| Post/Author/DateTime | Post |
|---|---|
| #1asmodeusloreSep 13, 2010 7:43:38 | Gamma World Excerpts What is a Gamma World Game? Heroes armed with mutant powers and advanced technology fight to survive! Talk about this Preview here. ![]() |
| #2ADHadhSep 13, 2010 9:20:11 | The card mechanic is weird. |
| #3rampantSep 13, 2010 9:54:20 | Awww don't hurt the cute bat-gerbil thing. |
| #4AustinwulfSep 13, 2010 11:26:38 | I'm bit saddened by that picture. When i saw just the head of it, I thought we were getting a wonderful "bugbear" pun monster. My heart is broken; I may never love again. |
| #5battles14Sep 13, 2010 12:57:32 | Does anyone want to start an actual conversation about this game? Because I'm really stoked about it. Monday's going to be my favorite day of the week for a while. |
| #6JokkeSep 13, 2010 13:49:01 | Hmm, didn't know the game back when, and never been much for rpgs set in the future, but that... What did rampant call it? Cute bat-gerbil thing might just have managed to spiked my interest. Looking forward to the next updates about this World of Gamma. |
| #7microblessSep 13, 2010 14:05:52 | Does anyone want to start an actual conversation about this game? Because I'm really stoked about it. Monday's going to be my favorite day of the week for a while. If and when I get time, I'm down to talk about this game. I've been in a few sessions, and have just started running my own. I LOVE playing this game. ![]() |
| #8FlashbackJonSep 13, 2010 14:18:45 | Does anyone want to start an actual conversation about this game? Because I'm really stoked about it. Monday's going to be my favorite day of the week for a while. I would literally kill for a conversation about Gamma World in which no one mentions how much they like or dislike the addition of CCG to their RPG. So. How about that setting? Is the multidimensional fusion going to be the Meriga of earlier editions? Does the boxed set include much setting info and flavor? |
| #9pricklySep 13, 2010 14:56:28 | I really like the whole dimensional instability they've put in. Reminds me of rifts, without the terrible rules. I can't wait to have a bunch mutants team up with the Doctor to stop the next robot samurai/Dalek war from spreading into the fey lands. |
| #10battles14Sep 13, 2010 15:08:31 | For the record, I'm positive about the CCG element. At any rate, I think it's being implemented responsibly. As in, I don't expect Gamma World to become an arms race the way MtG has. I've mentioned this on another thread, but part of why I'm drawn so much to GW has to do with why I was drawn so much to d20 Modern once upon a time. As much as I love D&D, the one drawback is that the large community constantly creates squeaky wheels that need to get greased. So we have errata, and now Essentials, and it has the tendency to make things somewhat muddled. By contrast, GW seems like it's going to be much more insulated. The expansions are going to be fewer and farther between, so there will be less conflicts and more time for WotC to playtest new cards before they come out. I also expect the adopt rate to be lower, which means less complaining on the boards, which means less need for constant errata and updates (if they're necessary at all). So, long story short, it's a lot of stuff I like about D&D, minus some of the things I don't like. And...you know...lasers. |
| #11FlashbackJonSep 13, 2010 15:12:27 | I don't mind discussion about the addition of cards. I just wish I could have a single thread about GW that didn't become an argument about the perceived merits or drawbacks to including them. In that vein, who is going to be DMing for their group? How do you plan on launching your campaign? |
| #12dulsiSep 13, 2010 16:16:19 | I would literally kill for a conversation about Gamma World in which no one mentions how much they like or dislike the addition of CCG to their RPG. I don't think we know a lot to have other discussions. The Gamma World group does have some thread that haven't harped on the cards. Is this the Mergia of earlier editions? It doesn't feel that way to me from what I've read. Everyone knows that nuclear war should it occur will destroy the world. GW was about that occuring despite that knowledge. People who doomed themselves despite knowing better. The new setting seems to be have people who inadvertantly destroyed world. It is missing the tragic aspect from the earlier editions. I don't expect much setting info and flavor since they don't do much in D&D. They might do more in the expansions since they seem to have big booklets. EDIT: I just read the article. This entire article is about the cards. Of course people are going to talk about the cards this time. |
| #13excalainenSep 13, 2010 17:28:37 | I am probably not buying the game. It seems too much like a wacky combat game where the characters are mutant-nazi-robot-ninjas. I would have wanted a gritty Fallout-type world with a deadly and more simulationist combat system (hit location tables, real critical injuries, etc.) |
| #14grehnheweSep 13, 2010 18:31:55 |
I know I would very much like to get some insights or have a discussion with someone who has actually played/is running a GW game. I have not played a non-fantasy rpg since 4e came out, and I anxious to start up a GW campaign. I am anxious to find out what I can about the mechanics/feel of the game so I can ascertain what type of story and background will be a good fit for GW. |
| #15grehnheweSep 13, 2010 18:41:32 | I don't mind discussion about the addition of cards. I just wish I could have a single thread about GW that didn't become an argument about the perceived merits or drawbacks to including them. Ditto. I am waiting to get some more information before I decide what type of GW campaign to run. I can definetely cite some things that I would be interested in drawing from. Thundarr the Barbarian, Wizards by Ralph Bakshi, The Dorian Hawkmoon series by Michael Moorcock, The Dark Tower, The Genesis of Shanarra series by Terry Brooks etc. etc. |
| #16WollstonecraftSep 13, 2010 18:47:46 | For some reason this game seems to call to me. I have no previous experience with the setting, but I'm really jazzed to get this and give it a whirl. Now while I'm enthusiastic about it, I do have a few questions. Mostly revolving around the cards. So the booster packs that are coming out contain 8 cards each with their being 120 different cards in the complete set. Will the duplicate cards I will receive be useful in the game or simply redundant? That may well be a crass and naive question, but I have no experience with CCG's. None of my reservations have prevented me from pre-ordering it of course. : ) |
| #17Tony_VargasSep 13, 2010 20:00:44 | Will the duplicate cards I will receive be useful in the game or simply redundant? You can have a maximum of two of a given card in a player deck, so any duplicates after the first will be entirely redundant. Assuming the boosters are half-and-half mutation (alpha) and tech (omega) cards with no duplicates, two booster packs give you a legal alpha and omega player deck. Said decks are optional, in theory, though required for Game Day. am waiting to get some more information before I decide what type of GW campaign to run. I can definetely cite some things that I would be interested in drawing from. Thundarr the Barbarian, Wizards by Ralph Bakshi, The Dorian Hawkmoon series by Michael Moorcock, The Dark Tower, The Genesis of Shanarra series by Terry Brooks etc. etc. In the past, Gamma World has generally been most like Thundarr the Barbarian. The Runestaff series is a good deal more on the fantasy side of science-fantasy, in feel, even if actual magic is questionable (there may be a lot of 'sufficiently advanced technology' in the Tragic Millenium). Wizards and Shanarra both seem to have some actual magic, which GW lacks. The last two eds - d20 and Alternity based - were less silly, the d20 version tried hard to update to a more modern view of a future, with nano-tech and genetic-engineering mostly taking the place of mutations, and with every scrap of technology being AI. This new version sounds more like the classics - zany mutant fun. Think Thundarr the Barbarian meets an X-men spoof. |
| #18sirkaikillahSep 13, 2010 22:58:51 | ....The new setting seems to be have people who inadvertantly destroyed world. It is missing the tragic aspect from the earlier editions..... In 83% of the infinite possible universes the old USA, USSR cold war lead to a nuclear holocaust. There the tragic aspect. Then there is Tesla's army of hunter/ killer robots taking over the world, tragic, very tragic. I am probably not buying the game. It seems too much like a wacky combat game where the characters are mutant-nazi-robot-ninjas. I would have wanted a gritty Fallout-type world with a deadly and more simulationist combat system (hit location tables, real critical injuries, etc.) hit locations tables and real critical injuries and more simulationist combat system, yaaawn. Give me mutant nazi robot ninjas any time, I guess everyone has thier own likes, I'm glad the new Gamma World setting is what I find exciting. |
| #19sirkaikillahSep 13, 2010 23:07:17 | ...Will the duplicate cards I will receive be useful in the game or simply redundant? That's a good question? I'm not a CCG game player, so the article left me a little confused on how the card mechanic works. Will the duplicate cards I will receive be useful in the game or simply redundant? I'm still confused. I thought the extra cards would equal extra randomness, making your own deck with pre chosen card decreases the randomness. I''m not sure what I think of that. It's new and different, shouldn't I be excited? am waiting to get some more information before I decide what type of GW campaign to run. I can definetely cite some things that I would be interested in drawing from. Thundarr the Barbarian, Wizards by Ralph Bakshi, The Dorian Hawkmoon series by Michael Moorcock, The Dark Tower, The Genesis of Shanarra series by Terry Brooks etc. etc. In the past, Gamma World has generally been most like Thundarr the Barbarian. The Runestaff series is a good deal more on the fantasy side of science-fantasy, in feel, even if actual magic is questionable (there may be a lot of 'sufficiently advanced technology' in the Tragic Millenium). Wizards and Shanarra both seem to have some actual magic, which GW lacks. The last two eds - d20 and Alternity based - were less silly, the d20 version tried hard to update to a more modern view of a future, with nano-tech and genetic-engineering mostly taking the place of mutations, and with every scrap of technology being AI. This new version sounds more like the classics - zany mutant fun. Think Thundarr the Barbarian meets an X-men spoof. Thundarr the Barbarian is old school. Real old school, but that is what I think about when I think of classic Gamma World, minus the sorcerery. |
| #20battles14Sep 13, 2010 23:11:06 | I am probably not buying the game. It seems too much like a wacky combat game where the characters are mutant-nazi-robot-ninjas. I would have wanted a gritty Fallout-type world with a deadly and more simulationist combat system (hit location tables, real critical injuries, etc.) I think it's precisely intended to be a mutant-nazi-robot-ninja game. Everything I've read about GW so far suggests that it's going to be a funny, tongue-in-cheek, random, chaotic kind of game. Where the damage output is crazy and you shouldn't get too attached to your character because there's a good chance it's going to die (or decide to self-destruct). I don't think it's going to be for everyone. But I think that it's going to be a welcome change of pace from all the errata and cheese character optimization and 4E vs. 4.5E talk that's become the current state of D&D. Plus, I mean, they're giving away promo cards at the WWGD. When's the last time we've gotten something useful out of a gameday? |
| #21grehnheweSep 13, 2010 23:14:41 | In the past, Gamma World has generally been most like Thundarr the Barbarian. The Runestaff series is a good deal more on the fantasy side of science-fantasy, in feel, even if actual magic is questionable (there may be a lot of 'sufficiently advanced technology' in the Tragic Millenium). Wizards and Shanarra both seem to have some actual magic, which GW lacks. This new version sounds more like the classics - zany mutant fun. Think Thundarr the Barbarian meets an X-men spoof. I agree, it sounds like GW will lean more towards post-apocalyptic mutants and tech than science fantasy. An all mutant Thundarr sounds like a good time. I wonder if there will be any support or interchangeability between magic/fantasy DnD and mutant/tech GW? I am looking foward to getting some details upon the setting. |
| #22Tony_VargasSep 14, 2010 3:11:49 | I wonder if there will be any support or interchangeability between magic/fantasy DnD and mutant/tech GW? There certainly has been, before. The 1e DMG had conversion rules for AD&D/GammaWorld. They've released 4e versions of various classic modules, they could re-do Expedition to the Barrier Peaks. |
| #23celticmuttSep 14, 2010 7:03:59 | It's been mentioned by WotC a few times over the past few months that since Gamme World uses (mostly) the same 4e rules, you can mix and match if you want to, though the recommendation is usually kept to monsters. |
| #24dulsiSep 14, 2010 8:41:20 | In 83% of the infinite possible universes the old USA, USSR cold war lead to a nuclear holocaust. There the tragic aspect. My problem is that the people of this world didn't cause a nuclear war. They didn't cause a forceable disaster. Instead just run the LHC and blamo the world is destroyed. If they had stopped with what you said, I could see the grim world but instead they continue. Then there is Tesla's army of hunter/ killer robots taking over the world, tragic, very tragic. And you got "in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin". The level of humor in the setting is too high for you to seriously consider the cause of the disaster. That not to say you can't run a serious game in it nor do I think that a serious setting is better for all games. I feel the previous versions of Gamma World generally had people trying to build a better world, people trying to survive, and people making the same mistakes of the past. I don't imagine that sort of introspection in this version of Gamma World. |
| #25KoboldAvengerSep 14, 2010 9:31:10 | And you got "in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin". The level of humor in the setting is too high for you to seriously consider the cause of the disaster. Maybe there was some sort of Evil Elder God over the town, which was discovered by an elite team of DGSE ninja commandos who informed Emperor Napolean Bonaparte's 7th clone about the situation. |
| #26sirkaikillahSep 14, 2010 10:37:43 | In 83% of the infinite possible universes the old USA, USSR cold war lead to a nuclear holocaust. There the tragic aspect. My point being this world and that world and all the worlds were all mixed up. So if you want to play out those themes, such as the introspection of destroying the world, the possability still exists Then there is Tesla's army of hunter/ killer robots taking over the world, tragic, very tragic. And you got "in 3 percent of the possible universes, the French unloaded their entire nuclear arsenal on the town of Peshtigo, Wisconsin". The level of humor in the setting is too high for you to seriously consider the cause of the disaster. That not to say you can't run a serious game in it nor do I think that a serious setting is better for all games. I feel the previous versions of Gamma World generally had people trying to build a better world, people trying to survive, and people making the same mistakes of the past. I don't imagine that sort of introspection in this version of Gamma World. I disagree, the possibilities for a serious tone still exits, it is up to the gm and players on how they wish to play the themes available. I for one as a gm hope to explore both the zany aspects of Gamma world as well as the tragedy associated with such an apocolyptic event. I plan to have adventures, where players fight nazi ninja robots for the recipe for the magically delicious gummy bear as well as adventures exploring haunted missile silos, where ghostly wraiths lament thier inability to "intercept them Kremlin nukes!". I do get your point, you would rather have a more gritty, realistic post apocolyptic setting for a game. I for one am glad they did not go this route, the gritty realistic post apocolyptic setting has been played out over the last 25+ years. Thank the gaming gods there wasn't a zombie apocolypse (unless you want it). The original Gamma World was anytrhing but gritty, with Napoleonic armies of badgers, random over the top mutations and power assault armor. I'm glad they went with the old school theme of Gamma World. But for me, the setting is open ended enough that I can explore many possible themes, from the grim and gritty, to the silly and gitty. Well I guess this thread goes to show you, everyone has thier own taste for the apocolypse. |
| #27sirkaikillahSep 14, 2010 10:38:44 | In 83% of the infinite possible universes the old USA, USSR cold war lead to a nuclear holocaust. There the tragic aspect. I disagree, the possibilities for a serious tone still exits, it is up to the gm and players on how they wish to play the themes available. I for one as a gm hope to explore both the zany aspects of Gamma world as well as the tragedy associated with such an apocolyptic event. I plan to have adventures, where players fight nazi ninja robots for the recipe for the magically delicious gummy bear as well as adventures exploring haunted missile silos, where ghostly wraiths lament thier inability to "intercept them Kremlin nukes!". I do get your point, you would rather have a more gritty, realistic post apocolyptic setting for a game. I for one am glad they did not go this route, the gritty realistic post apocolyptic setting has been played out over the last 25+ years. Thank the gaming gods there wasn't a zombie apocolypse (unless you want it). The original Gamma World was anytrhing but gritty, with Napoleonic armies of badgers, random over the top mutations and power assault armor. I'm glad they went with the old school theme of Gamma World. But for me, the setting is open ended enough that I can explore many possible themes, from the grim and gritty, to the silly and gitty. Well I guess this thread goes to show you, everyone has thier own taste for the apocolypse. |
| #28FlashbackJonSep 14, 2010 15:04:23 | In 83% of the infinite possible universes the old USA, USSR cold war lead to a nuclear holocaust. There the tragic aspect. Actually, it says they were doing "high energy experiments" with an unknown purpose, presumably to differentiate them from all the previous high energy experiments they were doing. The point being, it seems they're leaving your options open for sinister or tragic. |
| #29grehnheweSep 14, 2010 17:55:03 | But for me, the setting is open ended enough that I can explore many possible themes, from the grim and gritty, to the silly and gitty. I intend to initially design a campaign that takes advantage of the intention of the setting, but I also like options for other themes. |
| #30Tony_VargasSep 14, 2010 20:42:03 | I rather liked the original GW backstory - that the end had come not simply as a result of the nuclear brinkmanship that was by then part of everyday life, but from escalating violence among, of all things, special-interest groups turned terrorist. Silly /and/ tragic. (And, y'know, just a little more plausible today than it was in '79...) |
| #31dulsiSep 14, 2010 21:13:07 | I disagree, the possibilities for a serious tone still exits, it is up to the gm and players on how they wish to play the themes available. Yes you can do a serious game using the system. You could do a serious game using any system including Toon. The random mutation of the day and somewhat silly items like the animatronic toy lend itself to a less serious style. The naming of thing like Footus Ginormicus lend itself to a less serious style. The description of the cause of the disaster lend itself to a less serious game. The original Gamma World was anytrhing but gritty, with Napoleonic armies of badgers, random over the top mutations and power assault armor. I'm glad they went with the old school theme of Gamma World. Bears not badgers for the Napolenic army. Gamma World was fairly serious. While it did have sillier elements I feel the overtone was a serious game. The history of how the disaster occur didn't have any humor elements. All modules have a generally serious tone IMHO. Mutations were generally static and not subject to change each day. Of the Cryptic Alliances, the Rank of Fit seemed a little humorous. The yexil diet of manufactured clothing is a little silly. But I think those are exceptions to overall tone of the rest of the material. Actually, it says they were doing "high energy experiments" with an unknown purpose, presumably to differentiate them from all the previous high energy experiments they were doing. The point being, it seems they're leaving your options open for sinister or tragic. Not quite the same. Everyone knows an all out nuclear war will destroy the world. To have multiple groups launch anyway shows the flaw of humanity. The "high energy experiments" were done by a very small number of people. Even if they know what it will do, it doesn't have the same number of people complicit in the destruction. However, I think they said "high energy experiments" because the LHC isn't at full power yet and won't be until 2012 I believe. |
| #32sirkaikillahSep 14, 2010 23:02:23 | Does anyone want to start an actual conversation about this game? Because I'm really stoked about it. Monday's going to be my favorite day of the week for a while. So how does these alpha mutation and omega tech cards mechanic work. I'm confused. Does a player make one deck of both omega tech and alpha mutation, or two decks with one alpha and one omega? If there are one deck, then why are alpha mutations and omega tech mixed, i.e. how does an alpha flux generate an omega tech? If two decks when does one draw from the omega tech? the CCG mechanic is new t me, what is going on. |
| #33battles14Sep 14, 2010 23:28:49 | So how does these alpha mutation and omega tech cards mechanic work. I'm confused. Does a player make one deck of both omega tech and alpha mutation, or two decks with one alpha and one omega? If there are one deck, then why are alpha mutations and omega tech mixed, i.e. how does an alpha flux generate an omega tech? If two decks when does one draw from the omega tech? Here's how I understand it so far. There are two decks: one with Alpha Mutations, one with Omega Tech. At the beginning of each encounter, each player draws an Alpha Mutation, and each player can have more than one active at any given time. Some events allow PCs to draw an extra Alpha, and some events force PCs to discard their Alphas and draw new ones. Omega Tech works like randomized treasure. |
| #34ADHadhSep 15, 2010 1:51:13 | If you want a serious post-apocalyptic game, you should play Neuroshima. But you must learn Polish first. |
| #35strand0Sep 15, 2010 5:33:04 |
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| #36Tony_VargasSep 15, 2010 6:38:35 | It just wants to taste their clothes... |
| #37microblessSep 15, 2010 12:34:39 | So how does these alpha mutation and omega tech cards mechanic work. I'm confused. Does a player make one deck of both omega tech and alpha mutation, or two decks with one alpha and one omega? If there are one deck, then why are alpha mutations and omega tech mixed, i.e. how does an alpha flux generate an omega tech? If two decks when does one draw from the omega tech? That's pretty much it right there. There are events called "Alpha Flux" (which I won't tell you what triggers them) that cause you to even switch Alpha mutations mid-combat. Omega Tech is usually some sort of weapon that once you use it, you have to make a check at the end to see if it still can function. As a GM for this game I chose to NOT have my players start out with any Omega Tech and let them find it as "loot" after thier 1st encounter. |
| #38Tony_VargasSep 15, 2010 15:44:31 | While I have a longtime roleplayers disdain for collectible cards, I really like the idea of cards as a randomization tool for Gamma World. GW was a very random game in it's original incarnation, afterall. Some potential I see in this version: 'Stacking' the Omega deck: As the DM, you can decide that the ruins the PCs are exploring this session are heavier on certain sorts of artifacts than others, and use only a sub-set of the cards. Having duplicate cards to 'salt' the deck with something you want to have laying about in quantity would be nice for this, too. One upshot of this is that player Omega decks would ruin it, so they'd have to be banned. A big deck of 100 or so 'junk' Omega cards - that aren't really useful, but might be amusing - would be a nice thing to have for this purpose. Gamma World used to have tables of amusing lesser artifacts like that. Also, blank cards with the standard Omega deck back, so you can insert customized artifacts would be great. Themed Alpha Deck: Mutants aparently have some sort of types - a general sense of the kind of mutant they are. It'd be apropriate to build a deck that fits the sort of mutant you're playing. While retaining randomness, it would allow the player some input, bordering on a 'character concept' even. |
| #39sirkaikillahSep 16, 2010 1:56:22 | While I have a longtime roleplayers disdain for collectible cards, I really like the idea of cards as a randomization tool for Gamma World. GW was a very random game in it's original incarnation, afterall. Cool.
From the article, I get that impression, certain Alpha mutations are open to certain Pc origins. I am guessing, as it seems thier are three modes of play, one with a players deck another with a Gm's deck, then another with a mix of player and Gm decks. I think our group would go with mode 2, only if i doubt anyoone besides me would buy any booster packs. PS another question, how often are you drawing an alpha mutation cards in a single encounter? What's an average, 2 or per PC or 2 or 3 per encounter? I can't wait to try this game. |
| #40FlashbackJonSep 16, 2010 9:13:15 | It sounds like the players can draw Alpha Mutations from their own deck if they have one, or the GM's deck if they don't (or the DM disallows player decks or whatever). I can't figure out exactly if the GM divvies the GM deck into several smaller player decks, though. I don't know that you're restricted to mutations of your origin, but you apparently have a bonus to "overcharge" (really, a saving throw) a mutation that matches your type. At 1st level, you can have 1 Alpha Mutation. At 4th, two and at 8th, three. Alpha Flux(?) causes you to discard and redraw (all of them? just one?) - I seem to recall from a blog post or something that Alpha Flux occurs when someone rolls a natural 1 (possibly on a mutation roll?). |
| #41battles14Sep 16, 2010 12:57:35 | I can't figure out exactly if the GM divvies the GM deck into several smaller player decks, though. I don't know that you're restricted to mutations of your origin, but you apparently have a bonus to "overcharge" (really, a saving throw) a mutation that matches your type. I say just throw everything into the same pot. As long as everyone at your table is on the same page of a less serious game, randomness -> chaos -> fun. |
| #42FlashbackJonSep 16, 2010 13:00:03 | As it stands, I'll probably be the only one in my group buying anything, so that's fine for me. I'm just curious how the game expects you to handle it. |
| #43microblessSep 16, 2010 13:11:06 | PS another question, how often are you drawing an alpha mutation cards in a single encounter? What's an average, 2 or per PC or 2 or 3 per encounter? It depends on your rolls. ![]() |
| #44AlphastreamSep 16, 2010 16:42:09 | I've run and have the game, so I will offer some clarification.I think it's precisely intended to be a mutant-nazi-robot-ninja game. Everything I've read about GW so far suggests that it's going to be a funny, tongue-in-cheek, random, chaotic kind of game. Where the damage output is crazy and you shouldn't get too attached to your character because there's a good chance it's going to die (or decide to self-destruct). I agree. I've written up my review of GW as part of my review of my PAX swag on my WotC blog. The game is campy, funny, and really great for a short or medium length campaign. It is also great for short sessions. There is no reason to optimize. In fact, the game strikes out against this by giving you completely unbalanced mutations and tech... which is part of the fun. It's been mentioned by WotC a few times over the past few months that since Gamma World uses (mostly) the same 4e rules, you can mix and match if you want to, though the recommendation is usually kept to monsters. I am not a huge fan of that. This is 4E-based but in general you don't really want to bring in anything from this game into D&D. You could bring a monster over (something like a Roper works really well) but your greatest friend is really your pencil or the Monster Builder so you can make some wacky stuff for the players to encounter. This is also the type of game where RP can really be favored. You can introduce all sorts of stuff to induce fun RP... I mean the PCs can be cockroaches... what happens when they find an old machine endlessly spitting out stale crackers... irresistible urges kick in! Finding random junk can trigger RP that keeps you from ever getting to the next encounter. That is part of the fun. The original Gamma World was anytrhing but gritty, with Napoleonic armies of badgers, random over the top mutations and power assault armor. I'm glad they went with the old school theme of Gamma World. But for me, the setting is open ended enough that I can explore many possible themes, from the grim and gritty, to the silly and gitty. I don't see this setting as really supporting many genres or campaign styles. You can do it, of course, but it is firmly the Napoleonic armies of badgers that is supported and not anything else. This isn't Alternity, it isn't Blade Runner, etc. If you want to run a serious sci-fi future with some gritty, my recommendation is Eclipse Phase, which is an excellent game. In GW, you are a swarm of rats and it is funny. In Eclipse Phase you are a swarm of ball bearings and it is sci-fi cool. You deal with real issues about what it means to download your consciousness into a different host body, what it is to be human and transhuman, who the enemy is between AIs and humans and aliens and ourselves... what is human anymore? The Blade Runner kind of sci-fi conflict is just not there in GW, except as humor. Here's how I understand it so far. There are two decks: one with Alpha Mutations, one with Omega Tech. At the beginning of each encounter, each player draws an Alpha Mutation, and each player can have more than one active at any given time. Some events allow PCs to draw an extra Alpha, and some events force PCs to discard their Alphas and draw new ones. Omega Tech works like randomized treasure. That is correct. You will generally have your weapon, your origin powers (vary by origin) one Alpha mutation (increases every so many levels) and one Omega Tech. You refresh Alpha by encounter and may find Omega Tech. Tony_Vargas and some on the group have mentioned that the CCG aspect lets you "stack the deck" for certain games, such as an underwater combat, one featuring a certain type of tech (all Alien stuff, etc.), and so on. I can't figure out exactly if the GM divvies the GM deck into several smaller player decks, though. I don't know that you're restricted to mutations of your origin, but you apparently have a bonus to "overcharge" (really, a saving throw) a mutation that matches your type. Some origins give bonuses to overcharging. The DM can choose to give out cards, which makes a lot of sense if the DM stacked the deck based on a certain adventure concept. Or, use player cards. Using CCG sleeves can make sure a DM gets their cards back! This works fine. DM would just hand out the top card or let them draw one as they cards are needed - no need to make several piles (the players would normally have their piles). There is some wording suggesting when a player vs DM deck is used but it reads very loose and is probably intended that way. |
| #45sirkaikillahSep 17, 2010 0:17:14 | ....In GW, you are a swarm of rats and it is funny. In Eclipse Phase you are a swarm of ball bearings and it is sci-fi cool. .. I believe you can be a swarm of ball bearing in GW, still sci-fi cool. It really is as open ended as one wants it to be, and that's how I am going to play it. I plan to run a campaign that moves from the ubsurd and humorous to the serious and gritty. I think the setting is open ended enough, that I can play out both type of themes and others, all within the same campaign. I csn explore the possibilities of a mass Islamic conversion in U.S. during the 20th century, leading to a jihad against radical southern baptists terrorist in Alabamastan. I can explore the possibility of Nazi occupied America and it's ramification in the 22nd century. You can even explore the possibility of the cold war going nuclear in the late 20th century. All with a more serious tone all in the same campaign. But their is more, I can explore the possibility of roaming bands of orc cyborg soldiers with plasma rifles searching for the recipe for the magically delicious gummie bear, for their master the ancient electron sorcerer CPU. I can have an adventure in an amusement park with mutant alien clowns, who want to eat our brains. To me the possibilities are wide open. I think I can have the best of both worlds in one campaign with GW. I can run adventures with a serious tone, where the PCs deal with heavy issues like religious intolerance, politics and poverty, oppression and hope and gritty survival in a twisted post apocalyptic world. I can also run adventures that get humorous and are just about fun and having a blast. I love the premise, As a Gm, I am open to explore, ghost stories, alien stories, robot stories, war stories, gangster stories, cowboy stories, knight, damsels and dragons stories, robot ninja stories stories both tragic and comic. All in the same campaign. I just see the possibilities. |
| #46AlphastreamSep 17, 2010 13:00:46 | Sure, you can do whatever you want. That is true of any RPG. But, the issue I am pointing out is the ease with which you can make a certain campaign type/style. If you want gritty future-cyber-noire, then the starting premise of Eclipse Phase is perfect. If you want campy, then the starting premise of GW is perfect. You can modify either to have something else, but every product you buy will reflect that starting point. I love me the GW, for what it is. I own it and I am totally glad to break out the box and have some campy fun. If what I want is to run a serious sci-fi campaign, then I would turn to my Eclipse Phase book, which I own. If I wanted a hybrid of sci-fi cyber and fantasy, I would turn to my collection of Shadowrun books. I can highly recommend both GW and Eclipse Phase, but for different reasons. |
| #47sirkaikillahSep 18, 2010 19:55:01 | Sure, you can do whatever you want. That is true of any RPG. But, the issue I am pointing out is the ease with which you can make a certain campaign type/style. If you want gritty future-cyber-noire, then the starting premise of Eclipse Phase is perfect. If you want campy, then the starting premise of GW is perfect. You can modify either to have something else, but every product you buy will reflect that starting point. ... I get your point. What I am saying is the premise for the apocalypse in GW, the cataclysmic merging of infinite universes, is an open invitation for many story types. As a counter example, the premise of the classic Gamma World, accidental nuclear apocalypse in a single universe, leads to a more focused tropes and expectation. The premise of 4e Gamma World, multi-dimensional cataclysmic apocalypse, allows for more exploration of different story types and tropes, with a built in explanation for the transition in game styles. I understand the points you make on the more focused game like Eclipse Phase, in achieving a more gritty roll playing experience. I'm just looking forward to the vehicle the GW premise of the apocalypse is in exploring different styles of story telling and game play, from the gritty to giddy. |
| #48strand0Sep 19, 2010 3:47:36 | Inter-dimensional gateways? Two-way? In only? Out only? |