Consistency?

Post/Author/DateTimePost
#1

ax_kidson

Oct 27, 2010 20:40:57
I have found that I have a few things about gamma world that I just can't get out of my head and I wanted other peoples opinions

1 The backing of the cards (alpha and omega)
Such a small thing but seriously? couldn't you have a brown-ish colour for omega tech like on the face of the cards
Can be easily rememdied with card slips ... but really thats money i shouldn't have to pay

2 The card numbering
I have bought some of the optional expansion cards (yes i know optional i like that idea)
My idea was to get the set and shuffle that into the DM deck have 100 Alpha and 100 Omega and players always draw from the DM deck

Now to the complaint why are the cards numbered the way they are? i mean in a 120 card set wouldn't it have made more sense to have cards 1 to 60 alpha (or omega) then 61-120 the other?
no the numbers are all mixed up with no clear numbering system.
(Going to check tonight see if there is a sequence to the rarity i have a feeling it may)

3 Theme consistency
I want to play a guy that throws electricity and has eletrical themed powers
fairly straight forward right?
Nope not even close the 'Electrokenetic' origin gives you a +2 bonus to overcharge.
Most of the electrical powers are Bio?

otherwise I love this game
#2

FrozenWastes

Oct 27, 2010 22:36:32
For the third point, just pick the individual cards you find thematically interesting.

For the other two, I'm going with metallic purple card sleeves for the Omega Tech and clear penny/cheap sleeves for the Alpha Mutations (so their normal green card back shows through).  Basically these means I get one less booster because the money went to card sleeves.  That sucks, but I'll live.

As for the card numbering, do the number really matter?  If I want to gather all the Omega Tech cards from my Atom collection, I'll just sort by colour and the bomb/rad/atom icons in the top corner.
 
#3

patweb

Oct 27, 2010 23:13:00
My plan is to acquire the sleeves and have 4 decks.  I gm standard alpha and omega deck, and one set for the players that don't have cards.  That way, purchasing the cards will have no benefit (except you can customize you deck).  I don't intend on allowing people to draw Omega, I'd give them one Omega from the gm deck to start.  I think they should earn the Omega's.  They would have thier starting Omega until they use it and if the encounter includes an Omega perk, they would have the opportunity to draw from thier deck or either one of mine (IF THEY DON'T HAVE THIER OWN).

I'll be running mostly at cons, so expecting players to pony up for cards can't be expected.  I'll have to ask if it's even allowed (I'm sure it would be, but might cost players). 
#4

Tony_Vargas

Oct 28, 2010 1:14:08
3 Theme consistency
I want to play a guy that throws electricity and has eletrical themed powers
fairly straight forward right?
Nope not even close the 'Electrokenetic' origin gives you a +2 bonus to {Dark} overcharge.
Most of the electrical powers are Bio?

It would not be an unreasonably house rule to link overcharge bonus to some keyword rather than mutation type.  As a blanket ruling, it'd favor players with highly customized decks, so it might be best to give the player a choice.  If he's not building a custom deck, he can stick with the general type, since he's much more likely to draw something matching from the DM deck that way.

#5

palmerkun

Oct 28, 2010 1:38:03
(Going to check tonight see if there is a sequence to the rarity i have a feeling it may)



01-20 - Common Alpha
21-40 - Common Omega
41-60 - Uncommon Alpha
61-80 - Uncommon Omega
81-100 - Rare Alpha
101-120 - Rare Omega