| Post/Author/DateTime | Post |
|---|---|
| #1Caliber42Oct 30, 2010 7:44:11 | My question is, is Gamma World a wacky funny hilarious game or can it suport serious tones as well without refluffing/etc. I have yet to read any material and am curious as to what those who are playing have noticed. Thank you. -Cal EDIT: For spelling. |
| #2FrozenWastesOct 30, 2010 7:50:01 | My question is, is Gamma World a wacky funny hilarious game or can it suport serious tones as well without refluffing/etc. The default tone is not serious. I don't know exactly what you mean by refluffing, but all it would take to make it not light hearted is a decision by the participants to do so. Out of the box, it doesn't really do much to support a gritty or serious post apocalyptic style of play, but it's super easy to drift it. Like many traditional RPGs, 4E and GW are both largely about figure out whether or not you succeed at a given task and how well. So all you need to do to change the tone is to establish in play tasks and reasons you're attempting them that are not light hearted. The flavour text on everything is light hearted though. If you're constantly reading it aloud during a session, that might be counter productive to establishing a more serious tone. Would I recommend the game for someone who is just looking for a serious post apocalyptic game? Nope. Would I say it's easy to play it that way if you already happen to have it? Sure. |
| #3sphynx01Oct 30, 2010 8:00:53 | There are already a few threads on the topic, but my personal opinion is that the best way to make the game a bit more serious in tone is to just remove Alpha Flux from the game by letting your players get 1 mutation of choice that is permanent, remove all omega items nd theme, such as futuristic mutant robot factories, and leave the rest as is. |
| #4FinarvynOct 30, 2010 9:19:18 | I've played GW since 1E in the 1970's and in general I run a serious game. (Although sometimes my players don't cooperate. We've had wacky games that were supposed to be dark and horror-filled. Sometimes you just "go with the flow" and see what happens.) If you're interested in a more serious game, consider: 1. Remember that the tone of any story is set by the GM and the players. If the players do wacky stuff and get away with it, the game becomes wacky. Just let the players know that it's a serious game (just like D&D) and go from there. If they try dumb things, let them get smacked down for it. 2. Limit the number of mutations. Fewer mutations makes the game more "gritty" and less fantastic. 3. Make them less random. Random things often aren't logical and become more slapstick. 4. Eliminate some of the origins if they seem too strange. (For example, the cockroach.) 5. If you create character sheets, GM screens, or other handouts, pick artwork carefully. Most of the GW artwork (from any editon) has things like bunnies with assault rifles. Look for artwork that is more dark and serious. The rules are just fine no matter which way you play, but artwork helps to set the tone for the game. 6. The secret to most of this is to carefully select options that the players can choose from. Remove options that seem too "out there" and focus on options that fit the tone you want to set. Others should feel free to add to my list. ![]() |