I am scoping out the amount of work it would take to port James M. Ward's 32-page 1976 RPG, Metamorphosis Alpha to Fantasy Grounds.
Would this be big job?
Thanks,
Craig J. Brain
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I am scoping out the amount of work it would take to port James M. Ward's 32-page 1976 RPG, Metamorphosis Alpha to Fantasy Grounds.
Would this be big job?
Thanks,
Craig J. Brain
Not being overly familiar with the RPG, it is hard to say. The number of pages is a clue, but not always definitive ;o)
BTW, a very warm welcome to these forums - please let us us know if we can help at all.
Stuart
Thanks for the welcome :)
Metamorphosis Alpha 1st edition (MA1e) has a level of complexity nearly on a par with Basic D&D.
Metamorphosis Alpha 1st Edition looks like it might be a slightly tricky conversion to FGII. It doesn't have classes as such. You can be either a mutant or a human (unless you play a robot, using the rules from Dragon Magazine). Mutants and Humans have their own character sheets (Human & Mutant sheets).
Is there a way FGII can handle two or more types of character sheets for different "classes"?
How would FGII handle the effects of mutations in MA1e? I imagine that it would be a lot like spells.
Thanks!
Craig J. Brain
I imagine that this isn't that hard a task for somebody familiar with this system. If there is somewhere here I can post a "Help Wanted - Will Pay" notice?
Thanks very much,
Craig J. Brain
You might want to take a look at the Labyrinth Lord ruleset: it adapts the character sheet to reflect the class (LL is a BECM D&D look-alike). Similarly (but a bit more complex) the WoD ruleset uses different character sheets for vampires, werewolves etc.
These rulesets (which are free) can be found on the FG Wiki, here.
Stuart
Thanks Stuart!
I just checked that out :) I am very familiar with LL and am a fan. The LL rules are a lot more detailed that in MA1e, so I live in hope :)
I would be keen to make a MA1e ruleset, and market it here, as C&C has done. Unfortunately, I am no programmer (I can do a little, but not well enough for a project like this!) I think I need to find some professional help to get the rules and the look of the tabletop right. I am open to suggestions on this.
Your response sounds like it could handle more than 1 type of character sheet. That's great!
Thanks,
Craig J. Brain
Te advantage of Fantasy Grounds II over all other VTT platforms that I've seen is that you can honestly make it do almost anything because its built around the LUA scripting Engine. Instead of being 'Is this possible?' it becomes, 'What is the level of effort to do this?'
As to marketing the system, PM ddavison and he can help with that aspect. Although if you don't have the rights to the system, that permission has to be secured first.
Jim Ward owns the rights. Jim Ward and I are working together on Metamorphosis Alpha, so rights are not a problem.
I have PM'd ddavidson, and will keep my fingers crossed :)
Thanks!
Craig J. Brain
For some reason Metamorphisis Alpha rings a bell, but I'm pretty sure I never played it. Went and looked it up on wiki and remembered. A friend of mine when I was a kid mentioned that he had heard of a sci game on a spaceship, but couldn't recall the name :b
We ended up playing Star Frontiers instead (cause I found that one), but I might have to snag this and take a peek now.
Yep,
I remember Star Frontiers very well :) Metamorphosis Alpha is an old game, but it is still around. Being able to port it to a virtual tabletop would be a wonderful facility for our players :)
Craig J. Brain
I hope you enjoy what you find :) Obviously I love the game, but I am biased :)Quote:
Originally Posted by mr_h
Craig J. Brain
Hi All!
Now for a different question. I have an adventure module all set to go (got a few actually). I have artwork in the pipeline and once it arrives, I will be ready to assign an ISBN and print it. How difficult is it to convert such a module to FGII?
It has text boxes for what the players see, it has all kinds of extra info for the characters to find. It's a single story building with about 15 or so rooms and a dozen robots and mutants for the characters to encounter.
If you have a copy of the Full licence, you should find it quite straightforward. Start a new campaign using your ruleset, and add the story entries, maps, images, and NPCs, then use the /export command to create a module using that material.
For some more complex stuff, you may need to get your hands dirty in the exported XML after the event, but it doesn't sound like that applies to your project.
Of course, you need a ruleset first...
Foen
Been talking to Doug Davidson about that :)Quote:
Originally Posted by Foen
Thanks for the explanation.
Craig J. Brain
Well, it looks like we are on! I am one very happy camper and have created a topic on our forums to discuss this. Please click on the link in my signature and join our forums for access. Happy to also talk here.
Hi Doug!
Any news on this project?
Craig J. Brain
Well,
It's been five years, so it's no scoop that we didn't get this off the ground. Just couldn't get the interest at the time. Still, that's a fair time ago and a lot has changed. We've had Goodman Games on the scene now, with the release of the massive kickstarter for a large print hardcover of the book with new content. About a dozen or so modules and expansions and now we have the possibility of an Epsilon City boxed set (https://www.kickstarter.com/projects...a-epsilon-city)!
For those of you interested, please feel free to join in discussion and see if we can build interest in getting Metamorphosis Alpha onto Fantasy Grounds here: https://www.facebook.com/groups/MetamorphosisAlphaRPG/. With some of the talented artists and writers that Goodman Games have provided, and Jim Ward's classic, simple rules, this could be great if we can pull it off.
As an Australian gamer, I would love nothing more than to be able to play a game of Metamorphosis Alpha with friends in Perth, Adelaide and Jim Ward in the US all in the same session. I could see that happening with Fantasy Grounds II.
Regards,
Craig J. Brain
WardCo.
Awesome, I would love to see this on Fantasy Grounds!
Goodman Games have been pretty muted/low-key about Dungeon Crawl Classics. leozelig has done a very fine job with his community DCC ruleset but had a dissapointing reposne from GG from what I understand...
I have news for you. I already have plans to make this my next ruleset.
Unlike others that may have failed you. I won't. I didn't drop the ball with the AD&D ruleset. I won't fail here. In fact, as the rules of MA are simpler, it should be a much easier project compared to what I had to do for AD&D.
I just need to decide whether it should be layered on C&C like I did with AD&D, on 3.5, or possibly it could be just an extension to my existing ruleset that reskins and moves some stuff around. Need to study the MA rules a bit more and then consider the options.
32 pages plus the errata that was in dragon. I can help with some data entry. One Goodman Games release has all the errata & supplemental magazine articles. Tghey are still doing stuff for the old 1st edition version and have the current rights.
Mutations would be done as Spells, but with less detail.
Have you looked at modifying More Core?
I will be able to do the ruleset. I don't know about any of the manuals. James Ward might be cool about it, don't know, but he has always seemed cool, but Goodman Games might have a say in that and from what people tell me, they aren't.
Hi All!
I've been off the forums for a while and just came back, with the release of FG II for OS X.
I worked with Jim Ward to bring MA1e back to print on Lulu and via DriveThru, and to publish the first official adventure module for the game. I know Jim still owns all the rights to the 32 page book, and wrote to Jim to see if he'd be interested in seeing this happen. I also raised the prospect of seeing if Mr Goodman of Goodman Games might be interested in doing this for his company's MA products.
It costs nothing to ask.
Regards,
Craig J. Brain
Hi Craig - what are the core game mechanics/rolls?
Hi Damned,
The base mechanic is 3d6. Abilities are rolled using 3d6, combat is run using 3d6 on a matrix of Weapon Class vs Armor Class, and ability checks are done against the relevant matrix using 3d6.
Damned,
The game relies on a lot of tables, including some special tables for individual weapons. Some weapons do less or more damage because of the size of the target as well.
I suspect Damned asked that as a little bit of a leading question. Instead of making a ruleset, have you considered using MoreCore? You could then make content/modules for all the lookup tables and even a graphical theme.
LordEntrails,
I'll take a look at MoreCore. I had not considered it at all.
Thanks,
Craig
I would be willing to pay $20 for a quality MA1e ruleset for FGII. Played MA1e off and on for decades. Been a Gm/Dm of D&D since 1974 or 1975 (That is why I am called Old-Dm). I can't code, but I can covet someone else's hard work and then purchase the fruits of that labor.
Good Luck and keep us informed.
Old-DM,
I am in a similar situation to yours. I have a full time job and two part-time jobs. I love to play RPGs, but don't have the time to learn to code and then convert a rules set to FG II. Even when I have tried to ask how much such a project might cost, so I could gather my funds to arrange it, I got responses that I should just program it myself. Much as I love FG II, it looks like I will have little use for it in the end.
Craig J. Brain
Hi All!
I am getting back into using FGU, and will have the updated software installed shortly. I will then start looking at this again :)
Craig J. Brain
I just thumbed thru MA 1.1 and it is one hot mess!
An awesome game, but so many ideas just not well suited to translating into FGU. Protein disruptors for one, as previously mentioned.
I've been rewriting some of the rules to keep the spirit of the game, but make them usable on the platform.
Sorry. I meant in its layout etc compared to more recent games. You should definitely engage with Bayne7400 and see where that leads you.
I'll do that! Thanks for the suggestion!
Thread-Necro. Two Things.
First, I am curious as to where this project is and would welcome any updates from those involved.
Second, I wanted to share with everyone that I am working on a version of 1st Edition Metamorphosis Alpha (1976) to use with the Core Ruleset for Fantasy Grounds Unit. My point of reference is the Goodman Games pdf that came with the Metamorphosis Alpha Bundle of Holding. It only included Chapter 2 of the new book, which is the original Text and 2 page errata of the 1st edition of Metamorphosis Alpha. Core is fairly bare bones so there isn't really much automation. Nevertheless, the charts are there for everyone to reference. Here is the progress so far:
1. Rulebook (Complete - except adding Art Section). Full text of the 1st Edition of Metamorphosis Alpha (1976) is added to the Story Tab. The Table of Contents has full links for each entry to other Story Tab entries. I used those as Titles for the Story Tab Entries.
2. Errata. (Complete) All Errata is incorporated into their respective sections.
3. NPCs. (Incomplete). All Mutated Animals are incorporated into the NPC Tab. Entries include the following:
a. Picture Tab: AI art piece and token for each creature.
b. Notes Tab: Original write of the creature from the rulebook. A short stat line which incorporates the number appearing, armor class, hit die and movement from the rulebook along with Hit Points (Average of the Hit Die), Attacks and Damage, Special or Mutations, and Abilities. Note that the original book did not have any abilities pre-configured for these creatures and suggests rolling Dexterity in the encounter to determine initiative, so I leave them as 3d6. Here is the example state-line for a Bearoid.
Bearoid: HD:9; HP: 32; AC:5; MV:7; #AP:1; Long Bow (WC1) 2d6; Long Bow Damage 1d8; Club (WC3) d20; Club Damage 1d8; Special: teleportation, precognition, telepathy, and mental control, manipulative paws, near-sighted; DEX 3d6, MR 3d6, RR 3d6,
c. Main Tab. I have adjusted the Size and Reach, and under the "Senses" section, I add the full stat-line for quick reference. Under the "Rolls" section I added the various dice rolls. The Roll Section looks like this for the Bearoid:
HD 9d6, Club (WC3) Long Bow 2d6; Arrow Damage 1d8; Club (WC3) d20; Club Damage 1d8+2, DEX 3d6; MR 3d6; RR 3d6; CON 3d6.
This allows for the referee to make a roll and it shows up as that particular item in the Chat window. Note, I included the alternate 2d6 for Bows and d20 for everything else. I used typically the highest damage as the entry would be too large for adding damage by type (Mutated Humanoid, Mutated Creature or True Human).
Still finalizing the entries, but very usable at this point.
4. Robots (Complete). I added full NPC entries for each Robot type and the Android, with stat-lines, AI Art and Tokens, and the Story Section is complete as well.
5. Tables (Incomplete). Under the "Tables" Tab, I should have all the tables complete. There may be a few outliers, but I have the following entries completed: Generational Mutations, Types of Generational mutations, Physical Mutations Table, Shapechange or Subclass, Genius: Type; Mental Mutation Table, Monster & Treasure Encounters; Monster (Mutation) Pursuit; Technological Items; Solar Cells (1d10); Chemical Cells (1d10); Hydrogen Energy Cells (1d10); Mutated Items; Loyalty Morale Chart; Morale Checks; Wandering Monsters (Forested Area); Wandering Monsters (Non-Forested Area); Wandering Monsters Appearance Distance; Encounter Table (City); Encounter Table (Grasslands); Encounter Table (Forest); Encounter Table (Swamps); Encounter Table (Forest); Encounter Table (Mountains); Surprise Roll; Pursuit Roll.
Regarding the Encounters table, I have a each of the encounters linked to its respective NPC Entry, but need to updates this to an encounter entry so that the Referee can adjust quickly how many appear.
6. Vehicles (Incomplete): I have added two vehicles - the Anti-Grav Sled and the Anti-Grav Sled (Passenger) with stats and AI art and Tokens.
7. Items (Incomplete): This is one of the next steps. As Metamorphosis Alpha did not come with an equipment list that you would see today. The items are spread out and it was expected the referee might just give items. Nevertheless they talk about currency called "Domars." So I have all the equipment from the book (Weapons, armors, etc) organized by type, domar cost, weapon or armor class, but need to add those in as individual Items entries so the PC or Referee can drag and drop them or put them in parcels. Techological Items (from the Table) and Mutate Items (from the Table): I need to add all those as Items to drop/drag into PC or Party Sheet's Inventory with descriptions, then add them items to their respective tables. Another note regarding Items, is that I am putting in descriptions as a 1st century BC person would describe them. For high tech items, I have it as unidentified and have a chat box of the description to share as a guide or put in the chat window to describe the item to the players. Less work for the Referee to try to come up with how to describe a Sonic Metal Disruptor without completely giving it away.
8. Images (Incomplete): As I said above I have AI art and Tokens for all the creatures and robots. I have the pictures copied from the 1st edition of the Rulebook, but need to add them to their respective story sections.
9. House Rules and Clarifications (Incomplete): I have story sections added for the following -
a. Combat Sequence (Clarification)- this is taken from the book, some from the referee screen and my own clarifications. It has the steps and the links to appropriate tables and charts
b. Critical Hits and Fumbles (House Rule): Two Critical Hit Charts of my own making. One is damage focused, the other event focused. The fumble is chart is fumble chart of my own making
c. Death & Dying (House Rule): Incomplete
d. Encounter Sequence (Clarification): This clarifies the 4 steps for dealing with Wandering Creatures (Wandering Creature, Surprise, Mutant Reaction, Pursuit) with all linked tables and charts.
e. Gear, Money & Equipment (Clarification and House Rules): This write up with domar cost I talk about in 8. I have to add some information on High Tech weapons for clarification.
f. High-Tech Weapons System Combat (Clarification and House Rules): This includes clarification and steps for combat for Laser Pistol or Rifle, Protein and Sonic Disruptors, Gas and Slug Ejectors)
g. List of Metamorphosis Alpha articles. It is just that list, with Article Title, Author, Issue and Page, incase someone wants to find more info on MA.
h. Morale Check (House Rule). MA talks about Morale Checks, but doesn't describe it. This is my own take but it is similar to the morale checks of the time.
i. Movement Expanded (Clarification and House Rule): Incomplete. This gives information on the combat turn speed of Robots and vehicles, based on how to calculate it in the rulebook.
j. NPC Stats, Hit Points & Abilities (Clarification): Incomplete. I describe in detail the State Line for NPCs and provide average hit points for each hit die up to 10d6 and share that the average 3d6 roll is an 11, which can be applied potentially the referee for any stat.
k. Savings Throws (House Rules): I provide an explanation and house rules for Mental Savings Throws and Poison Savings Throws.
l. Starship Warden and Castle Zagyg/Castle Greyhawk (House Rule and Clarification): Incomplete. This is discussing the link between the two and where to place it on the Warden. Moving PCs between those worlds.
m. Strength Chart (Clarification): This provides and expanded strength chart based off the rules From Strength 3 to Strength 24, showing the Damage Adjustment.
Realize that I am doing this for own personal campaign because my group and I wanted to run 1st edition Metamorphosis Alpha. So far, I have run 3 sessions. One with just one player with 2 mutants using the adventure "Captains Table" and 2 more sessions, this time with 3 players, each with two characters. For the larger group I am using the adventure "Death Ziggurat." I am more than happy to discuss this further if anyone is interested. And would welcome information regarding who owns the IP now that James Ward has passed.
Thanks for reading and happy gaming. God bless!
I did see that Catalyst Game Labs announced they are doing a 50th Anniversary version of Metamorphosis Alpha. Here is the link:
50th Anniversary of Metamorphosis Alpha
If anyone knows anything about please post. Thanks!
Great idea, a module for it would arouse intresting in people playing.