| Post/Author/DateTime | Post |
|---|---|
| #1Delazar78Nov 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! |
| #2SerpineNov 21, 2010 6:28:18 | Well, to start you off here is the list of the original modules. 2nd Edition 3rd Edition 4th Edition |
| #3SerpineNov 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. |
| #4Delazar78Nov 21, 2010 7:14:13 | woah, that was really what I needed, thx! and the 3rd ed linked scenarios look very interesting. |
| #5KJordanNov 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 |
| #6SerpineNov 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. |
| #7ExcalibursZoneNov 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...;) |