topic in reference to another couple of articles I loved from Dragon back in the day. Issues 86 and 87 (June and July 1984, respectively) described the Moon in Gamma World, as part of an excellent ongoing series detailing Earth's only natural satellite in a variety of SF RPGs. The Gamma World articles were written by James Ward and thus carried an imprimatur of official-dom about them. Even if I hadn't loved what they described – which I did – my teenage self would have dutifully accepted their contents regardless, since they came from the pen of the Creator.

As detailed in that pair of articles, the Moon of the 25th century was utterly devoid of human life, which was wiped out by a plague not long after the destruction of civilization on Earth. In the absence of humans, Tycho Base's cybernetic installation kept it running as before, right down to allowing existing experiments to proceed unhindered – such as the genetic manipulation and irradiation of plants and single-celled organisms. Left unchecked, both experiments eventually resulted in various mutant strains, some of them intelligent, which before long initiated a war on the other to gain full control of the cybernetic installation and, with it, Tycho Base. Thus, the Moon of Gamma World consists of a base once large enough to support 50,000 human beings but now inhabited by colonies of mutant plants and huge microbes locked in a death struggle against each other. A world gone mad indeed!

I really like the idea of a Moon base filled with warring mutant plants and giant microbes, because it's unexpectedly alien. But, let's face it, the idea is pretty ridiculous taken out of context. Even in context it's peculiar. That's OK in my book, though, since this situation isn't unique to Gamma World but in fact a facet of all but the most self-serious RPGs. If I am belaboring this point, I apologize. It galls me that Gamma World has for so long been relegated to the "joke RPG" category, all the moreso when I read these articles about the Moon and realize that, rather than dispelling such notions, they'll probably only confirm them in the minds of many gamers.

So, yeah, I admit that I've probably been thinking too much about this topic, but that's what I do: think too much about roleplaying games. After Easter [this was originally posted in April 2011], I'll have some more to say about this, I am certain. It's my hope that, even if I start to sound like a broken record, I'll at least play an interesting tune.

Wednesday, June 18, 2025

Retrospective: Gamma World (Third Edition)

A couple of years ago, I broke with tradition and penned a Retrospective post on the second edition of Gamma World, despite having already written one on the original. I justified the decision by pointing to just how different second edition was, both in tone and presentation, from its predecessor. It stood as a vivid example of how Gamma World – and roleplaying games more broadly – were evolving in the early 1980s. By that same logic, the third edition of Gamma World, released in 1986, surely warrants a post of its own, as the differences it introduced were even more pronounced.

Since its debut in 1978, Gamma World has always seemed uncertain whether it wanted to be a madcap romp through a world of radioactive mutants or a more serious science fantasy game exploring its post-apocalyptic setting. That tension runs through every edition, but third edition feels like the first time it was intentional. I remember seeing ads for it in Dragon magazine at the time, and the cover, featuring Keith Parkinson’s vivid illustration, made a strong impression. It hinted at a bold new direction for the game, though I was struck less by its novelty than by its familiarity, having already seen the same image on a TSR calendar the year before.

If the first and second editions of Gamma World were clumsy but endearing offshoots of early D&D design – random, deadly, but bursting with imaginative potential – then the third edition marks a dramatic, and often jarring, departure. Released during a period when TSR was busy retooling many of its games in the wake of Marvel Super Heroes' success, third edition followed the lead of Star Frontiers and embraced the concept of a universal resolution system and its color-coded Action Table (ACT), column shifts, and result factors. While elegant in their original context, the ACT always felt awkward and ill-suited when retrofitted onto existing games. In Gamma World, it comes across less as a refinement and more as a mismatch – neat in theory, but clumsy in practice.

Third edition attempted to marry this new mechanical chassis to the conflicted sensibilities of earlier editions, but, in my view, the result was less than satisfactory. Combat resolution and mutation use now hinged on interpreting results from a chart – an abstraction that sapped much of the immediacy from play. Firing a Mark V Blaster was no longer a simple matter of “roll to hit, roll damage.” Instead, it became a multi-step procedure: find the appropriate ACT column, look at the result, then consult a separate chart to determine the weapon’s actual effect. One might argue this wasn’t dramatically more complex than previous systems, but for those of us who’d long ago internalized the old mechanics, it was anything but intuitive. At best, it felt like change for its own sake; at worst, a solution in search of a problem.

What also stood out – and not in a flattering way – was the presentation. The rulebook was stark and utilitarian in its layout, almost entirely bereft of artwork. What little art it did contain was mostly recycled from earlier editions, along with some lifted from Star Frontiers. A few original illustrations were scattered throughout, but they were the exception rather than the rule. Even the foldout map of Pitz Burke, a centerpiece of second edition, was repurposed here with minimal alteration. Worse still, key rules were split between the main rulebook and a separate “rules supplement” tucked into the box, fragmenting the material and giving the whole package a slapdash feel. It lacked the cohesion one expects from a fully realized edition, and instead felt cobbled together, more like a rushed repackaging than a thoughtfully constructed evolution.

Just as its mechanics felt awkwardly imposed, third edition’s treatment of the Gamma World setting also seemed diminished. Much of the evocative, if sketchy, setting material found in earlier editions was either stripped away or given only the most cursory attention. Take the cryptic alliances, for example: while they’re mentioned, their role in the world feels vague and perfunctory. Gone is the sense, so evident in second edition, that these shadowy factions were vital to understanding the post-apocalyptic landscape. The same could be said for many other aspects of Gamma World’s implied setting. It’s not that these elements are entirely absent, but that their inclusion feels scattershot and half-hearted. There’s a perfunctory, almost apathetic quality to the world-building in third edition, as if the designers were merely checking boxes rather than engaging with the material in a meaningful way. The result is a game that lacks the weird, half-glimpsed coherence that gave earlier editions their charm. It feels like a product made to fill a slot in the release schedule, not one born of creative enthusiasm.

Amidst its uneven mechanics and uninspired presentation, third edition nevertheless hinted at something more ambitious. Scattered throughout the rulebook – and more clearly in the adventure modules that followed – were the outlines of a broader campaign arc, one that seemed intended to link Gamma World to its spiritual progenitor, Metamorphosis Alpha. These modules presented ancient installations, buried technologies, and the tantalizing possibility of uncovering the true origins of the post-apocalyptic world. There were even whispers of the derelict starship Warden, as well as references to other planets and moons of the solar system, suggesting a much larger canvas than previous editions had dared to paint. That, more than anything else, remains the lasting appeal of third edition for me, the first edition to really toy with the fact that Gamma World's apocalypse belongs to the 24th century, not the 20th, and hinted at a setting far more expansive than mutant rabbits and ancient ruins.

Unfortunately, this promising thread was never fully developed. The planned module series was left incomplete and, with the arrival of Gamma World’s fourth edition in 1992, the game was rebooted once more. Any connections to Metamorphosis Alpha were quietly abandoned. Whatever larger vision might have existed was lost, leaving third edition as a curious dead end in the game’s evolution.

In the end, Gamma World Third Edition is a strange, transitional fossil, neither wholly broken nor particularly successful. It represents an attempt to modernize a legacy title by grafting onto it the mechanics of Marvel Super Heroes, but it does so without the conceptual clarity or setting depth needed to make that modernization feel purposeful. What was left is a game that is both overcomplicated and underdeveloped: a patchwork of ideas, some intriguing, others ill-suited, held together by a presentation that feels rushed and indifferent. Yet, for all its flaws, there remains a flicker of something more, an unrealized potential that somehow still has the power to capture my imagination, even if only in fragments.

Saturday, May 3, 2025

The Long Game (Part III)

In Parts I and II of this series, I laid out some of the principles and practices that have helped me successfully referee several long-running RPG campaigns. In my experience, flexibility, treating the game world as a living place, and investing in player choices all pay huge dividends. I also touched on my weekly routine: very light prep, frequent reuse of old material, tracking what matters, and finding ways to maintain player engagement between sessions. All of this is system-agnostic and, to some extent, it can be applied to any roleplaying game with the right mindset. However, I’ve found that certain games make this style of play easier. They either assume it from the start or provide rules and mechanics that reinforce the kind of open-ended, collaborative worldbuilding that long campaigns thrive on.

So, to conclude this part of the series – there are a few more related posts coming next week – I want to recommend a handful of RPGs I’ve played that I think are particularly well-suited to supporting enduring, player-driven campaigns.

Dungeons & Dragons

The TSR editions of Dungeons & Dragons, especially AD&D, are built on assumptions that naturally support long-term campaign play. They treat the referee as the final authority, assume player freedom of action, and offer no built-in plot or “story.” Advancement after the first few levels is slow, exploration is richly rewarded, and the game world exists beyond the player characters. These games provide excellent frameworks for the kind of emergent, faction-rich, consequence-driven campaigns that I’ve found work well over the long haul. Though I haven’t played AD&D in years, I still think it has just the right mix of elements to encourage sustained, imaginative play, especially if the referee is comfortable using his own judgment.

D&D Derivatives

While it probably goes without saying, I nevertheless want to be explicit: most RPGs that share a lot of rules or mechanical DNA with early Dungeons & Dragons are likely well-suited to long campaigns. I’m talking about games like Gamma World or Empire of the Petal Throne (obviously), as well as the many retro-clones of D&D. Particularly worth mentioning are Kevin Crawford’s Stars Without Number and related games. These not only preserve the simplicity of older systems but also explicitly support long-form sandbox play with tools for faction management, procedural content, and worldbuilding. In fact, I’d say many of the principles and practices I discussed in the earlier parts of this series really crystallized for me after I first read Stars Without Number all those years ago.

Traveller

The default playstyle of Traveller revolves around sandbox exploration, commerce, patronage, and factional intrigue, all of which are ideal ingredients for long-term campaigns. The original 1977 rules support the growth and development of an enduring campaign through a robust set of procedural tools: world and sector generation, reaction rolls, random encounters, and more. Traveller encourages players to make their own way in the universe, taking risks, building reputations, and developing relationships with factions and NPCs. Since I’ve been playing and thinking about Traveller for decades, I don’t think there’s any doubt it’s had an outsized influence on how I referee RPGs in general. Its assumptions and tools are deeply compatible with the kind of campaign play I find most rewarding.

Pendragon

For something more structured but still open-ended, Pendragon absolutely deserves mention. It’s built around generational play, where sessions span years of in-game time and characters age, retire, or die –only to be replaced by their sons. It assumes from the outset that the campaign will unfold over decades, filled with consequences and a world in motion. Unlike D&D, Pendragon places strong emphasis on character development in moral and psychological terms, not just skills and abilities. Players must contend with passions, virtues, family legacy, and political entanglements. For referees willing to embrace its tone and rhythms, it’s uniquely rewarding, which is why I consider it one of the best roleplaying games ever written.

This is by no means an exhaustive list. The games above are simply those I’ve used successfully in multi-year campaigns, but I’m sure many others could work just as well, especially if the referee and players commit to a shared style of play. In the end, I’d probably argue the “best” system for a long campaign is the one your group enjoys returning to week after week. If your players care about the world and the game gives you the tools to keep that world alive and responsive, then you’ve already got the makings of something lasting.

Tuesday, July 23, 2024

Gamma World Figures

One of my biggest complaints about first edition Gamma World was that its rulebook included very few illustrations of its mutant creatures. Sure, there were verbal descriptions of most of them, but many of those descriptions were vague or equivocal, which made it difficult to describe them in the course of play. That's why I was so keen to see Grenadier's line of GW miniatures: I hoped they'd give me a better sense of what all these weird mutants looked like.
Unfortunately for me, I never saw most of the "over 150 figures plus accessories" promised in the advertisement above. I did find the large "Denizens" boxed set, which I happily purchased, partly because it had such evocative box art, featuring a trio of tribesmen facing off against a Yexil.
I don't know for certain, but I suspect the artist is Ray Rubin, who was one of the cofounders of Grenadier Models. He did a lot of box art for the company's miniatures, including those produced for its official AD&D line. This one looks similar, so it's probably his work.

As I said, I never saw most of the Grenadier Gamma World miniatures in the wild, so to speak. There is, however, a terrific website that includes photographs of most of them. When I first came across the site, I goggled at what I saw, because many of them are exactly the kind of thing I so wanted back in the day. Instead, I had to wait until the release of Gamma World's second edition in 1983 to see at last what all the game's mutant monsters actually looked like (lovingly drawn by Larry Elmore at, in my opinion, his best).

Tuesday, June 18, 2024

Polyhedron: Issue #30

With issue #30 of Polyhedron (July 1986), we reach the final issue I ever owned or read. My subscription ended that summer and, with my final year of high school approaching, I was so preoccupied with other matters that I elected not to continue reading. To be fair, I let my subscription to Dragon lapse around the same time, but I'd still pick up stray copies of the magazine to keep abreast of the latest news about D&D and other RPGs. Consequently, this will be last post in which I do a recap of Polyhedron's contents. I'll do a summation of my feelings about the RPGA newszine next week before moving on to a new regular feature the following week.

As has often been the case, this month's cover is drawn by Roger Raupp. It depicts the six characters from Christopher S. Jones's "Nienna & Friends," the first installment in "The New Rogues Gallery," which is "a continuing feature ... through which members may share their most interesting characters and NPCs." In truth, this is just an outgrowth of the "Encounters" column that began all the way back in issue #8, which had already morphed into something akin to this. In any case, "Nienna & Friends" presents write-ups (including AD&D stats) for the half-Drow fighter/magic-user Nienna, her human cleric mother, Rhodara Larith, and their protector, the Grey Elf magic-user Zered Camaron. Zered's son, Elerion, along with Nienna's evil Drow father, Tray-Dor, and his drider companion, Day-Ron, complete the group. In general, I like articles like this, if only because they give me some sense of what happens in other people's campaigns. I know "let me tell you about my character" is supposed to be cringeworthy, but I genuinely do enjoy this sort of thing (and occasionally indulge in it myself).

"In Search of the 12th Level Mage" by Roger E. Moore is a good article on the much-vexed question of demographics in Dungeons & Dragons. Moore takes a look at the population information provided in the revised World of Greyhawk boxed set and plugs it into the information found in the AD&D Dungeon Masters Guide regarding the makeup of NPC adventuring parties to arrive at a possible answer. His conclusion is that high level characters of any class are quite rare, especially so for magic-users, who number only about 200 out of every 1000 people (who are themselves only one-tenth of every 10,000 people). Of those 200, only 1 is 8th-level, meaning that the mage of the title would be a special NPC created and placed by the referee. Of course, the question of how many NPCs have classes/levels is itself an interesting one without a definitive answer. Even so, speculations like this are fun and an important part of worldbuilding in my opinion.

Brian Leikam's "In Defense of the Lowly Fighter" is, as its title suggests, a look at the fighter class in Dungeons & Dragons and how to make it more appealing to players. I wrote a post about this article three and a half years ago, so I won't say much more here. However, I largely agree with Leikam that fighters should be more common and better appreciated in D&D, especially nowadays, where the human fighter has more or less become synonymous with "boring." 

"Ravager" is the first part of an AD&D adventure by Jeff Grubb. Though it doesn't mention it anywhere, I assume this was a RPGA tournament scenario at some point, since most of the adventures that appear in Polyhedron began life that way. Its premise is that a bandit-king, the eponymous Ravager, has arisen and, thanks to ancient magic, has made himself effectively immortal. The goal of the characters is to raid a tomb in the Grey Desert that might contain information on how to reverse this magic and render the Ravager mortal again. The tomb is small and filled with traps, tricks, and puzzles, in addition to monsters. I expect it would be a challenge to navigate it successfully. Included with the adventure are six pregenerated PCs whose names could well be Asterix characters: Necromantix, Logistix, Goldbrix, etc.

"The Treasure Chest" returns in limited form, offering just back issues of Polyhedron and four RPGA adventures written by Frank Mentzer, like To the Aid of Falx. There's also a similarly abbreviated "Fletcher's Corner" by Michael Przytarski, in which he muses about crossbreeds among the various D&D races, another much-vexed topic in gaming circles. Przytarski offers no new insights or answers here. Slightly more useful is Jeffrey A, Martin's "Beware the New Golems," which offers up four new golem types: copper, oak, brass, and shadow. The last one is notable, because it's a golem that can only be made by illusionists, something you don't see very often in AD&D, where the illusionist was, in my opinion, and underused and under-appreciated class.

Preston Shah's "Little Miss Sure Shot" was unexpected. It's not just a Boot Hill article, but a history lesson as well, providing historical details and game information on using Annie Oakley in your games. I like articles of this sort, but then I'm also a fan of historical gaming, so I'm probably not a good gauge of how well received articles like this would have been received. "New and Old" by James M. Ward is a one-page preview of some aspects of the upcoming new (third) edition of Gamma World. He also reiterates the oft-repeated promise that TSR planned to do a new edition of Metamorphosis Alpha to tie into it as well. That didn't happen, of course, but I don't doubt that it was planned. 

"Dispel Confusion" is reduced to one page and tackles only AD&D questions, nearly all of which are highly technical in nature. With hindsight, this is one of those aspects of the TSR era of D&D that seems baffling. At the time, though, a fair number of gamers, myself included, really did care about "official" answers to rules questions. Finally, there's Errol Farstad's review of Timemaster, which he thought had "potential to be very enjoyable," even though it still had a few "rough spots." That's a fair assessment, I think.

And that's all folks – the end of my re-reads of Polyhedron. Next week, as I stated at the beginning of this post, I'll share some final thoughts about the more than 20 issues I read during my time as a subscriber. There's frankly a lot to say on the subject and I think it's deserving of its own post.

Tuesday, June 11, 2024

Polyhedron: Issue #29

Issue #29 of Polyhedron is another April Fool's Day issue, though it actually appeared in May of 1986. The issue features a cover by Tom Wham, which is always a delight. I wish the same could be said of its content. I readily admit that I'm not an ideal audience for issues like this, but that's not because I lack a sense of humor. Rather, I simply dislike forced humor and this issue is full of it. Needless to say, I didn't enjoy re-reading this one. Apologies in advance if my frustration gets the better of me.

"Notes from HQ" is typically ephemeral and focused on RPGA matters. The only genuinely interesting thing in it is the announcement of the Gamers' Choice Awards. "Unlike other gaming industry awards, for which the winners are chosen by manufacturers and special panels, these awards are given to those companies whose products are judged the best by the most qualified judges of all – the gamers themselves." I must be old, because I don't recall ever hearing of these awards before. On the other hand, I was never much of a con goer, so that might explain my ignorance. 

Skip Williams gives us "The Lighter Side of Encounters II," a sequel to his article in the previous year's April Fool's Day issue. Like its predecessor, what makes the article interesting is not so much its content as the origin of the content, namely AD&D campaigns run by the Lake Geneva staff of TSR, in this case Williams himself and Frank Mentzer. Williams presents two different encounters, one involving a mad dash through a dungeon and another about trying to prevent a pit fiend from regenerating, that aren't exactly humorous in context, but that seem so when presented in isolation. They're the kinds of things that happen in any RPG campaign played with friends and I love them for that reason. This article is probably the best in the issue and it's because it's the most "serious."

"The Camel's Nose" by Mike Selinker is an AD&D adventure that takes up 16 pages – half of the issue. It's a humorous scenario for six pregenerated player characters, all of whom are valley elves with ridiculous names like "Tattieboggle Spauldrocky" or "Arglebargle Collieshangle." These characters are tasked with protecting a talking camel (a cleric of the Camel Lord, Camelopardus), on his journey across the Burning Desert to a shrine of his deity. He brings with him a sacred rock called the Camel's Nose and ... well, I think you can probably guess where this is going. The adventure is filled with puns and humorous allusions and general silliness, like the Camels Oasis shopping center. I'm sure someone might find it funny, but that someone is not me.

Selinker returns with "The Ecology of Tiamat," which is a rambling dialog between Feargall the All-Noxious and Greenhorn the dim as they "humorously" discuss Feargall's many encounters with Tiamat. It's strange, self-referential, and fourth wall-breaking and, again, I just found it tedious. Your mileage may vary. "Fractured Spells" by Rick Reid is a collection of goofy spells for all magic-using classes, from neutralize person to detect chum to continual lice and more. As you can see, they're all based on puns or misreadings of pre-existing spells. I'll give the author points for cleverness, but not much else.

"The Gods of the Gamma World Game" by James M. Ward is a very strange article. Ward presents five larger-than-life characters from the setting of Gamma World, each of which represents "a different ideal." For example, Ren – there's that name again – is the archetypal scientist, while Tobor the Unstoppable is the archetypal robot. If I squint, I can sort of see what Ward's getting at with these characters. They're more akin to "tall tales" like Paul Bunyan or Pecos Bill than "gods" in the usual sense. That's kind of interesting. However, Ward saddles them all with absurd Gamma World game stats akin to what you'd find in Deities & Demigods and serendipitously provide additional insight for my recent post about that very book and the drawbacks of its presentation.

The issue ends with Roger E. Moore's "Savage Sword of Lugnut the Barbarian," another "humorous" story, this time about a mighty-thewed barbarian and his quest to save a princess from Skuzzdrool the Ultra-Necromancer. It's not very funny, even as a parody of Conan, but's thankfully short, which is more than can be said of "The Camel's Nose." I still cannot understand why half the issue was devoted to that adventure ...

Oh well. One more issue to go before this series ends, which is probably for the best. My patience is wearing thin, especially after this issue.

Tuesday, May 21, 2024

Polyhedron: Issue #27

Issue #27 of Polyhedron (January 1986) features yet another cover by Roger Raupp, this time depicting a clan of dwarves. Raupp was a very prominent artist in the pages of both Polyhedron and Dragon during the second half of the 1980s – so prominent that, for me at least, his illustrations strongly define the look of that era. I also remember Raupp's work on many of the later Avalon Hill RuneQuest books, which, as I understand it, are very well regarded among Glorantha fans. 

Leaving aside the forgettable "Notes from HQ," the issue properly kicks off with "Dominion" by Jon Pickens, which introduces a new type of spell for use by AD&D magic-users. Unlike previous collections of new spells by Pickens, this one looks not to magic items for inspiration but rather psionics. All of the dominion spells concern "controlling the victim's voluntary muscles and sensory linkages." This is not mind control but rather bodily control of another being (with the senses being considered part of the body). It's an interesting approach and ultimately, I think, a better one than AD&D's psionics system, which, in addition to being mechanically dubious, didn't really mesh with the overall feel of the game.

"The Thorinson Clan" by Skip Olsen presents five dwarves, related by blood and marriage, from his Norse mythology-inspired AD&D campaign. These are the characters Roger Raupp portrayed on the cover. They're an interesting bunch and I must confess I appreciate the fact that Olsen's campaign is multi-generational, a style of play I think is under-appreciated (and one of the reasons I think so highly of Pendragon). Almost certainly coincidentally, this issue's installment of Errol Farstad's "The Critical Hit" offers a very positive review of Pendragon, which he calls "the stuff of which legends are made." Needless to say, I agree with his assessment.

Next up is "She-Rampage" by Susan Lawson and Tom Robertson, a scenario for use with Marvel Super Heroes. As you might guess based on its title, the scenario involved She-Hulk but also a number of other female Marvel characters, like Valkyrie, Spider-Woman, Thundra, and Tigra. There's also an original character, Lucky Penny, who's based on the Polyhedron's editor, Penny Petticord. The background to the adventure is rather convoluted and involves alternate Earths where one sex dominates the others. The male-dominated Earth, Machus, has learned of the existence of our Earth and sees the existence of super-powered women as a potential threat to be eliminated. This they attempt to do by traveling to our world and then – I am not making this up – releasing doctored photos and scurrilous stories in the pages of "a girlie magazine known as Pander." Naturally, the superheroines take exception to this and it's clobberin' time. I have no words.

Michael Przytarski's "Fletcher's Corner" looks at "problem players." More specifically, he's interested in two different types of players who can cause problems for the referee. The first is the "Sierra Club Player," who's memorized all the rulebooks and uses his knowledge to overcome every obstacle the referee sets before him. The second is the "Multi-Class Player," whose experience is so wide that he tells other players the best way to play their class. In each case, Pryztarski offers some advice on how best to handle these players. Like most articles of this sort, it's hard to judge how good his advice would have been at the time, because most of what he says is now commonsense and has been for a long time. 

"Alignment Theory" by Robert B. DesJardins is yet another attempt to make sense of AD&D's alignment. Like all such attempts, it's fine to the extent that you're willing to accept its premises. DesJardins argues that "law versus chaos" is a question of politics, while "good versus evil" is a question of heart (or morality). He makes this distinction in order to fight against the supposed notion that some players believe Lawful Good is more good than Chaotic Good – in short equating "law" with "good" and "chaos" with "evil." Was this a common belief then or now? I suppose it's possible players who entered the hobby through Dungeons & Dragons might have carried with them echoes of its threefold alignment system, but, even so, how common was it? I guess I long ago tired of alignment discussion, so it's difficult for me to care much about articles like this.

This month, "Dispel Confusion" focuses solely on rules and other questions about Star Frontiers, which surprised me. Meanwhile, "Gamma Mars: The Attack" by James M. Ward offers up a dozen new mutants to be used in conjunction with the "Gamma Mars" article from last issue. Most of these mutants are mutated Earth insects, but one represents the original Martian race, whose members have been lying beneath the planet's surface in wait for the right moment to strike against human colonists to the Red Planet. I find it notable that Ward was long interested in introducing extra-terrestrial beings into his post-apocalyptic settings, whether Gamma World or Metamorphosis Alpha. I wonder why it was an idea to which he returned so often?

As you can probably tell by this post, my enthusiasm for re-reading Polyhedron is waning. I'm very close to the end of the issues I owned in my youth, so I may simply be anticipating the conclusion of this series. On the other hand, I also think there's a certain tiredness to the newszine itself. The content has never been as uniformly good as that of Dragon and it's become even more variable as it has depended more and more on submissions by RPGA members, few of which are as polished or imaginative as those to be found elsewhere. The end result is a 'zine that's sometimes a bit of a chore to read, never mind comment about intelligently. 

Ah well. I'll soldier on.

Tuesday, May 14, 2024

Polyhedron: Issue #26

Issue #26 of Polyhedron (November 1985) is another one that I recall very vividly, almost entirely because of its Roger Raupp cover, depicting a reptilian alien superimposed over what looks to be photograph from one of the Viking landers sent to Mars in the mid-70s. The cover was inspired by Roger E. Moore's article, "Gamma Mars," on which I've briefly commented before. I have lots to say about it but will hold off on doing so until later in this post. 

"Notes from HQ" is, as usual, mostly filled with RPGA ephemera of minimal lasting value. There is, however, a brief section worthy of mention. The "City Project" announced in the previous issue is moving forward, though Penny Petticord asks RPGA members to "hold your actual submissions until specific procedures are announced next issue." Furthermore, she explains HQ "will be finalizing details with Gary Gygax" regarding the placement of the city within the World of Greyhawk setting. Of course, Gygax would depart TSR less than a year later and the City Project would, in turn, head in a different direction.

Next up is "Squeaky Wheels," a guest editorial by Frank Mentzer, in which he tackles criticisms of roleplaying games in the mass media. Mentzer isn't talking solely about the religiously-inflected Satanic Panic – though he does have rebuttals to offer on that score – but also to more general worries about RPGs, such as the suggestion that playing these games inclines one to suicide. I must admit that, despite having lived through these times, I encountered almost no resistance to my involvement in roleplaying. If anything, my parents and the parents of my friends were incredibly supportive of our hobby. Perhaps we were just lucky, I don't know. In any case, I'll never cease to be baffled when I come across articles like this one. They're yet more evidence that the past really is a foreign country.

"Con-Fusion" by Fas Eddie Carmien is a brief collection of thank yous to the volunteers at GenCon 18 – nothing special. "Where Chaos Reigns" by Sonny Scott is more amusing, being a fictionalized account of his time working telephone assistance on behalf of the RPGA at GenCon. Though hardly an article for the ages, it's fun and, as someone who's worked at a phone bank a few times over the course of my life, the inanity of the calls Scott recounts seems very true to life. Michael D. Selinker's "A View of GenCon 18 Game Fair from RPGA Network HQ" is a day-by-day recounting of the con from the perspective of someone involved in its operation. I've never been involved in running a con, so I found this article more interesting than I expected. It's helped by the fact that Selinker can spin a good yarn and has a decent sense of humor.

The third and final part of Frank Mentzer's AD&D tournament adventure, Needle, appears in this issue. Part I focused on the location of the titular obelisk, while Part II was about the process of retrieving it for transport it across the sea. Part III concerns what happens after it's been installed in the palace square of the king who wanted it in the first place. In case you're wondering: a magical door to the Moon opens in its base and the characters must journey through it to see its wonders. As premises for an adventure go, it's not a bad one and Mentzer does a solid job of presenting intriguing and challenging encounters. 

"Dispel Confusion" is short this month, tackling only AD&D and Gamma World questions, none of which are especially memorable. For me, what's most fascinating is how increasingly truncated this column has become. In early issues of Polyhedron, "Dispel Confusion" covered two or three pages and covered all of TSR's RPGs. As time went on, its page length shortened and its focus contracted, with only AD&D and Gamma World being consistently covered. The former is understandably, as it was always TSR's most popular and best selling game. Gamma World's continued presence strikes me as stranger, as I never got the impression it was very successful, despite its having no fewer than four editions during TSR's time. 

Speaking of Gamma World, we come at last to Roger E. Moore's "Gamma Mars," which, as its title suggests, presents information on the state of the planet Mars in the post-apocalyptic 25th century of the game. In this timeline, Mars was first visited by human beings in 2002, with a stable colony growing there over the course of the 21st century. By 2076, the colony became independent of Earth. The colonists would eventually discover evidence of alien habitation on the planet – the reptilian Luntarians – but these beings are not natives to Mars but visitors from another planet outside our solar system. A small number of Luntarians placed themselves into suspended animation in the past and were subsequently revived just in time for the Social Wars to engulf Earth and cut Mars off from the mother planet.

I was a big fan of the articles from Dragon that described the state of the Moon in Gamma World, so I was understandably excited to learn more about the wider solar system of the game's setting. As described by Moore, Mars has only been partially terraformed. Its atmosphere, for example, remains too thin for humans to breathe unaided. In addition, pure strain humans predominate, since Mars largely sat out the conflict that devastated Earth. The result is a very different take on Gamma World, one where rival cities jockey with one another for power and rumors of alien ruins and technology form the basis for adventure. At the time, I found it compelling stuff; even now, I think there's something remarkable about it.

Jon Pickens provides "Unofficial Illusionist Spells" that are actually fairly interesting, at least when compared to the cleric and magic-user spells from previous issues. I think that's because, in AD&D, there are comparatively few illusionist magic items and thus the spells here don't exist primarily to act as means of explaining how such items exist. Michael Przytarski's "Fletcher's Corner" also deals with magic, in this case magic items, which he first divides into the categories of "mundane, powerful, deadly, and ridiculous" with the goal of suggesting how common each type should be in a good campaign. He also addresses the question of "magic shops," something I get the impression was becoming increasingly common in mid-80s AD&D (based on how often it was criticized in official TSR publications). The issue ends with Errol Farstad's positive review of Twilight: 2000.

Twenty-six issues in, Polyhedron continues to lack a solid, consistent foundation on which to build. As I have repeatedly said in this series, you never know what to expect from an issue, with some having numerous useful and excellent articles and others ... less so. While I completely understand why this was the case, it's disappointing and played a big part in why I'd eventually let my subscription lapse, even as I continued to read Dragon for many more years to come.