Gamma World Scenarios from previous editions

Post/Author/DateTimePost
#1

Delazar78

Nov 21, 2010 5:01:04
I'm planning to have a test session with my usual group, and if they dig the game, I'd like to propose them a full-fledged campaign, from level 1 to 10. The campaign should last 20 sessions (passing a level every two sessons).

I'm looking for 10/15 scenarios, that I can convert and try to "unify" in one big campaign, but honestly this is the first edition of Gamma World I ever bought. I heard there are several other editions.

Could someone give me the title of some cool GW scenarios from previous editions?

Then I'll try to find them on e-bay/amazon/whatever.

thx in advance!
#2

Serpine

Nov 21, 2010 6:28:18

Well, to start you off here is the list of the original modules. 

1st Edition (these names should be oddly familiar)
GW1, Legion of Gold
GW2, Famine in Far-Go


2nd Edition
GW3, The Cleansing War of Garik Blackhand
GW4, The Mind Masters


3rd Edition
GW6, Alpha Factor
GW7, Beta Principle
GW8, Gamma Base
GW9, Delta Fragment
GW10, Epsilon Cyborgs


4th Edition
GWA1, Treasures of the Ancients
GWA2, The Overlord of Bonparr
GWQ1, Mutant Master
GWQ2, All Animals Are Equal
GWQ3, Home Before the Sky Falls

#3

Serpine

Nov 21, 2010 6:44:34

The 3rd Edition modules were intended to link together in a crazy long campaign that had you discovering lost relics, finding out the secrets of what really happened to the world and how the cryptic alliances were born, encountering several Ancients (1000s of years old immortal survivors from before the fall of civilization), and gathering parts in each module to build a spaceship!  Unfortunately the final assembly and launch would have been GW11 (though a fan made one is floating around).  Additionally those modules were individually really thick and had a lot to do and places to explore, almost mini-campaigns in themselves really, so getting any of them would be recommended.

The earlier modules for 1st/2nd were solid enough, but thin like a lot of older modules and more your couple of sessions sort of dungeon delve scale without much connecting them.  I will say I am personally very fond of The Mind Masters since the scenario is pretty cool: Your characters are trapped in an automated insane asylum which tries to cure of them of their crazy delusions about being mutants, sometimes by using near lethal therapy methods.   Stripped of normal gear the characters end up having to use improvised stuff like a ping-pong ball launcher from the rec center.  Anybody fond of the AI and environment in Portal would have a field day hamming up some aspects of the module if converted...

I have the ones for 4th but never got much of chance to use them so I can't comment.

#4

Delazar78

Nov 21, 2010 7:14:13
woah, that was really what I needed, thx!

and the 3rd ed linked scenarios look very interesting.
#5

KJordan

Nov 21, 2010 8:56:12
Don't forget The Albuquerque Starport adventure from the Gamma World 1st/2nd ed. GM screen. The player characters explore a forgotten starport in the desert and end up exploring an old space station in orbit! (I was never a big fan of the station inhabitants - PM me for my version if you want.)

The old RPGA Polyhedron newszine had some interesting Gamma World settings/ideas: Gamma Mars (Issues #5-6), Empire of the Sun (Issue #101), and The Door Islands (Issue #92). There were a few full adventures as well: Mas Day in New Hope (Issue #15) and Evansburg (Issue #79).

Kerry
#6

Serpine

Nov 21, 2010 18:21:14
Some more bits:

2nd Edition Rules came with Rite of Passage - A solid little adventure where villagers from Grover are sent to the ruins of Pitz Burke to bring back trophies that prove they are worthy adults.  This came with a sentence or two describing each of 125 villages, ruins, and other major landmarks in the Allegheny campaign region which could serve as a great framework for starting a more structured exploration campaign.  I've run it a lot of times in 2nd, 3rd, and 4th edition.

3rd Edition Rules came with a different Rite of Passage scenario (in the "Adventure Book") - What amounted to a choose your own adventure for 4 players (representing Restorationists looking for gear to save a village) and no GM.  Its kind of more of a novelty then anything.

Dragon Issue 86 & 87 had a few pages and some monsters covering adventuring on the moon.  Usefull as inspiration I suppose or in a followup to the 3rd edition line of adventures.
#7

ExcalibursZone

Nov 21, 2010 22:49:20
I would have loved an adventure like the one in the red box that taught you the game. It's in the  choose-your-own-adventure style as well and I think it would have been a huge boon to character creation. I *almost* decided to do that as well for CC in my campaign but instead just gave copies of my house rules to players.

Which reminds me, I need to update them...;)