![]() Cover of the first edition | |
Designers | James M. Ward, Slade Henson (2nd edition) |
---|---|
Publishers | (1st edition) TSR (2nd edition) TSR, (3rd edition) Fast Forward Entertainment, (4th edition) Mudpuppy Games, (1st edition rev) WardCo. (5th edition) Signal Fire Studios, (6th edition) WardCo. and Troll Lord Games |
Publication | 1976 (1st edition) 1994 (2nd edition) 2002 (3rd edition) 2006 (4th edition) 2007 (1st edition revised PDF) 2011 (1st Lulu reprinted of 1st edition revised)' 2016 (5th edition) 2016 (6th edition) |
Genres | Science fiction |
Systems | Custom (1st edition), Amazing Engine (2nd edition), 3d6 (3rd and 4th editions) |
Metamorphosis Alpha is one of the first science fiction role-playing games, [note 1] published in 1976. It was created by James M. Ward and originally produced by TSR, the publisher of Dungeons & Dragons .
The original edition is set on a generation spaceship, the starship Warden, which has been struck by an unknown cataclysmic event that killed many of the colonists and crew. The characters must survive their missions in the ship, which they believe to be a world. They no longer understand the technology around them, and they encounter numerous mutated creatures.
Players can portray a human, a mutated human, a mutated plant, or a mutated creature. Articles in Dragon expanded those options to include clones and robots as well as adding rules for cybernetics. Players have five characteristics: radiation resistance, mental resistance, dexterity, strength, and constitution. Humans have a sixth characteristic, leadership potential, while mutated humans and creatures add a random number of mutations, both physical and mental. Metamorphosis Alpha's combat rules resemble those in the original edition of Dungeons & Dragons (D&D).
Metamorphosis Alpha is the intellectual precursor to Gamma World (1978), also produced by TSR.
Though often credited as the first science-fiction RPG, it was beaten to press by Ken St. Andre's 1976 game Starfaring. [1]
Metamorphosis Alpha has an emphasis on super science and an element of science fantasy (as confirmed by the creator James M. Ward in 2006).[ citation needed ] Ward has stated that the game is not "hard sci-fi".[ citation needed ]
In 1980, TSR released AD&D module S3: Expedition to the Barrier Peaks . The module was based on the idea that a starship such as the Warden (though not the Warden itself, according to TSR founder Gary Gygax) becomes marooned in a D&D universe. In the module's foreword, Gygax writes that the module was written to introduce Metamorphosis Alpha to the wider D&D audience and to demonstrate how one might undertake science fiction/fantasy crossover.
James M. Ward, the game's author, stated that the original inspiration for the game was Brian Aldiss's science fiction novel Non-Stop (also known as Starship, 1958). In the British RPG magazine White Dwarf , issue 1, Ian Livingstone wrote a review of the game and published his own additional rules for playing Metamorphosis Alpha on Aldiss's ship. However, it is often suggested that the game was inspired by Robert A. Heinlein's 1941 novel Orphans of the Sky . [2] [3] James M. Ward has stated that he was not familiar with the 1973 Canadian TV series The Starlost , a show with a similar concept, and that Metamorphosis Alpha is not based upon that series. [4]
The rights to Metamorphosis Alpha were owned by James M. Ward. Ward also owned the rights to all Metamorphosis Alpha material previously published in Dragon. WardCo. (Ward's publishing business) was granted permission by Steve Jackson Games and by Judges Guild (the estate of Bob Bledsaw Sr.) to host and republish some material. In 2008, Ward requested via public forums that sites hosting unlicensed copies of his original rules and the material previously published in Dragon magazine remove them, as they were a breach of his copyright and directly competed with products that he is selling. All permissions to host the Metamorphosis Alpha rules and the Metamorphosis Alpha articles in Dragon magazine, other than those being sold on behalf of WardCo., at sites other than at the official homepage have been rescinded. [5]
In 2010, Signal Fire Studios acquired the rights to produce a new edition of the game based upon Hasbro's 4th edition D&D. [6]
In 2011, Ward announced that he had negotiated a deal to produce a graphic novel of Metamorphosis Alpha. [4]
On April 11, 2024, Christopher Clark announced that "all rights to James M. Ward’s Metamorphosis Alpha, the core rulebook and all its derivative works, including The Starship Warden, Dark Outpost and Dark Visitor, along with James M. Ward’s Tower of the Scarlett Wizard, and James M. Ward’s Monte Haul Dungeon Series (including Monty Haul’s Lesser Tower of Doom and Monty Haul’s Heavenly Haul) were purchased by Para Bellum Consulting." [7] This deal was made and finalized prior to the death of Jame's Ward in March 2024.
Metamorphosis Alpha was first published in 1976 by TSR. It was written by James M. Ward and illustrated by Dave Sutherland III. During its original release, there were no supporting accessories. However, a number of releases were eventually published later:
In 1981, Ward announced plans to rewrite the game as Metamorphosis Alpha to Omega, a supplement for the 1st edition Gamma World rules. [14] The Gamma World supplement was never completed, but in 1994, TSR used the title Metamorphosis Alpha to Omega for an Amazing Engine supplement ( ISBN 1-56076-851-7) written by Slade Henson.
Ward's company, Fast Forward Entertainment, published a new version of the game, entitled Metamorphosis Alpha: 25th Anniversary Edition. It was designed by Ward himself.
Metamorphosis Alpha 4th Edition [16] was released by Mudpuppy Games ( ISBN 0-9763601-2-8). This edition contained original material by Ward and additional new material and photography by Craig J. Brain. The book cover and interior illustrations were painted and drawn by Jim Holloway with most of the cartography by Ryan Wolfe. [17]
Metamorphosis Alpha 5th Edition was released by Signal Fire Studios ( ISBN 978-0-9894107-0-0). This edition includes material by Ward and Jamie Chambers and uses the System 26 rules set. [20]
In 2021, WardCo and Troll Lord Games released The Starship Warden using the Amazing Adventures/SIEGE engine. It included a 656 page book, fully detailing the default setting of Metamorphosis Alpha and was accompanied by a number of supporting materials and was written by James M. Ward and fellow TSR alumnus Chris Clark. [23]
In Issue 10 of The Space Gamer , Robert R. Taylor concluded that "The game is definitely first rate and quite excellent. MA is highly recommended to someone interested in buying their first role-playing game since the rules are rich with guidelines to help the player in constructing his own ship." [24]
Writing in The Playboy Winner's Guide to Board Games , John Jackson found this game almost identical in scope and mechanics to another TSR science fiction game, Gamma World , sharing "a cast of mutated humans, animals and plants and the twin hazards of poison and radiation." Jackson recommended Gamma World over Metamorphosis Alpha based on better organization of material and a more interesting map. [25]
In the inaugural issue of Ares , game designer Eric Goldberg thought the game too limited in scope, saying, "Metamorphosis: Alpha is Dungeons and Dragons in space. Regrettably, one can only stretch a great idea so far; this offering is far too contrived to gain acceptance in the minds of most players." Goldberg concluded by giving the game a very poor rating of only 3 out of 9. [26]
In the 1980 book The Complete Book of Wargames , game designer Jon Freeman commented, "James Ward's Metamorphosis Alpha is an attempt ... by the people who brought you Dungeons & Dragons, and predictably, it shares many of the parent game's flaws. The rules are better constructed but the game takes itself too seriously." Freeman gave this game an Overall Evaluation of "Fair", concluding, "The game is Dungeons & Dragons in disguise; it could as easily been called Missiles & Mutants. As an honest fantasy, it would be no worse than most. As 'science fiction', it comes out looking like Gorgo Meets Star Wars." [27]
In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan called this " Dungeons & Dragons in space ... Exploring the labyrinths of the spacecraft is not unlike roaming a cavern network or other dungeonlike enclosure." Swan concluded by giving the game a rating of 2.5 out of 4, suggesting the old game's true value was as a collector's item. [28]
David M. Ewalt, in his book Of Dice and Men, commented that Metamorphosis Alpha was "notable as the first role-playing game with a science-fiction setting. The game takes place on the starship Warden, a vast spaceship built by the player characters' ancestors; in the aftermath of some unknown disaster, their progeny survive on the ship but don't understand its technology and must fight mutated creatures to ensure their survival." [note 1] [29]
Metamorphosis Alpha was chosen for inclusion in the 2007 book Hobby Games: The 100 Best . Game designer Gary Gygax explained: "Metamorphosis Alpha is a game that breaks the typical level-progression reward mold but nevertheless offers a rich, if sometimes difficult to gain, array of player rewards — from the knowledge of the environment to beneficial character mutations, learned skills to the acquisition of tech items and other equipment. Furthermore it blends fantasy with weird and super science in a unique manner that is captivating to players with imaginations suited to such a startling mixture. Metamorphosis Alpha — in any edition — stimulates the imagination, encourages keen thinking, and breaks the mold of typical fantasy and science fiction roleplaying games. If that doesn't make it one of the best hobby games ever, I don't know what would." [30]
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath questioned whether this game was truly science fiction, or was simply another fantasy RPG, pointing out that the setting is simply a large self-contained 17-level dungeon where "Players are left to explore the ship, hex by hex in the 'wilderness' or square by square in the dungeons of the engineering sectors, all for material rewards ... These sort of expeditions are the core of the D&D experience and that seems so closely tied to fantasy, for me, that even the presence of laser guns and mutants can't dissuade the association." [31]
In 2004 a mold was created for a never produced Metamorphosis Alpha coin game. The mold consisted of 10 coins which would have variations in white, yellow, blue, green, and red. The mold was sold to a private collector via ebay in May 2022.
A number of books have been released, detailing further adventures aboard the Starship Warden.
Gamma World is a post-apocalyptic science fantasy role-playing game in which player characters explore Earth centuries after the collapse of civilization, searching for artifacts from the time before "The Great Upheaval". The game was originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrows heavily from Ward's earlier role-playing game, Metamorphosis Alpha.
Ernest Gary Gygax was an American game designer and author best known for co-creating the pioneering tabletop role-playing game Dungeons & Dragons (D&D) with Dave Arneson.
Star Frontiers is a science fiction role-playing game produced by TSR from 1982 to 1985. The game offers a space opera action-adventure setting.
Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game. Although not the first campaign world developed for Dungeons & Dragons—Dave Arneson's Blackmoor campaign predated it by about a year—the world of Greyhawk closely identified with early development of the game beginning in 1972, and after being published it remained associated with Dungeons & Dragons publications until 2008. The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it was rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000 to 2008.
TSR, Inc. was an American game publishing company, best known as the original publisher of Dungeons & Dragons (D&D). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had been unable to find a publisher for D&D, a new type of game he and Dave Arneson were co-developing, so he founded the new company with Kaye to self-publish their products. Needing financing to bring their new game to market, Gygax and Kaye brought in Brian Blume in December as an equal partner. Dungeons & Dragons is generally considered the first tabletop role-playing game (TTRPG), and established the genre. When Kaye died suddenly in 1975, the Tactical Studies Rules partnership restructured into TSR Hobbies, Inc. and accepted investment from Blume's father Melvin. With the popular D&D as its main product, TSR Hobbies became a major force in the games industry by the late 1970s. Melvin Blume eventually transferred his shares to his other son Kevin, making the two Blume brothers the largest shareholders in TSR Hobbies.
David Lance Arneson was an American game designer best known for co-developing the first published role-playing game (RPG), Dungeons & Dragons, with Gary Gygax, in the early 1970s. Arneson's early work was fundamental to the role-playing game (RPG) genre, pioneering devices now considered to be archetypical, such as cooperative play to develop a storyline instead of individual competitive play to "win" and adventuring in dungeon, town, and wilderness settings as presented by a neutral judge who doubles as the voice and consciousness of all characters aside from the player characters.
Blackmoor is a fantasy role-playing game campaign setting generally associated with the game Dungeons & Dragons. It originated in the early 1970s as the personal setting of Dave Arneson, the co-creator of Dungeons & Dragons, as an early testing ground for what would become D&D.
A gelatinous cube is a fictional monster from the Dungeons & Dragons fantasy role-playing game. It is described as a ten-foot cube of transparent gelatinous ooze, which is able to absorb and digest organic matter.
A campaign setting is a setting for a tabletop role-playing game or wargame campaign. Most campaign settings are fictional worlds; however, some are historical or contemporary real-world locations. A campaign is a series of individual adventures, and a campaign setting is the world in which such adventures and campaigns take place. A campaign setting is typically designed for a specific game or a specific genre of game, though some come from existing media. There are numerous campaign settings available for purchase both in print and online. In addition, many game masters create their own, which are often called "homebrew" settings.
Expedition to the Barrier Peaks is a 1980 adventure module for the Advanced Dungeons & Dragons role-playing game written by Gary Gygax. While Dungeons & Dragons (D&D) is typically a fantasy game, the adventure includes elements of science fiction, and thus belongs to the science fantasy genre. It takes place on a downed spaceship; the ship's crew has died of an unspecified disease, but functioning robots and strange creatures still inhabit the ship. The player characters fight monsters and robots, and gather the futuristic weapons and colored access cards that are necessary for advancing the story.
Trolls are fictional monsters in the Dungeons & Dragons roleplaying game.
Mordenkainen is a fictional wizard from the World of Greyhawk campaign setting for the Dungeons & Dragons roleplaying game. He was created by Gary Gygax as a player character, only months after the start of Gygax's Greyhawk campaign and is therefore one of the oldest characters continuously associated with Dungeons & Dragons.
Jacob Franklin Mentzer III is an American fantasy author and game designer who worked on early materials for the Dungeons & Dragons (D&D) fantasy role-playing game. He was an employee of TSR, Inc. from 1980 to 1986, spending part of that time as creative advisor to the chairman of the board, Gary Gygax. He also founded the Role-Playing Games Association (RPGA) during his time with TSR.
The Lost Caverns of Tsojcanth is an adventure module for the Dungeons & Dragons fantasy role-playing game. It was written by Gary Gygax and published by TSR in 1982 for the first edition Advanced Dungeons & Dragons (AD&D) rules. The 64-page adventure bears the code "S4" and is set in the Greyhawk campaign setting. It is divided into two parts, a 32-page adventure, and a 32-page booklet of monsters and magic items. The plot involves the player characters investigating rumors of lost treasure. After traversing a wilderness and two levels of dungeons, the players face Drelnza, the vampiric daughter of long-deceased archmage Iggwilv.
James Michael Ward III was an American game designer and fantasy author who worked for TSR, Inc. for more than 20 years, most notably on the role-playing game Dungeons & Dragons. He wrote various books relating to Dungeons & Dragons, including guidebooks such as Deities & Demigods, and novels including Pool of Radiance, based on the computer game of the same name.
Robert J. Kuntz is a game designer and author of role-playing game publications. He is best known for his contributions to various Dungeons & Dragons-related materials.
Starfaring was the first science fiction role-playing game (RPG) published, released by Flying Buffalo in August 1976. Although it was the first to market, it didn't attract an audience, and was soon superseded by the much more popular Traveller published the following year.
Swords & Spells is a supplementary rulebook by Gary Gygax for the original edition of the Dungeons & Dragons fantasy role-playing game. Its product designation is TSR 2007.
Timothy James Kask is an American editor and writer in the role-playing game industry. Kask became interested in board games in his childhood, and later turned to miniatures wargames. While attending university after a stint in the US Navy, he was part of a group that playtested an early version of the new role-playing game Dungeons & Dragons (D&D) for game co-designer Gary Gygax. Gygax hired him as the first employee of TSR, Inc. in 1975. After editing some of TSR's early D&D publications, Kask became editor of The Strategic Review, which later became The Dragon, and then Dragon Magazine.
Gary Con is a gaming convention held in Lake Geneva, Wisconsin every year to celebrate the life and works of Gary Gygax, co-creator of Dungeons & Dragons and commonly considered the father of role playing games. Gygax was raised in Lake Geneva, where the company he later founded TSR, Inc. created and produced the Dungeons & Dragons game for 25 years.