stevekenson: (go-play)
[personal profile] stevekenson
I recently picked up the latest edition of Gamma World from Wizards of the Coast (or should that be “D&D Gamma World”?) after a fun preview game at GenCon, and fully intend to run a game at home; at least a one-shot, but we’ll see how it fares.

As some know, the first edition of Gamma World (the old grey boxed set) was the very first RPG I ever purchased or played, even before the D&D Basic Set. So I have a strange and special place in my heart for the game. Thus far, I’ve got to say that the new edition seems to do it justice.

One element I really like about the new edition is the high concept: essentially (and no real spoiler here), the apocalypse comes about when particle physicists manage to accidentally collapse a multiversal continuum into a single timeline (oops...). Thus, Gamma Terra isn’t “our” Earth after an Apocalypse, but basically every Earth, after a wide range of apocalypses (apocali?): a crazy patchwork of worlds that once were, some of them destroyed millennia ago, others quite advanced, at least until their entire timeline was mushed into a blender with every other timeline...

This premise (covered in less than half a page in the rulebook) makes this potentially the most “wahoo” edition of Gamma World ever, and fulfills much of the game’s promise. Just about anything can exist on Gamma Terra, as a remnant or descendant of some forgotten timeline, from an entire ruined city (hell, continent, if you want your mutants to go exploring Atlantis) to a single creature or artifact. Although the game book doesn’t get into it, that can extend to even weird arcane or fantasy elements, if you want to harken back to the old 1st edition Dungeon Master’s Guide and do a Gamma World/D&D crossover. There is a nod to it with the illustration of a displacer beast in the GW rulebook, and plenty of D&D monsters would also make good mutant menaces (and vice versa).

I’m working on my first adventure (as the one included in the set is a bit thin) and I’m looking forward to revisiting the wastelands of Gamma World!

Date: 2010-10-12 03:26 pm (UTC)
From: [identity profile] doccross.livejournal.com
Now that's a pretty darned good kitchen sink kind of setting. I look forward to seeing what you do with it.

Date: 2010-10-12 04:57 pm (UTC)
From: [identity profile] drivingblind.livejournal.com
Have only played one session of it so far, but it also seems to be making really smart, very streamlined use of 4E. As you might guess, this makes me happy.

Date: 2010-10-12 05:15 pm (UTC)
From: [identity profile] kosmic.livejournal.com
I've avoided 4e thus far, though I have played a session. Didn't have an interest though I have said that 4e Modern, Planescape, Spelljammer or Gamma World would do it. Looks like Gamma World might be the reason to make the leap. I look forward to hearing more about it.

Date: 2010-10-13 01:06 am (UTC)
From: [identity profile] garan-du.livejournal.com
I have a first edition of that Gamma World game, and the Dungeon Master's Guide.

Ahhh, Gamma World

Date: 2011-02-06 06:35 pm (UTC)
From: [identity profile] fildrigar.livejournal.com
While Gamma World wasn't my first RPG, it WAS the first RPG that I played the heck out of and did real campaign construction for. I have to say that I, too, am pretty impressed by the new version. It keeps ( and perhaps even magnifies ) the gonzo that I remember from the second edition.

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stevekenson

July 2011

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