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| #1strand0Jan 30, 2010 2:32:55 | It is comming back in Three parts. This is the Third. D&D Gamma World Expansion Kit 2: Legion of Gold A D&D Gamma World Roleplaying Game Expansion Richard Baker The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain. This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented herein can also be pulled over and used in the Dungeons & Dragons Fantasy Roleplaying Game. This product includes: 160-page adventure book, including new mutant monsters and 4 sheets of die-cut mutant monster tokens A fold-out battle map |
| #2strand0Jan 30, 2010 2:55:56 | D&D Gamma World Roleplaying Game A D&D Roleplaying Game The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils. This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.
Item Details
A D&D Gamma World Roleplaying Game Expansion The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain. This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented herein can also be pulled over and used in the Dungeons & Dragons Fantasy Roleplaying Game. This product includes:
Item Details |
| #3BryanLeeDavidsonFeb 11, 2010 13:03:54 | Will Gamma World have it's own page soon? How is DND insider going to be involed in this? Will there be anything in Dragon or Dungeon articles? I love this game so much. I think I'll go back and read the old, Gamma World endless quest books I have. |
| #4dulsiFeb 13, 2010 18:54:30 | Will Gamma World have it's own page soon? How is DND insider going to be involed in this? Will there be anything in Dragon or Dungeon articles? They don't currently expect to support Gamma World in the Character Builder/Compendium/etc. I don't think they have explicitly said anything about Dragon/Dungeon. I suspect it will be limited/none in the magazines. The reasoning being that the mutations/loot are going to use cards. Since people won't be able to print cards that are indistinguishable from the physical products, I wouldn't expect them. They could still do adventures or other material but I don't expect them to take that away from D&D. I was excited to here of Gamma World coming back but I've grown disenchanted with the current information. If the game has a collectible card aspect, I'll probably avoid it. I want to do a long term campaign which isn't what they are designing it for. |
| #5BryanLeeDavidsonFeb 13, 2010 21:09:27 | Well I'm still excited about it. I think there is going to be a lot of potential with it. I just read "light on quest mountain" and am looking forward to some more Gammarauden . The design teams I think have been rather on top of it with 4th ed D&D and I have faith that we'll be able to get a lot of good play out this set. I don't think this is going to be like a CCG really, I do think if i want to do a "Red Steel" campaign with 4th ed it just got a lot easier. I can alway make my own cards too. Gamma World has been a game that you could run seriously or wacky, I think both options are going to be there for GMs and if you want al little both they both it will be there for us. . Thanks Wizads fun guys! |
| #6strand0Feb 17, 2010 2:53:13 | This is a complete transcript of supplied Gamma World information. D&D: Beyond the RPG - TranscriptThe audio file is in this News Archive Introduction to Gamma World - Rich Baker talks. Host Bart Carol BC: You are going to be presenting the seminar about Beyond D&D. Part of which is going to be about GW. Can you give us a quick introduction? Gamma World is a game setting that has been around almost as long as D&D. It is a Sci-fantasy world. Sort of in-between The Road Warrior and Star Wars and generally post-apocalypse fiction. It’s a mix of incredibly high-tech, power-armor, fusion rifles, people with awesomely powerful mutations, weird bizarre monsters. An America that‘s, the entire world really, that’s been utterly destroyed and laid waste by radiation and mutagenic diseases and all sorts of stuff. It is essentially a role-playing in a D&D style adventure, in a futuristic post-apocalyptic world. It a… B.C.: Sounds a little dark, but from what I’m gleaning it has a fun, quirky element to it. Absolutely. The setting is one that has always kind’s lent itself to a certain amount of humor, because your characters often had powerful mutations and drawbacks of crazy things like…, sure you might be able to shoot lasers out of your eyes, but you have narcolepsy and you might fall asleep in the middle of a fight. Or hey, you might have the ability to control the minds of others and make them fight as your puppet slaves, but you happen to have no skeleton… so you have to be wheeled around in a cart by your friends. You might be a plant. You might be a mutated badger. So it is just a bit wacky what things you could be. So in returning to GW now, after a little time away from it, we wanted to make sure we presented a game where a lot of these sorts of humorous touches were there, but it is still was a pretty good solid D&D style game. BC: Well thanks for the primer and looking forward to more details in the following seminar. My Pleasure. __________ D&D: Beyond the RPG Gamma World - seminar - Rich Baker talks. (?) - some other voices October release for the core box. Gamma World box set - It is not a hard bound book. In the box is:
In addition: (?): They are also in the [essentials] role-playing game starter set. A couple of poster maps. Deck of 80 cards - “form what we call the starter deck or the GM deck.” Are split into 40 mutation cards and 40 tech cards. When you create a GW character there is a lot of stuff you get to control. It depends on [what you’re used to] I suppose. (?): But that is the fun part! But there is stuff that stays the same about your character, more or less, throughout your character’s career. PC generally contains two themes of mutations. Themes of mutations might be like Android or Seismic powers - and your big and tough and rocky. Or Giant, you’re really big. Or Yeti. You are part Yeti. This was Ursonoid until a week ago. (?): You like Yeti. Brought it up again. I took a poll around the office on which [name] was more cool. Ursonoid or Yeti, in the office. Yeti is 2.33 times as cool as Ursonoid. But those components of your character are pretty much what your character is. We don’t necessarily use classes. But in addition you have a random of over-the-top mutations. Which may be good or may be bad. That are reflected by these cards. Also your really high-tech, crazy sci-fi artifacts are reflected by the Omega-tech as we call it. You might be able to arm yourself with an M-16, or a Stop-sign, or walk around in a bullet-proof-vest, or you maybe from a primitive part of the setting and walk around with a spear and leather armor. Whatever it is. But, as you find things, the really great crazy thing - like the Torque grenades, blaster rifles, Black Ray pistols, powered assault armor or things like that. Those all kind of live over in the card acquisition. So, the game comes with 80 cards for the GM which includes a full selection of these things. Plus we are going to create an entire deck of booster cards. 120 card set of booster cards, that will be sold 8 cards to a booster pack. Cost is $3.99 a pack. With those cards you have the opportunity to customize you own deck of these specialty mutations and the special technology things. You don’t necessarily always know what your going to find these special things off your deck, because you might be drawing off the GMs deck. So you might say, I know I‘ve got disintegrating touch in my personal deck, but it turns out I have to draw from the GMs deck, and though I wanted disintegrating touch, and I got Big Floppy Feet. (?): If you’re walking on snow your good. If surviving the scenario absolutely depends on you not taking a penalty for running around a difficult terrain, of mud or snow, then big floppy feat will save your life. (Ha, ha, ha!) It is true that it might be a bit of a narrow power. (?): You can do crazy things like that when you have the GM’s deck and the player’s deck. That’s the Core rule set for GW. We’re also going to do another, uh… two adventures/expansions that follow after that. The first is Famine at Fargo. Which sort of reprises the classic GW adventure that involved the dreaded Gallus-Gallus 13. Which was actually a giant mutant one-eyed chicken, with a bad attitude. The expansion has pretty much the same stuff as the core has. But it only has 10 cards, included with the expansion. Then we have another expansion coming up in 2011. Because it is in 2011 I don’t think I can say what it is yet. But we are hard at work at that right now. (?): Are the expansions in box sets. Yes, the expansions are in boxes and they have much more adventure content than the base set. Because the basic set had to have all the rules. We expect that probably 90% of the people who pick this up will very familiar with D&D. But we still have to include the starter rules. Explains things like this is what AC is, this is what Defense is, this is how you take a turn, all that sort of stuff. And by the way, I do want to mention that the game is very compatible with D&D. For the first time in GW‘s history you could play D&D and GW pretty much inter changeably. There are a couple of rules that need a little adjustment. The skill list is a little different. You can drop D&D monsters in GW and they work just fine. You can drop GW monsters in D&D and they work just fine. The artifacts would be spooky and scary in the D&D game. (Laughs!) But it is build on the same chassis as how D&D powers are described. So, you know here’s the Fusion rifle. It’s going to be +17 attack that does 6d10 radiation damage. Not many D&D monsters have resist radiation. (laughs!) (?): I could see places where using the mutation deck in D&D. Like in the areas of the spell plague in Forgotten Realms. Temp-mutation while you’re in this area. Yes, absolutely. Question for R&D about first experiences with the original GW - Generally discussing whether it was humorous or serious originally, and how that effected what they were doing now. Some had played it straight up, not as a total gag. But other had not. So, there is a tradition in GW over whether it is serious or humorous. We made sure that the skeleton of the rules were solid. The rules have a bit of a snarkier tone then D&D and make a few snide asides. We let the ton powers and theme combinations carry the humor. Because let’s face it, if you are playing a Yeti/Cockroach - that’s just funny. “I’m part Yeti and part Cockroach and I’ve got a fusion rifle. Stay out of My way!” Q: On themes creating PCs features and how they make powers? By smashing them together or [do] all your powers [come] from mutant and tech cards? - Themes do include some powers. In fact, all the themes lean you toward character roles. Yeti is a big strong guy, that leans toward defender. He likes to be in melee. Cockroach in a fast & nimble. So leaning toward striker and has a power that as a free action he can spit acid. Another part of the game is that you get a two themes that just don’t seem to go together. Then watch people try to figure it out. Hawkoid (a flying bird-man) and seismic? Interpreting themes is a lot of fun. Heavy bird? Finally realized that this is a gargoyle. We have 20 themes in the first set. We realized that we wish we had 40! 12 more in Famine In Far-go and maybe 8 more in the one after that. We’re making more. They are fun. We intend GW as a change of pace campaign. If you have to take time off from D&D. If you play straight through all three boxes, it would support about 5 or 6 months, of play at once a week. We don’t look at this as, “You are going to start a years long campaign.” Which is what every designer always hopes for. Just have some fun, then go back to D&D. Or you could go ahead and build new adventures or a campaign. I wouldn’t rule out that we might have DDI support. No reason that we might not make adventures, or you guys tell us what you want. Q: The necessity of Booster packs/mutation cards? - You don’t have to buy boosters if you don‘t want to. If you don’t have your own cards, you can just draw off of the GMs Deck if you don‘t have your own. But the problem with the GM’s deck is you might get Big floppy feet. (?): Or you could pool cards and make a central deck. Make it crazy. So you’ve got options. Q: Do you want to talk about the random element in PC creation? - Yes, we wanted to make it different from D&D. We wanted to make it something easy to pick up and play as easily as possible. The default option that we use around the office for figuring out what your PCs themes are is throw two D20 & that’s what you get. If you don’t like it? You what to do it again? We call you a wose and make fun of you. Because the spirit of GW is you get what the chart tells you. So, we had that and we were going to have assigned ability scores for everything else, and pick your skills. Our development team looked at that and said rolling for development is so much fun, we want to keep going. We want to roll our ability scores. We want to roll our skill choices. (?): Sort of old school? Yes. But if you do get a theme that has a required minimal ability, it becomes 18. But for anything else you are picking up 3d6 and rolling. So, you might have Constitution of 4. I had some problems with this at first, but they had to talk me down off the cliff. (?): Let is go Rich. (Ha, ha!) But, I had to tell myself that back in the day when you rolled characters, 33% of the mutations were defects. Some were like Brittle Bones - double all damage. So a Con 4 is kind of like that sometimes a 3d6 will do nasty things to you.. Also why an 18 charisma? I don’t know… it is what the dice said. It must be a charisma mutation. There it is! (?): PC creation is super fast. Because of the fact that you don’t spend any time evaluating options. You just do what the dice tell you. You can create PC in 15 minutes. And that’s if you take the time to really look at the weapons table. Do I like the great ax, katana, or the tire iron. (Laugh) And I probably have to change a tire too. (Laughs) (?): That seems like it is going to lend itself to organized play events. No hand out characters, just roll them up. Q: On the generation of themes ? - I was very clever, bragging about this for weeks. 20 themes and the Engineered Human theme sitting off to the side. How to generate 21 options with 2d20? Then it came to me, when you roll doubles, you’re an Engineered Human. So you get the [rolled] theme and Engineered Human [theme]. So this is how you make things that aren’t necessarily Pure Strain Human, but might work. So if you got Android and Engineered Human, than you’re a Terminator. That’s pretty cool. Looks like PSH, it’s not green or has tentacles. There’s telekinetic theme, a hyper-cognitive theme (greater perception powers) and other themes that would not effect appearance. Other themes that would be hard to reconcile with PSH appearance. (?): Could the Cognitive guy just be a huge floating eyeball? No reason you couldn’t do that. Q: Use of Cards? - The cards are essentially powers. Some times they are persistent (like carapace, +3 AC) is going to last until the next time you change cards. The Language is, “As long as this is your readied power.” We’re all going to draw a new card and see what you got. [this happens] after a long rest or at the beginning of the adventuring day. Some powers are one use and its gone (like Gamma Eye). The assumption is that you are going to change cards at the end of each encounter. The tech stuff is a lot of fire and forget stuff as well. So if you draw the blaster pistol, it is only going to be good for a couple of shots, before it breaks. I am not going to tell you the mechanic that decides that. But you get a shot or two then it breaks and is done. Tech does not disappear because you sleep. But it might just be junk. Most of the things are going to be like encounter powers. A Black Ray pistol is going to get off a deadly shot, but then you have to see if it will work again. There is a mechanic to “salvage” tech and make it part of tour character permanently. [The item] will operate at a lower level of power. In GW you don’t get +3 bow, you get a “salvaged down” Plasma rifle. This will function about as good as a D&D magic item. Also the stuff in the GM Deck is not the stuff that is going to persist. You’ll use it and it goes away. [They] Also have narrow usage. Q: PC progression? - Level faster than in D&D. To tenth level and then we stop at that point. Obviously, a fully geared up level 10 GW character is probably going to be stronger the a 10th level D&D character because a fusion rifles are just righteous. There is an advancement chart, and it looks like the one in D&D. And tells you when you get to choose new powers from your themes. Q: Difference between GW and D&D mechanics? - (?): I can see someone starting with GW and switching to D&D. There are some little details. Like probably no action points. Right now only monsters use action points, so we will probably drop them because we don’t want to use the space in the rule explaining something that only monsters use. We want to keep the monsters simple. Questions about the product: |
| #7strand0Feb 18, 2010 23:57:56 | 2010 D&D Product Overview (47 minutes into the Audio) October. Revisting Gamma World. Different product format. 10” x 10” box. Rule book 160 pages. 6” x 9” Includes everything you need. Strong ly rooted in D&D. If you know how to play D&D, you’re going to know how to play this pretty. Its got character gereation. A little inromation on how to Game Master. About 30 different Gamma World monsters. Including some of the classics, like the Badders, Arn, Blaashes and the this and that. Also includes about a 10 encounter adventure. Which will get you close to pretty close to 2nd level worth of XP. All in the on package. Also a couple of poster maps. Token sheet. And we didn’t include dice in this one? (Someone, “No.”) Once again, we figure you guys, most of you at least have your dice. With GW the assumption is that your character is probably going to be a mutant. You are going to have a couple of different mutation themes. So, you might be part Cockroach/part Yeti, part Pyrokinetic/part Yeti, or Plant/Seismic. You know there’s these [21] different themes. That kind of group different powers together. The character in 2 themes and you bolt them together. Arm them up. And send the on their way. It is a lot of fun to play. And the biggest, craziest component of this thing is that it includes a card component. In the starter box is a deck of 80 Cards. Which is 40 tech cards (thing you might find) & 40 Mutation cards. Weird unexpected mutations you might suddenly manifest. Those might range from things that are useful. Like, oh- Life leech. To things that are not so useful or narrow. Like anti-life leech, or things that are just comical. Like (I used to call until recently...) Big floppy feet. Not terribly useful, but if you’re fighting in mud or snow you don’t take a penalty because you stay on top of it. In addition to the cards in the starter set, what we call GM cards. We also have the GW Booster cards. Which is a place where you have, as a player, a place to invest in making your character better, uh… giving yourself better options on the card draws. So, things like powered-armor, and fusion rifles, and really good kick-butt mutations. Like Gamma Eye and all sorts of fun things like that. A lot of those are in the boosters and you have the chance to have your character basically composed to some extent of the thing that are always true about ‘you’. Like you’re a Yeti and a Cockroach, and the things that are going to change, because this is GW and radiation just does that! Character generation is a snap by the way. You can generate a character in about 15 minutes and be playing with them. -- - -- -- - -- -- - -- -- - -- December Famine in Fargo is also a box. Like the first GW box. This one is a little more adventure focused. There’s an adventure in there, that’s about 25 encounters, give or take. (mumble) What’s that? 16? My [garbled] 16 encounters. 160 page book. Questions about the product: |
| #8strand0Feb 27, 2010 1:30:48 | Some new or slightly different information from: QUESTIONS & ANSWERS Q: Can you roll a “pure theme”? Like Seismic Seismic? A: (Rich) I did something clever for this. There are 20 themes, and you roll twice to get Primary and Secondary. Roll the same number twice? You’re option #21 – Engineered Human Q: How does the card mechanic work? A: Cards are basically (encounter) powers. Some are persistant, some are when you want to use them. Carapace, for example, would be an always-on effect. At the beginning of your day/after a long rest – everyone draws a card to see what they’ve got. Gamma Eye – fry something with Radiation. Use it and it’s gone. Probably change cards for mutations at the end of every encounter. Tech is only gonna last a while: Blaster only good for a few shots – then it breaks. You don’t necessarily lose tech when you stop for a long rest. Most will be junk, and you’ll maybe be able to salvage down really good tech to make it a permanent part of your character. GMs deck tech would be like “Rusty Laser Pistol” – good for one shot. Q: Will Gamma World see DDI / Character Builder support? A: (Chris) No plans right now, but it depends on what the community wants. Certainly not on the books for 2010. A: (Rich) Gamma World will be simple enough that Character Builder support may not be needed “you guys” will likely have it broken down into Excel Spreadsheets in no time. Q: Does Wizards plan to keep branching out into genre games like this more? A: I think the 4E rules system is universal enough that, yes, we should be able to do more of this. It’s also possible that players could start in Gamma World and move on to D&D. Monsters (may) have action points, player’s don’t. This sounds like it may be in flux right now – so don’t be surprised if this changes. |
| #9strand0Mar 04, 2010 5:48:05 | BLOGS - Gamma Design This week will be my last fulltime week on Gamma World. It's been a wild, fabulous ride, and I want to thank my co-designer Rich Baker for a wonderful experience, as well as Rob Schwalb and all the developers including Peter Schaefer, Andy Collins, and Stephen Schubert. I haven't had this much fun designing a game in a long time. I've always been a fan of post-apocalyptic scenarios. Which is sort of odd, because if I really had to survive through one, I'm positive it'd be a nightmarish ordeal. Of course, the aftermath scenarios I enjoy are the kind where some element of the fantastic is part-and-parcel with the experience. Plus, so far anyway, I've always been able to enjoy Armageddon from the comfy remove of my reading chair or game table. So, you're in luck; the new Gamma World offers both these luxuries: you can expect superscience oddities to go with your nuclear fallout, and you don't have to suffer the death of most everything you hold dear. Win, win, eh? Not to mention, if you're really lucky, you may get to shoot beams out of your eyes. Viva La Gamma Terra!
Further Gamma World Playtest This Sunday past, my house group played another round of Gamma World. We had another fun, rough-and-tumble romp through the wasteland. Roll of HeroesMiscreants: The party consisted of the Master (Paul), a nightmare mind-breaker with great mental powers and an enormous way with people; Gregor the Jung-er (Doug), an empath with the ability to pull duplicates of himself from other worldlines; Frigidaire (Mike), a plastic mutant with cryokinetic powers; and Herb (Alan), a zombie ghost. The players all decided that the Master was, in fact, the master, and all the others had worked for him before they mutated and went exploring: his gardener (Herb), an applaiance repairman (Frigidaire), and his therapist (Gregor). Besides, the Master's social checks were enormous enough to ensure that anyone would generally agree with his whim. Short story shorter: The small town of Gasstop was being oppressed by mutants who were taking money and "selling" an addictive, mutagenic drug in exchange. The PCs got caught up in the conflict when they tried to get a peaceful drink when the mutants attacked Ol' Stoney's Bar. After being offered free drinks and half-price gasoline for all time, the heroesmiscreants chased the oppressors up the mountain to a blown-up ski-lift. The Master died, and the game wrapped up before we could explore the ramifications of a team's mental master dying. Oh, and yes, I ripped up Paul's character sheet. |
| #10strand0Mar 04, 2010 23:43:03 | Gamma World and Random CardsThursday, March 4, 2010, 03:18 PM MST |
| #11strand0Mar 05, 2010 21:56:09 | Gamma World Playtests I ran a couple games of Gamma World for my home group during the playtesting phase, and we had a blast. We had to set them up for swift access to the largest volume of rules, so each character started at level 1 and leveled up after each encounter, finshing the night at level 4. The characters my players rolled up for the first week were Herrrtz, an electrokinetic felinoid (Lane); Texaco, the hypercognitive speedster (Mike); and Pinkeye, the radioactive mind coercer (Doug). The lot of them had been enslaved by froggers (the bullywug minis I had to hand) and, after some rudimentary spirit-breaking, were being trained for gladiatorial combat. Arming the PCs is always a bad idea. After ripping their captors new ones, they were waylaid by spider-people (driders) in the woods on the way back to the slaver camp, which killed Herrrtz. Lane had a new character ready for the next encounter: Reginald, the seismic yeti, who seemed nigh unstoppable as he joined the other two PCs for an assault on the frogger slave bosses. One highlight is when one (I think Texaco) surrounded the rocket-launcher-wielding frogger with an invisible forcefield, so the enemy's next shot sent him and his backup rockets up like an exploding chimney. The next week, we had more players, so they all made new characters. I set the game in Slave City, the community of 150 that sprang up after last week's characters freed the frogger's slaves. This week's PCs were Lucius Clay, another yeti and grandchild of the famous Reginald (Lane); Curt Steel, android supacop (Mark); the Rats of Nimh (Mike); Katzensturmbandfuhrer Wolfgang Sanchez, a genetic experiment leftover from the 1940s (Paul); and Neutron Bum, the radioactive layabout (Doug). They backtracked an assault of scalemen (lizardfolk again scavenged from my minis box) to the source, which turned out to be the founders of Slave City and their characters from the previous week, all juiced up on some weird life-lengthening, megalomaniacizing radiation and headquartered in an old post office. The new guys put down their forebears, of course. One highlight might be when Neutron Bum (I think) created a gravity well in the middle of a ravine, pulling the scalemen ambush (and some of his allies) into the middle of the space where everyone got into a frenetic scrum. It was fun playtesting and all, but I really look forward to when we have some nice character sheets and cards. |
| #12strand0May 27, 2010 17:55:00 | community.wizards.com/wotc_richbaker/blo... Gamma World Prototype Yesterday our production expert Rainni brought something pretty cool by my desk: an FEP (don’t ask me what that stands for) of the upcoming Gamma World game. (A bit more info available on the original BLOG.) |
| #13grehnheweMay 27, 2010 17:57:12 | Thanks for the Gamma World update! I am looking forward to bumping some of the Gamma World threads when the release date gets closer. |
| #14OneWeirdCatJul 22, 2010 19:39:26 | I can't wait!! I loved Gamma World back in the day! I'm really interested to see how 4th edition rules mesh with the flavor of the game. I also wonder if anyone near me will play? |
| #15Tony_VargasJul 26, 2010 20:46:38 | Cards |
| #16dulsiJul 29, 2010 9:02:26 | 3rd: Gamma World was desecrated to promote the Marvel Super Heroes system (the one with the annoying 'feat chart'), in the hopes of expanding the popularity of that system. The result was aweful instead of awesome. I think this was an honest attempt to build a new system for Gamma World. The first two were D&D with scifi/postapocalypse added. I don't think it was an attempt to promote MSH but instead they felt a system like that would work well for Gamma World. Mutations in GW have more of superhero feel than magic. However, they botched the release. Not all the rules were included. Instead you had to mail them to get the errata. Without the errata you didn't have an equipment list so you couldn't create a character out of the box. 4th: A stealth release of something that resembled the original Gamma World, but was almost impossible to find. I was only ever able to acquire a few suplements, including 'Gamma Knights' a tactical game that seemed to be the real point of the release. I think this being of limited availability was more due to TSR's credibility being shot. Why bother stocking GW when you knew TSR wasn't going to support it for long. 5th: Shoved onto the Alternity bandwagon just as it was going down in flames. TSR/WotC wanted Alternity to be their Sci-fi base so it makes since in that respect to tie GW to it. Unfortunately they didn't understand what people liked about GW. It has always been sci-fantasy not sci-fi. 6th: Shoehorned into d20 Modern with execrable results. D20 Modern is D&D rules with the modern world. Exactly the same thing that GW 1, 2, and 4 were. It did more cinematic combat instead of realistic combat from Sci-fi games. This is a good fit for GW IMHO. Unfortunately the d20 Modern rules seemed a little rushed and never given the care of D&D 3.5. The initial GW book had very limited number of mutations and used a different psionic system than d20 Modern. I think they eventually created a fairly good game with the base they were given (the license they got required them to use d20 Modern as a base). The original designer said later that Darwin's World might be a better place to start. Like you I'm dismayed by the CCG aspect and will probably avoid the new game due to that. Really disappointing. I've managed to collect all the earlier editions. I created a Gamma World group here BTW. |
| #17OneWeirdCatAug 01, 2010 21:26:23 | Wow, in my enthusiam for the return of Gamma World, I entirely overlooked the card aspect..... and it too has me worried. Booster Packs for sale? I hope there is enough to the system that I can find enough that i can use if I don't like the card system. It would also be nice if they worked to bring the fantasy back to the sci fi. |
| #18Lon_Mo-arr_SoltariAug 03, 2010 15:56:37 | Well, I know I'm not going to do the whole CCG thing. What I plan to do is just have a DM Deck with all the cards in it that everyone draws from (the players will NOT each have their own hand...as it were). If someone did want to buy a booster or two, it would go into the one DM Deck (One Deck to rule them all). And as much as I like the idea of drawing a card every day for a random power for a particular character (a "Wild" mage/mutant), I do not like that mechanic for the entire group. I love having a random power/characteristic, but I want that power/characteristic to help define that character (I want "Lobster-Claw Man," not "Lobster-Claw-for-today-but-Floppy-Feet-tomorrow" Man). That is why I will be having players draw from the deck upon character creation and keeping it...For-EV-er! Just my 2 cents. |
| #19Tony_VargasAug 06, 2010 2:48:07 | (3rd Ed) I think this was an honest attempt to build a new system for Gamma World. .. However, they botched the release. Not all the rules were included. Instead you had to mail them to get the errata. Without the errata you didn't have an equipment list so you couldn't create a character out of the box. I vividly remember that screwup, and did eventually get the errata - it was still a very poor version of the game, though. And, it's not like the first 2 eds set the mechanics bar very high. |
| #20strand0Aug 11, 2010 3:22:17 | Report from GenCon 2010:
In addition to the standard power “chassis” that all 4E Characters have, the Gamma World Characters have two additional mechanics – Alpha Mutations and Salvage Slots. Alpha Mutations are encounter powers which are drawn from a deck created by the Player, and usually revolve around one or both of the Characters particular themes. At random times during play, as designated by the rules (such as rolling a natural 1 in combat), the current Alpha Mutation is discarded, and a new Alpha Mutation drawn from the deck to be used as a new encounter power. Similarly, Characters will also have an Omega Tech cards, representing high tech devices which can be used by the mutant hero until they burn out. But some Omega Tech can be used at a lower power level if they are “salvaged”, which uses a Character’s Salvage Slot, allowing the card to be retained indefinitely, albeit at a lower power level. This use of cards is aimed at adding a random element to the game to make it fun and a bit zany. For instance, Greg Bilsland described a game he was DMing, in which Trevor Kidd drew a new Alpha Mutation which gave him the power to EXPLODE – literally blow-up on his enemies – and he heroically used it to great effect. But he also had to re-roll a new Character! Character death is apparently not a big deal in the Gamma World RPG, and in fact, seems to add a bit to the humor and light-hearted nature of the game. The Designers stressed that the ease of Character creation made losing a Character just part of the fun. And there are only 10 levels of advancement in Gamma World, so the play experience will be a bit shorter than standard D&D campaigns. But not all the seminar attendees were happy with the “light-hearted” elements in the new Gamma World RPG, and one gamer voiced his dissatisfaction quite vocally. However, the Designers took the flaring of “nerd-rage” in stride, and both Rich Baker and Bruce Cordell admitted that they were not pleased when they were told by their boss at the start of the Gamma World RPG project that he expected a “light-hearted”, “fun”, and “tongue-in-cheek” game. But having designed the game, they were both quite proud of their achievement, and the other WotC staffers agreed that this new version of Gamma World was a tremendously fun gaming experience. In fact, John Schindehette pointed out that simply because the game was written with a certain humorous style, it did not force Game Masters to run their Gamma World Campaigns that way. The material is taken quite seriously, he went on to say, and he enjoyed playing the game himself. By the way, the game provides rule for Players and Game Masters to create their decks, and there are limitations to how many of a particular type of card can be placed in a given deck. Obviously, there will be a few rules changes from standard D&D 4E, specifically with regards to skills, but overall the Gamma World RPG will be easily playable to anyone already familiar with D&D 4E. Given the rest of the D&D 4E product line, it seems that they were due to come out with a game that was less serious and grim, and provide an option for fast Character creation and play for those gamers without a lot of free time. |
| #21strand0Sep 06, 2010 23:44:27 | Mini-Reviews of New WotC Products: PAX Loot Monday, September 6, 2010, 02:31 PM PST Gamma World This is a really interesting product. Unlike Ravenloft, GW is not a board game. This really is an RPG - though a very light and confined one. And I will disagree very strongly with what Jester wrote here; Gamma World is not a CCG. What WotC has been saying is true - Gamma World plays best when you don't collect the cards. More on this later. Let's go back and look at the product. For $40 you get a large box with a small-footprint but well made (and very pretty) 159-page rulebook. The rulebook is well written and does a great job of walking you through character creation, gameplay, and things like available monsters. You get what could be called a "starter deck" of well-made CCG-style cards. The 80 cards are half Alpha mutations and half Omega technology items (more on that later). You get two sheets of well-made tokens which contain different images on each side of the monster tokens so that you can use a wider variety of monsters (though this means you can't run certain combinations). You get two double-sided poster maps (similar look to D&D Tiles but made of thin poster paper). You get one booster of Alpha and Omega cards. The game is a campy sci-fi RPG where the world went crazy thanks to the Hadron Super-Collider. Alternate time-lines of AI robots, aliens, Armageddon, and other wacky stuff all merge into our world. You end up in a post-apocalyptic future setting with a lot of humor because the players know things the PCs do not. For example, the PAX adventure was based in Seattle, but the PCs did not know this (and would not understand the name). A postcard with the Space Needle and the words "Greetings from Seatt" were a hint to the players. PC generation is extremely fast - you end up with funny combinations of origins such as Cockroach Empath. Each provides skills you are trained in, powers you can use (sometimes Encounter, sometimes At-Will), and other cool but short features. A friend of mine made cut-out cards and this is a good way for players to track their Origins. You then assign abilities based on the origins and finally roll the rest randomly. You quickly calculate a few numbers for skills and attacks, choose weapons, and roll for gear (giving you funny things like a canoe and a wagon). You also get an initial Alpha Mutation. One of the card types, this is a strange short-lived mutation. The power of these varies widely. One PC might be able to do a blast 5 that stuns creatures, save ends. Another might get tentacles that let you draw or sheathe items as a free action. Many of the Alpha Mutations have an "Overcharge" option, where you can roll a die and see if something cool (make basic attack with tentacles as a minor action) or bad (tentacles decide to strangle you and you are stunned save ends) happens. You discard Alpha cards at the end of each encounter and then draw new ones. The wide variety is part of what makes this not worth collecting. They play best if you are surprised by what you get rather than players making a super-deck and knowing all the cards. The option to use the GM's deck helps this, as well as buying a periodic pack. In this regard, I see boosters as a board game style add-on that can help keep the game fresh. When you explore you might find random ancient junk (stuff from our world). This can include a car stereo, inflatable kiddie pool, or smoke alarm. This can be a ton of fun. When the young boy at the table I DMed hooked up the car stereo to his power generator and played 80's music... well, let's just say he did very well with the Dancebot 1986 robot. And when a player asked if he could use his foosball table as a weapon... who was I to say no? A friend made some awesome random junk cards, which I will post once the game releases. The setting seems ideal for short campaigns and periodic adventure settings. The rules may be somewhat limited if you tried to do a protracted campaign. A game like Eclipse Phase would be better, especially if you want serious sci-fi instead of a humorous setting. Overall, this is a fun game and worthy of your gaming shelf. I think it is a very good product. ((Comment: That's an interesting background, but no bombs and chemicals?)) |
| #22strand0Sep 07, 2010 11:36:41 | The Worlds Of Dungeons & Dragons by Matt Miller on August 27, 2010 at 05:30 PM
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| #23strand0Sep 09, 2010 22:03:44 | wilwheaton.typepad.com/wwdnbackup/2010/0... PAX After Action Report, Part One Wil Wheaton When -- was over, and …, Logan ran Gamma World for us. I never played Gamma World back in the old days, but I've always heard that it's a lot of fun, so I was super excited to give it a try. WotC is updating it, using modified 4e rules, and it was a lot of fun. Real quick, here's how WotC describes it: Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here. The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils. This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world. You start out making random characters, rolling 2d20 to get two different backgrounds that combine into one character. I got Sentient Plant and Radioactive, then rolled truly awful stats (yeah, you get to roll 3d6 for your stats! Old school, baby!), so we decided that my character's name was Needles, and I looked just like the Charlie Brown Christmas Tree (Me: Oh, DAMMIT! Logan: I think you mean, 'Good grief.'). Andrew was an empathic giant parrot called Fluffy (he named his character before he even knew what it would be), Will was a seismic doppelganger called Dug Dug, and Keith was a Yeti mad scientist called Doctor [I forget, but it was hilarious]. None of us were particularly smart (average INT and WIS scores were 10), and we all lived in a bunker together. I won't recall the entire adventure, but some highlights were:
I'm sure I'm forgetting other awesome things, and hopefully the rest of the guys who played will comment here with their own memories about the experience. My takeaway from Gamma World: I wouldn't want to play an entire campaign, because it's just a little too gonzo for me, but I think three or four sessions (would you call that a mini-campaign?) as a break from my regular game would be perfect. Also: Logan Bonner is a frakkin' great DM. Upon realizing I stayed up too late, I moved my Saturday signing back a little bit, and went to sleep, marveling at how lucky I am to have such awesome friends, and so many incredible opportunities to do cool things. “Needles‘” picture twitpic.com/2mc5fd also Secrets of the Gamma World reboot io9.com/5574788/secrets-of-the-gamma-wor... Jun 28, 2010 02:20 PM |
| #24von-etherSep 10, 2010 10:56:51 | There's a sneak peek at the rat swarm in this Editorial (www.wizards.com/dnd/article.aspx?x=dnd/d...) And the Android can be seen here (www.wizards.com/dnd/Article.aspx?x=dnd/4...) |