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Gamma World Box Set Sneak Peak on I09.com
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<blockquote data-quote="Dr. Confoundo" data-source="post: 5281669" data-attributes="member: 129"><p>Since everyone else is bickering about how Gamma World is/isn't a CCG, I'll take a shot at your questions.</p><p></p><p><a href="http://en.wikipedia.org/wiki/Gamma_World" target="_blank">Gamma World</a> is an RPG set in a post-apocalyptic future, complete with mutants, robots, and psychic powers. Think Mad Max/Fallout/Thundar the Barbarian, but with much more weirdness. You and your buddies wander the wastelands, fighting hordes of mutant rabbit people and giant war chickens, looking for artifacts left by the Ancients. It will use the basic 4E mechanics, but with some modifications.</p><p></p><p>One of the aspects of the original game that many people have a fondness for was the random character generation - with a few rolls on the random mutation chart, you could have massive psionic or physical powers, or be a totally useless basket-case. </p><p></p><p>From what the designers have said, the cards are supposed to replace those mutation charts... every day (or whenever the GM wants), the players will draw from the deck, and that's their mutation for the day. One session they could draw a powerful attack, and the next session they might get stuck with having Floppy Feet or Saggy Skin - powers that might have a very minor effect on combat.</p><p></p><p>By making the mutant powers cards rather than charts, it allows you to modify the list of available powers far more easily. Don't like a specific power? Chuck it. WotC puts out an expansion with 50 new cards? Shuffle them right in.</p></blockquote><p></p>
[QUOTE="Dr. Confoundo, post: 5281669, member: 129"] Since everyone else is bickering about how Gamma World is/isn't a CCG, I'll take a shot at your questions. [URL="http://en.wikipedia.org/wiki/Gamma_World"]Gamma World[/URL] is an RPG set in a post-apocalyptic future, complete with mutants, robots, and psychic powers. Think Mad Max/Fallout/Thundar the Barbarian, but with much more weirdness. You and your buddies wander the wastelands, fighting hordes of mutant rabbit people and giant war chickens, looking for artifacts left by the Ancients. It will use the basic 4E mechanics, but with some modifications. One of the aspects of the original game that many people have a fondness for was the random character generation - with a few rolls on the random mutation chart, you could have massive psionic or physical powers, or be a totally useless basket-case. From what the designers have said, the cards are supposed to replace those mutation charts... every day (or whenever the GM wants), the players will draw from the deck, and that's their mutation for the day. One session they could draw a powerful attack, and the next session they might get stuck with having Floppy Feet or Saggy Skin - powers that might have a very minor effect on combat. By making the mutant powers cards rather than charts, it allows you to modify the list of available powers far more easily. Don't like a specific power? Chuck it. WotC puts out an expansion with 50 new cards? Shuffle them right in. [/QUOTE]
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