Will said:The intro makes no sense and is devoid of inspiration??
If there ever was a single sentence guaranteed to make me write off somebody... wow.
I also disagree with the other points, but at least they were somewhat more a matter of taste.
Baraendur said:I have to say that I disagree with just about every point you make here.
Baraendur said:I think of all your points, I disagree with this one the most. I love the industrial-gone wrong look.
Baraendur said:The tone of the game is changed slightly in that is is less silly than previous editions, but I don't consider that a bad thing at all....I'm much more interested in a Mad Max world than a Thundarr world.
That's because you want this to be a faithful re-release of the old material using D20 rules. While you have a right to feel that way, that isn't what most people who are interested in PA games want, and Bruce Baugh and Co. are definitely in touch with this fact. This is a re-imagining.
Baraendur said:The book weighs in at 246 pages. ...
The only disappointment I have with this book is that there aren't more mutations and that there aren't animal races. That's it. Otherwise it does exactly what it should do.
Baraendur said:You'll notice that my rebuttal only addressed issues that could potentially be construed as valid. Personally I think this was little more than a troll.
you obviously haven't seen New Jedi Order...tldenmark said:I wouldn't expect someone to "re-imagine" Star Wars, and put out a Star Wars RPG that was actually more like Babylon 5, or Alien or something just because someone in marketing thought that would be more popular.
d4 said:you obviously haven't seen New Jedi Order...
tldenmark said:I don't see what's wrong with expecting a faithful re-release. I wouldn't expect someone to "re-imagine" Star Wars, and put out a Star Wars RPG that was actually more like Babylon 5, or Alien or something just because someone in marketing thought that would be more popular.
Also you are assuming I wanted an exact replica of GW converted to d20, which is far from the truth. I expected an intelligent remake of GW that kept the feel of the license, key to that feel is sci-fantasy. I'd argue that this is so different it is no longer Gamma World other than some of the names. If they wanted to do A.I. the RPG they should have made that, but not call it Gamma World.
hmmm. I think you made my point about the "skimpy-ness" of the book. I wasn't referring to page count. The key things a player looks for are empowerment tools. All those nifty things that lets them make the character they want within the context of the game. That is sorely missing in this book, and it's supposed to be the player's handbook!
I find it hard to believe that a different wealth system hurts roleplaying. Personally the wealth system in d20 Modern is the best thing about the game (and I do like many other parts). I am contemplating using it for most of my other games too but it would take some work to convert. I'm not really a Gamma World fan so I can't comment on your other points but felt the wealth system (at least from d20 Modern) was worth defending.Gallo22 said:I purchased the D20 Modern rules awhile back in preparation of the GW D20. I never realized the dumb weath system they created. Very boring and unimaginative! What ever happened to roleplaying??
PosterBoy said:...but as I said in the other post, I have never owned GW. It was never my intention to make DW an unofficial version of GW. Dominic Covery who created the DW setting I think has played GW, but I don’t know for sure.
So I can’t compare DW to GW with accuracy. If someone asked me to describe DW in other game terms, I would say it has a Fallout tone and style with the mutant elements found in GW.
However, 2nd edition really is designed as a toolkit to make any PA game, with the Twisted Earth as the main setting. We tried hard to separate mechanics from the specific setting.
bareandur said:...Compare this to the art in the Scarred Lands and I think you'll have to agree with me...