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| #1ShiftkittyApr 09, 2009 14:27:14 | Many years ago, it was the guy in the awesome armor sitting atop an even more awesome cyborg-ish critter of some sort that got my attention at D&J Hobbies in Santa Clara, California. I saw an ad last night in an old issue of Dragon as I was looking for an obscure article. I sighed nostalgically. I had such great plans for that game, hatching a "Mad Max on Steroids" campaign world in which every session would leave my players feeling like they'd just been through the wringer. That was also when my brother, the Worst Gamer Ever, joined the group. Rather than have him attempt to destroy this game that I had such great plans for, I shelved it until he finally moved. Little did I know how long that would take. In the intermission between then and now, the game has become lost beyond recovery. The old group is gone, and the only original member left is my husband, who owns the only character we ever created for this game. When I stumbled across that ad, I felt a longing for a world gone to Hell in a handbasket with Granny Gibson buttering the skids. We began to laugh and chat about the plans we had. Finally I gave in and went to Amazon, where I found a copy of the version I had for about 22$. I ordered it and am eagerly awaiting it's arrival. While my husband and I wait, does anyone have any stories of past games or links to resources? |
| #2wrecanApr 10, 2009 16:29:18 | I have no links, but I also remember fondly playing Gamma World with my brother and our friends in our suburban basement in the 1980's. I cannot hear Tina Turner without thinking about Gamma World (Thunderdome may have something to do with that). But I played that soundtrack over and over as I wrote my Gamma World masterpiece about a working space station that remained safely in orbit, somehow avoided the space wars and then crash-landed near the characters' home town when its orbit finally decayed too far. The highlight was when the players (who had decided to become Restorationists) thawed out a spaceman from cryogenic sleep and then realized to their horror that restoring pre-Cataclysm Earth would inevitably recreate the horrors of Gamma World all over again! (The spaceman eventually escaped and joined that Faction that reveres Pure Strain Humans.) Fun times. I think Gamma World could be done with 4th edition rules. One just has to remember that in Gamma World races are more like Power Sources than Classes. There would be a Mutated Power Source, a Humanity Power Source and an Android Power Source. Mutants would also have specialized multiclasses, like FR's Spellscarred based on their species, Animal, Plant or Human, as well as Paragon Paths. |
| #3ShiftkittyApr 10, 2009 18:26:20 | I had read in a few reviews from various online game shops that Gamma World didn't quite feel right when it was kept too close to the D&D model, and that the one that borrowed Marvel's ACT table did the best. When the RPG market fell off, it got shelved until the d20 system kicked in. They tried to cover it under Alternity, but it never quite felt right to a lot of people. I think Sword & Sorcery had it last, but I'm not sure. Maybe when I get my copy, I may come up with something 4e-ish. I agree that it might fit really well with that system. Part of my goal, and in order to fit the game in with my entire gameworld, which encompasses many games, is to move the setting off of Earth, since we already use Earth in another game. The current thought I have is that the planet's name is lost to time. A nearby star pasted the place with gamma rays about a century ago or so, and that's how the world got its current name. Those on the side closest to the blast really got twisted. I don't know if you've ever read any of the old Judge Dredd comics, but if you have, think of the freaks that lived outside of the cities and that's a gamma ray victim on a good day. One the far side of the planet, the twists and mutations were lessened, and some bred out completely over a couple of generations. Mutants and other beings are effects of the gamma rays. Did you have a favorite module, or did you make up your own? |
| #4crazy_monkeyApr 10, 2009 19:12:17 | I had the boxed set (the 3rd edition of Gamma World, I think). Never actually got a chance to play it, though I thought the flavor was pure awesome. White Wolf (via Sword & Sorcery) did the most recent version of Gamma World, a d20 version. The license has since reverted back to WotC so who knows when/if we'll see it again. |
| #5bob_loblawApr 10, 2009 19:17:56 | I have been trying for years to get a Gamma World game going but one of my players is set against playing in a Post Apocalyptic setting. |
| #6wrecanApr 10, 2009 20:07:06 | I never used the modules. I always made my own adventures, borrowing heavily from post-apocalyps stories like Omega Man, Planet of the Apes, a Boy and His Dog, etc. |
| #7dulsiApr 10, 2009 22:38:10 | There is a gamma world subforum on the Piazza. Here are some resources post on that site. Additional there was an article taking about running Gamma World with the 4E D&D rules. The third edition, which is the one you mention, had a large errata as they missed a lot of material (like the price of equipment). Not sure if you can get that anywhere. Hopefully your set will include it. Websites DabberDave's Gamma World The Apocalyptic Post Digital Fortress: Gamma World Tormentor's Virtual Wasteland: Gamma World Gamma Hammer's PA Forge - This site has many, many resources for several editions of Gamma World, Mutazoids, Darwin's World, Fallout & The Morrow Project. Mutant Bastards Central - BJ Johnson's 1st edition Gamma World settings; featuring the "New West" and "New South" sites. The Mutant Manual: Creatures of Gamma Terra The Mad Irishman's GW Maps and Character Sheets Metamorphosis Alpha Universe Metamorphosis Alpha 3e Resources Not Gamma World but similar Mutant Future Forums/Mailing Lists: Gamma World Mail Group The Post Apocalyptic Forge (on Yahoo!) The Post Apocalyptic Forge (on ProBoards) GammaTerra Metamorphosis Alpha forums Goblinoid Games - Mutant Future not Gamma World but similar Metamorphosis Alpha and Gamma World |
| #8otogi_2Apr 12, 2009 18:42:39 | If you really want to get a newer Gamma World experience, try Omega World. It's in Dungeon 94, it looks great and I've heard pretty good things about it. |
| #9MalcadonApr 18, 2009 14:17:42 | Gamma World is an odd game indeed. It has seen more then just different editions, it has seen different styles of playing. 1st ed GW was loosely based on Metamorphosis Alpha (which in was loosely based on the original D&D rules), and carried over the same vibe and feel of a stark, yet campy retro-science fantasy. Most people accustomed to 80's-styled Mad-max fiction have a hard time getting their heads around the gonzo weirdness of classic GW (such weirdness is most expressed by the artwork), but it can be an acquired taste (most fans - like myself - embrace the wackiness, and liken it to the Thundarr the Barbarian cartoon - which most of us are fans of). The fluff was classic - humanity became a high-tech utopia, but the world eat itself apart with special interest groups (edition wars anyone?), and the Apocalypse group finally destroyed civilization (the inclusion of this group seem to serve no other purpose then to get the game going with a treasure hunt, and it ruined the whole Twilight Zone style "the world destroyed itself by it's own hubris" theme). Younger gamers would look at the rules as unbalanced and incomplete, but old-school players enjoy such things. 2nd ed GW was vary much like 1st ed, but with additional rules. Many of the new rules was pointless, and made the game a more cumbersome. Otherwise (as far as I can remember) had the same look and feel as 1st ed. Mutants that was introduced in 1st ed and MA as nothing more then examples, became canon creatures by now. 3rd ed GW was vary different in both rules and style. At the time, gritty Mad Max films was vary popular, and the art of Jim Holloway reflected this. They also opp to use the Marvel Superheroes system, which they though was really popular - oh well! Like 2nd ed, they tried to make the rules more complete, but they not just made the game more bulky, they failed at even making it workable! At this point, the background story was built-up to convoluted levels. 4th ed GW tried to go back to the classic gonzo-styled game, and to have a system that was like AD&D (people get surprise with how the AC system in this game is just like 3rd ed D&D). This is the most complete rule system ever used under the name Gamma World, and it covered a lot of territory. The least popular rule was the newest - Character Classes. Before this, players could have their character do anything within the limits (Genotype and Attributes), and their understanding (the technology they have figured out, and the creatures they encountered), but many players felt the classes was too restrictive in what they can do. The game also had the unfortunate habit of restricting the PCs from the "bad guy" Cryptic Alliances (in other words, players cant play a member of the Friends of Entropy because they are coldblooded killers). 5th ed/Alternity GW was different in every way! The Alternity rules was a short-lived (98-2000), but playable sci-fi ruleset, that had a following, and was ultimately dropped by the wayside for Wizard's Modern d20 rules. The Gamma World was a supplemental book that required the core Alternity rulebook. The backstory was changed to an alien invasion, and the setting was hard-edged gritty! Fans hated how Mutant Animals was not included in the game. The older fans did not care much for the game, but the Mad Max loved it. 6th ed GW (under White Wolf/Sword & Sorcery Studio) was by far and large, the most hated edition! Like 5th ed, 6th ed was not a stand-alone game, but a supplement, and a system that is not all that popular by GW fans - Modern d20 (the game is semi-compatible with 3.x D&D, but the conversion was a joke). The game one major saving grace is that the setting was open-ended to how the world fell (even giving advice about it), but the game as a sic-fi, took itself way to seriously. In fact, the book knocks down a movie called Damnation Ally for being to campy for an inspiration for GW, which showed a major failure by WW to know the game's history and the fanbase at large. If the game had more feedback by the fans, then the game might have allow for both wacky and gritty adventures. The game also tried to bring back the classic mutants (figuring that they are somehow hardwired into the setting), but they got striped of all the random/fantastic elements, drowned them with a hard science backstory. That is, mutants dont just happen, they are the products of some experiment or a genetically altered lifeform from the passed. The book has a lot of good ideas scattered about, but some of them ultimately only looked good on paper. I have not played Omaga World or Darwin's World, so I have not much to say about them. Mutant Future may not have "Gamma World" on the cover, but it hold well to the spirit of the first two editions. It was a major fan effort, supported by devoted and highly anticipated fans, who playtested the hell out of it. The game combines rules from Labyrinth Lord (basic/expert D&D), and the first two editions of GW. It also trys to maintain the old-school feel within the artwork (I should know, I'm one of them), and even throws in some odd bit of old-school Easter Eggs in the texts. Like 6th ed (or D&D for that matter), MF is an open-ended setting. Its default setup is like 1st ed GW, but it can easily be adjusted to play like a gritty Mad Max flick. |
| #10ShiftkittyApr 18, 2009 21:01:47 | I remember "Damnation Alley". I liked the truck they had and the armor plated cockroaches. One of my brothers knows a guy in Hollywood who's open to scripts from unknowns. I was thinking of giving that story a rewrite. Given how often Hollywood rehashes old flicks, who knows? It just might sell. I just got my Gamma World game today, 3e, and it revived some old plans that just may pop back up again. I like the Mad Max style of post apocalyptic societes. As far as the ACT table goes, I got to thinking that some people, when their PC succeeds or fails at some challenge in a game, they like to have an idea of the scale of that success or failure. I would think it an interesting, if unnecessary, tool if everyone at the table agreed to it. After all, it would be an extra die roll that could slow things down a little bit. Still, it would be nice to know if your Intimidate check simply scared the other guy or if it scarred him, as "for life". I never played any other version of Gamma World, so I can't comment on anything other than the 3rd. I'll check out the other versions eventually, because I looooooooove to mix things up! Over the years I've gotten quite good at it! |
| #11MalcadonApr 19, 2009 2:28:56 | I never played any other version of Gamma World, so I can't comment on anything other than the 3rd. I'll check out the other versions eventually, because I looooooooove to mix things up! Over the years I've gotten quite good at it! Believe or not, when I first got GW (1st ed), I though the games was a joke. It was odd, and campy, with technology that was too fantastic (like Deathrays and Broadcast Power), and the art looked rough and dated, but I took myself way too serious back then. When I got older, I re-read the book and the campy elements reminded me of the cartoons I used to watch back in the 80's. I like to find old books, comics, cartoons, and movies for inspiration for my gonzo-wild Gamma setting. A Princess of Mars, Gandahar (aka Light Years), Savage Planet, Heavy Metal, Thundarr, Zardoz, Logan's Run, Damnation Alley, Barbarella, and so much more (this selection tends to make my setting a little cheeky ;)) I also like to experiment with all sorts of rules, ideas and concepts. As far as the ACT table goes, I got to thinking that some people, when their PC succeeds or fails at some challenge in a game, they like to have an idea of the scale of that success or failure. I would think it an interesting, if unnecessary, tool if everyone at the table agreed to it. After all, it would be an extra die roll that could slow things down a little bit. Still, it would be nice to know if your Intimidate check simply scared the other guy or if it scarred him, as "for life". That is why I like the Artifact Flow Chats from the first game. I cant remember if the 3rd game had it. Basically you get a number of rolls on the flow chart to try to figure out how an item works, by moving from one box the the other, until you reach the F-box. The more complex the item, more elaborate the chart. You could easily run in circles, move back to the start (the S-box), or even land on the skull & crossbones. The skull & crossbones means you really f##ked-up with disastrous results!!! (this was not like 4e, the game did not believe in balance, and players did not get attached to their PCs, as anything could happen!) It was odd - it was gimmicky, but it was fun! To bad the Artifact Flow Chats did not make it in Mutant Future, as it would have awesome! Ultimately the act of figuring out the workings of an artifact was no different then how you would figure out a magical item in D&D, which it not that bad, as the charts could ruined the joy of role-playing out the experience, if you become too dependent on them. |
| #12ShiftkittyApr 19, 2009 9:59:05 | The Artifact Flow Chart is in 3e, and as I was skimming over it, I thought "What an interesting way to have D&D PCs try to figure out how a magic item works!" What I haven't found in the box yet is a general price list of weapons and whatnot. The rule book said there was one in the Reference Booklet, but the list there has no prices, only stats. Other than that it's pretty complete. Even the dice are still in their original, unopened bag! |
| #13MalcadonApr 19, 2009 22:54:43 | The Artifact Flow Chart is in 3e, and as I was skimming over it, I thought "What an interesting way to have D&D PCs try to figure out how a magic item works!" What I haven't found in the box yet is a general price list of weapons and whatnot. The rule book said there was one in the Reference Booklet, but the list there has no prices, only stats. I keep forgetting that I have 3rd ed on a disk, and gave it a good skim. In reading it, I remember why it was not workable - in the rush to get the game out, they forgot put in some rules and charts - 16 pages worth! TSR produced a Rules Supplement Booklet. I The general price lists are found on pages 6 and 14. The Rules Supplement Booklet is a complete errata with new and optional rules. The 3rd ed looked quit elaborate. I'm going to give it a better look later - the watery symbols look interesting. I also want to show folks how different the first 4 book looked. I will show you the mutant stats for the Ark: ______________________ The 1st ed stats rare hold-overs from the original Metamorphosis Alpha game (which is available for sale by Jim Ward, himself). No Attributes Scores, and all the attacks and mutations are buried in the text, but you could note everything on a 3x5 card. ARK: No. Appearing: 1-4 Armor Class: 4 Movement: 15 Hit Dice: 8 The intelligent dog man stands just short of 3 meters tall and always walks on its well-developed hind legs. It has a mental strength and radiation resistance of 10. All arks have the following mutations: telekinesis, weather manipulation, and life leech. Arks fear large winged creatures and carry wicker shields and large clubs as weapons. They consider human hands to be a great delicacy. __________________________ 2nd ed maybe simulator to 1st ed, but it had more rules, and layed-out everything. The stats must be important, as everything is BOLD AND IN CAPS! NAME: Arks (Hound Folk) NUMBER: 1d4 MORALE: 1d8+2 HIT DICE: 8d6 ARMOR: 5 LAND SPEED: 12/900/36 MS: 5d4 IN: 1d10+2 DX: 1d12+4 CH: 1d10+2 CN: 5d4 PS: 1d10+11 ATTACKS: 1 Bite (1d6 damage) MUTATIONS: Telekinesis, Weather Manipulation, Life Leech DESCRIPTION: These intelligent man-dogs grow up to 3 meters high (standing on their hind legs). They are ferocious enemies, but have a deathly fear of large winged creatures. Arks carry Tech Level I weapons and most wear Leather or Studded Leather armor and carry shields. Their coarse, heavy fur also offers substantial protection. Arks hunt all other species as food. They consider human (or humanoid) hands to be a particular delicacy. _________________________ 3rd ed is a rewrite of 2nd ed stats (but without looking as important ;)) Arks (Hound Folk) Number: 1 to 4 Morale: 12 ARMOR: 5 Hit Dice: 8 Land Speed: 36 MS: 5d4 (+1) IN: 12 DX: 4 (+1) CH: 12 CN: 12 PS: 12 Attacks: Weapon (8) 1 Bite (2) Mutations: (M) Life Leech Telekinesis, Weather Manipulation DESCRIPTION: These intelligent man-dogs grow up to two meters tall (standing on their hind legs). They are ferocious enemies, but have a deathly fear of large winged creatures. Arks use Tech Level II weapons and only wear Leather or Studded Leather armor and carry shields. Their coarse, heavy fur also offers substantial protection. Arks hunt all other species as food. They consider human (or humanoid) hands to be a particular delicacy. ____________________ Being based in 2nd ed A&D, 4th ed GW descriptions are padded up! Arks (Hound Folk) Number: 2d6 Percept: 15 Stealth/R.U.: +2 AC: 15 (11) MD: 12 Health: 12 Speed: 18 Level: 2 Hit Dice: 8 THAC: +2 Attacks: 1 Bite 1d6 Weapon +2 Int: Low Morale: 11 XP Value: 270 Frequency: Common Organization: Pack Activity Cycle: Day Diet: Carnivore Tech Level: II Artifacts: C, I Climate/Terrain: Nonartctic plains, forest, or hills Physical Mutations: None Mental Mutations: Life Leech (13), Telekinesis (10) Special Powers: None Description: These intelligent man-dogs grow up to 3 meters tall when standing on their hind feet. Their hands have adapted to tool use. Their coarse, heavy fur also offers substantial protection from the elements. They run the gamut of colors: brown, black, white, blond, spotted, multihued, etc. Arks carry Tech Level II weapons: swords, spears, bows, and such. They commonly wear Leather or Studded Leather armor most commonly, and have rarely been seen without a shield of some sort. Their pack insignia is usally emblazoned upon their shields. Combat: The arks' primary strategy is to arrack from an ambush with guerrilla tactics, using their life leech mutation as much as possible. Since they are not immune to this power themselves, they life lech each other as well as the enemy in combat. However, their life leeching of each other tends to cancal itself out, so ignore it in large fights. They have an unreasoning fear of flying creatures larger then 1 meter. Society: The hound folk travel in loosely knit family units called packs. These packs can be up to two dozen members strong, but the hunting patties reraly number more then a dozen. The pack is ruled by the alpha male, usually the ark the most combat prowess. Other males will occasinally challenge the alpha male for the right to rule the pack. Sometimes a large pack will split, with part of it following a new alpha male and part of it staying with the old one. Arks fear all Tech III and IV artifacts. Ignore them if rolled as loot. However, Tech V and VI artifacts are worshipped as totems. The alpha male's first wife is charged with the care and and transportation of the totems. They consider human hands to be a great delicacy. ____________________ 5th ed did not have Arks. 6th ed had them, but their mutations was listed as Special Traits, because the classic mutations did not carry over to the default Mutation List (the list was a joke!). In the usual 6th style, Arks was noted as the first type of animal to be altered by man, with genetic engineering. |