Gamma World and 5e

Post/Author/DateTimePost
#1

Bemused_GM

Jul 03, 2014 11:07:07

So, with the official release of the 5e rules, what is the general opinion of the future of Gamma World? 

 

I would love an updated version, but honestly, after the general shafting WotC has given Gamma World, I really can't see it happening.

#2

maldito

Jul 04, 2014 16:01:06

Bemused_GM wrote:
#3

xChokeHazardx

Jul 05, 2014 22:26:38

The Mutant Epoch RPG by Outland Arts is absolutely the game that Gamma World fans need to check out.  With the utter failures of the past 3 or 4 editions of GW, I can't imagine another edition being published anytime soon.

 

http://www.outlandarts.com/mutantepoch.htm

#4

Tony_Vargas

Jul 07, 2014 0:08:42

maldito wrote:
#5

Semi-Retired_Gamer

Jul 13, 2014 13:40:29

Tony_Vargas wrote:
#6

Emanuele_Galletto

Jul 16, 2014 7:50:46

Hello! I am actually working on a couple PDF documents for Gamma World in Fifth Edition D&D (I call it Gamma Five, for obvious reasons). I plan to relase this content during the next month, if everything is OK (I'm still not sure about WotC's policy on free fanmade content, since I've seen good and bad happen in the past). The PDF is a mix of two of the most recent incarnations of GW: Omega World, by Jonathan Tweet (from Polyhedron magazine) and D&D Omega World (the 2010 edition). While it is written in a humorous and slightly "gonzo" style (because I enjoy writing that way, and I enjoy reading not-so-serious books), it is entirely possible to play it "gritty". The document(s) should include:

  • Character bios (basically races, but these give you some fixed mutations plus some random ones). The bios by now are: Avian, Beast, Bug, Mutated Human, Pure Strain Human, Plant, Robot, Saurian. You can use all or just some of them. Bio choice is randomized, but you can pick the one you want if you prefer.
  • Character mutations (50 of them). At the moment, we only have beneficial mutations (not at all balanced, but that's by design; by the way, you can find ways to exploit even the less spectacular ones. 
  • Character class. All characters have the Gamma Wanderer Class, which only goes to level 10 and is a bit stronger than the average D&D 5E class.
  • Equipment. Armor and weapons have generic stats. You choose what the item looks like, and apply a stat line to that. Then we have random tables for starting junk, and 20 Ancient Tech items.
  • Adventure building. Hazards, troubleshooting (minor adjustments if required), and quick reference encounter building table.
  • Bestiary: The most common Gamma World critters. Still in the works.

 

Whenever I have stuff ready and I feel like it's good enough for sharing, I'll put links on my blog on this community 

#7

Rob-O

Jul 21, 2014 12:42:50

I'm glad Wizards is going retro, Tony_Vargas. A blend of Gamma World and 5th edition rules is what the Gamma World 'universe' probably needs at the moment. I don't mind playing my other three editions of Gamma World, but an 8th edition, cleaning up some of the OTT wackiness and getting rid of the cards aspect of 7th ed. could give Gamma World a much needed 'push' on to more player's tables.