d20 GAMMA WORLD: excerpts, links, Pure Strain Excitement

Tom Cashel

First Post
The release date for the Gamma World Players Handbook is now October 20, 2003; pre-order is currently available at www.white-wolf.com.

In other news, the Gamma World Game Master's Guide has been added to the upcoming release list.

There is a long thread at rpg.net where folks have been chatting with the developer, Bruce Baugh.

Here's a few gems written by Bruce to whet your mutated appetite, actual excerpts from the game:

It took the best minds of a generation to beat junk advertising on the Internet and its successors. Unsolicited emails and advertisements nearly choked the computer networks to death, but the development of AIs that could evaluate and reject billions of messages every second eventually brought the problem under control. By then, of course, advertisers had a new and even more invasive method of delivery: advoids.

Minor miracles of engineering and materials science, advoids are hollow spheres of flexible silver plastic about the size of a basketball. They can move around and even jump by flexing their skin. Images can be displayed on an advoid's surface, and microscopic speakers give the robot a penetrating voice. Millions of advoids were made and deployed to roam around cities. The robots crept into houses and offices like synthetic vermin. Advoids were resilient and self-repairing, enough to last for centuries, and each one could display thousands of advertisements a day.

Advoids once only attacked in self-defense, but increasingly bored packs of advoids sometimes physically force travelers to pay attention to them by leaping up and smashing into them.

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This segment by Patrick O'Duffy:

In the last hours of the Time Before, a lot of people became very worried about the welfare of their sentient appliances. With Armageddon coming near, what would become of your computer/microwave oven/hologram projector, a device you thought of as a friend rather than a tool? The only solution was to set it free, to make a new life for itself. Many well-meaning idiots attached limbs, weapons and armor plating to their appliances, pumped them full of survival-enhancing software, and set them loose.

Three generations later, these misbegotten creations still exist, and they are a deadly plague upon the Gamma Age. To survive, these weak appliances had to fight, had to kill--and had to repair and rebuild themselves with jury-rigged tools. Their programming long since corrupted, these feral machines roam the wilds of the Gamma World, looking for new components and energy sources, ripping apart other machines for much needed supplies.

Every feral machine is unique, a crazy amalgam of foreign parts and broken-down components. One might be a nest of rusty tentacles sprouting from a smashed television set, mounted upon some sort of miniature tank. Another is an array of hydraulic legs, video cameras and gun barrels, scuttling along inside the shell of a burned-out car like a hermit crab. No two feral machines are the same, except for their fierce determination to survive, their frenzied need for new parts, and their burning hatred of humanity.

Almost all feral machines possess some kind of manipulator appendages and a variety of internal tools, necessary for taking apart other machines and performing personal alterations. The machines are solitary, and will instantly try to destroy any other feral machines they meet for parts. At least, that's the accepted wisdom among humans who've encountered the creatures. Rumors that the feral machines are coming together into a society, bound by hate and indescribable robotic needs, are obviously nonsense.

Hopefully.

=-=-=-=-=

Muse Devices are creative machines. In their memory banks, each one has the sum total of human art, from cave paintings to the Sistine Chapel, from the works of Shakespeare to the narrative labyrinths of the Gentrys, from impressionism to quantum illumination. Every artistic impulse humanity had ever had, encoded on to a handful of circuits together with the command "see all this; do something new."

It's unsure if the Muse Devices went mad or worked perfectly. Certainly, they skittered off into the blank canvass of the world, eagerly putting laser-torch and holograph to work in the service of art, guiding the subservient construction machines in accordance with their grand designs.

The art of the Muse Devices is incomprehensible on a conscious level, abstract and alien beyond any style or school of human art. However, their creations resonate with the human soul in inexpressible ways. There is no reason or precedent for a particular angle to perfectly sum up nostalgic grief, or for the shape of a corridor to inspire unreasoning fear, but the muse devices somehow accomplished it. They understood the human soul far better than anything else ever could, including humanity.

Their artistic response to the Final Wars was to hide themselves away and build monuments to the dead. In the secret places of the world, the Muse Devices are carving cenotaphs for billions of minds, incomprehensible artworks that blast the viewer's mind with personal grief and recollections of all that has been lost. If the observer's mind is strong enough, viewing a Muse Device can bring deep insights into the structure of the world as it was before the Wars, but most people are just driven mad and are lost deep within the infinite corridors of artistic meaning.

Muse Devices are difficult to describe. Their original design was minimalist, a boxy body with a dozen limbs and manipulators. In the intervening years, most Muses have reengineered themselves in accordance with artistic criteria, and may now resemble almost anything or nothing at all.

Most Muse Devices have hidden themselves away, but some emerge in search of students, an audience, or fresh materials for some gallery of horrors. Communication with these bizarre AIs is almost impossible, but when their artistic vision briefly aligns with human-level cognition, some level of interaction between man and Muse can occur.

Here Bruce answers some practical questions about d20 Gamma World:

…it's D20 Modern, with an appendix covering D&D 3.5 conversion (the Gamma World 4th edition classes updated, and notes on wealth and action points, mostly). No, there won't be conversion notes for anything else. This is still Wizards of the Coast's property; they're just letting us play with it for a while. D20 Modern and D&D system reference documents are available free online, so it's not like anyone has to sully themselves with the purchase of a WotC book...and of course if you buy Gamma World from Sword & Sorcery Studio, a portion of your price goes to the license fee.

The question about old and new material is a little tricky. You'll find very nearly every old monster updated, between the first two releases. You won't find the old places - we're taking a distinctly different approach to the evolution of language, and the maps are different. (The maps are also by design not entirely reliable - they're there to give you ideas, not to force you into a mold.) The range of possibilities for play is vastly broader, with mechanical support and player and GM advice for things not touched upon in earlier editions of Gamma World (and in the case of the community rules, never touched on by anyone to this level of detail and responsiveness). No text is actually transcribed from past editions. It's...well, I'm going to look like a bigger geek than usual if I say that this is something like the Earth-2 or Elseworlds to previous editions' Earth 1. But I fear not!

Judging from playtest, you can run a game in whatever atmosphere you've run for Gamma World in the past. But you'll find a whole bunch else also feasible.

I have a full roster of playtesters and authors.

I can't wait for this one. Gonna be some serious fun.

Who wants it??
 
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I'm a Gamma Man myself.

And honestly, as I run through my editions, even though I'm currently playing Omega World, my ABSOLUTE fave of the whole set is 3rd Edition - the one game that used the action tables (that were so prevalent in that era) to excellent effect.
 

My fave was first edition. Some of those pictures still resonate with me, even though I haven't looked at a 1st edition book in years (note that I am extremely envious of your library...).

I picked up Legion of Gold, and I've got me eyes on a Famine in Far-Go auction. Still looking for a first edition Ref Screen. Plus other things...

First idea for a campaign, based on this Reaper miniature:
1403_G.jpg

"The General" wakes into the Gamma World out of some kind of spatio-temporal stasis, in a top secret underground bunker, and immediately uses his Ancient knowledge of lost technology to activate all the weapons he can find. Soon he is poised to grind whole regions under his boot, as his cybernetic armies march on...that'd be the backdrop for the campaign.
 
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My collection has been very... lucky... over the years. The only RPG material that was ever lost or destroyed was a bunch of my AD&D 1st ed stuff (never owned any 2nd ed stuff besides the Dark Sun boxed set). My 'cool' stuff managed to survive intact, and I have no less than three different poster-maps of Gamma Terra still. The coolest is the one from the 2nd ed GW boxed set on hex paper.

While I like 1st ed for the retro... I dislike some of the mechanics, like Intenisty 18 radiation being 100% deadly (and then having a monster with an intensity 18 radiation attack in the back of the book).

Hmm... have to make an NPC:

killerkitty.jpg


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Just saw your sig. I understand you are a genuine and authorized pope!
 
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Howdy, LPB. Thanks for the update (although it's a little sad...more waiting.)

Actually, HellHound, I'm merely a Tsar. I prefer to concentrate my zowie in the temporal, rather than spiritual, arena. Nice pic! Cat power, by any means necessary!

So are you guys both planning on running d20 GW games? Whaddya got cooking? Having never had the chance to run Legion of Gold or Famine in Far-Go, I'm looking to convert those to d20 and use them as the basis for a campaign.
 

Tom Cashel said:
Whaddya got cooking?

Since we're all waiting for the Book 'til early November I've resorted to playdoughing my ideas just a bit. I've had my group make some pre-Fall d20 Modern characters circa 2013. They're starting out at UCSC amid massive protests regarding controversial scientific studies being conducted there. Beyond that I'm keeping them mostly in the dark regarding my nefarious plans.

Overall, I think this'll work out better because:

(a) It'll be better grounded. The players' mindsets will more closely match those of the characters [i.e., instead of pretending to be Muties-From-The-Far-Future in Future-Land-For-Which-They-Have-Little-Context they're pretending to be Norms-From-The-Near-Future thrust into Future-Land-For-Which-They-Have-Little-Context, ya dig?]

(b) It'll be more fantastical (Contradictions abound!). I think post-apoc gaming with near-Modern PCs will (I hope!) create a sense of wonder and discovery that straight up mutie-on-mutie action would fail to achieve.

So, yeah. The California coast is in for so Big Changes come the Fall. The PCs at present:

(1) Nanotech grad student, looking at three solid months of writer's block on his post-doc
(2) Pre-med student (fully certified in China, but he's still in the naturalization process)
(3) Venture Capitalist, the man responsible for getting private industries involved at UCSC
(4) HVAC technician, working on the AC
(5) Tae Kwon Do Olympic hopeful, riding out an athletic scholarship
(6) Tough-as-nails Hell's Angel, brother of the would-be Olympian
 

Tom Cashel said:
In other news, the title of Mutants & Machines seems to have been changed to Gamma World Game Master's Guide.

Actually, no. The Gamma World GMG is a different sourcebook to Mutants & Machines, which simply hasn't been put up on the WW catalog yet.
 

You sure about that? I've only heard tell of three releases (this year), and three releases are listed...except one title is different. How do you know it's different?

(Not trying to be difficult, just curious!)
 

I have a certain nostalgia for Gamma World, but it is hard for me to get players to play it.

I used to have the old box set (mid 1980's), but now I only have the Alternatity conversion (so-so) and the Dungeon Magazine conversion. I really like the Dungeon Magazine mini-game one. It is kinda rules light- so you can one shot Gamma World easily, but it can have some of the feel of the old school box set. If it is just a magazine worth of info to digest, my players will be willing to one shot that type of thing.

-E
 

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