scoop: 4e gamma world

Can you explain what you mean by limited vs constructed for non CCG players here?

Sorry for not explaining. Hope this doesnt get the thread booted to the CCG forum.

Constructed

vs

Limited

The problem with criticisms of the MTG model is that there is a mistaken belief that it is Constructed that drives MTG sales. It isn't. Again, MTGOnline shows a microcosm of what drives MTG sales and it isn't people randomly buying cards. It's the constant firing off of the drafters.

It has always been Limited (I'm honestly in shock that FFG thinks it can make up the difference without Limited fans in their Living Card Game)

Constructed, in all honesty, is somewhat looked down upon in the hardcore M:TG circles mainly because of the rock-papper-scissors effect of decks and the relatively less effect play skill has on your ability to win matches all thanks to the internet

Pre-internet, when decks were "local" affairs, there was more "oh wow, what deck are you playing" and "what does this card do?" but now, a grand prix being held in japan means that two hours later, everyone in Toronto is playing the winning deck.
 

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This really reeks of an experimental model. I'm not trying to start an edition wars or talk about 5E, but I am really having flashbacks to Alternity and its percursor status/impact on 3E. I think 5E is way way off, but they are trying a new game/business model. It worries me they are doing something new with their sci-fi line again rather than trying to build a great stand alone game.

It could be more akin to Dragonlance The Fifth Age and wither on the vine.

I am not a 4E supporter as it is not my cup of tea. GW had the chance to draw me into 4E but I was looking for a more in depth game. Going to level 10, making a character in 15 minutes, and developing the game as a fun diversion wasn't really what I was after. I fear the mechanic will cause the game to fail and they will just blame the GW genre.

Darwin's World....you'll always be in my heart.
 

I pointed this thread (as well as the corresponding thread on the WotC forums) out to Trevor Kidd at WotC, and here is his response:

Trevor Kidd said:
I’m definitely as excited to see Gamma World coming this year as some of you are, and I get the uncertainty and dislike for the idea of random booster packs that some have expressed. I would like to remind everyone that the game is about eight months from releasing and the only things that most people are commenting on are just based on the idea of the game and the cards.

To clear up some confusion that I’ve seen, the iteration I played with Rich doesn’t use the cards for character creations or base character powers. I got a random mutation at the beginning of the day which I pulled from the deck, and once per combat the mutation could randomly change, prompting a new draw from the deck. It was a fun and awesome way to keep things interesting, change up the encounters, and keep me guessing as to what would happen next. While I found myself hoping for a fun or powerful mutation from time to time, I never had a mutation that I didn’t enjoy in some way.

Now we didn’t use player decks and DM decks, we only had the DM deck. I want to see the full iteration before I jump to any conclusions, but I may just run the game without player decks and just have cards in the DM deck that support their concepts/play style. But the jury is still out on that one because I haven’t seen the whole game or exactly how player/DM decks will work.

As to the cards themselves, a booster pack will give players and DMs more options, not necessarily better options. I personally love more options, and having them in card form to draw from a deck during combat had an awesome visceral feel. The random card model I can live with, especially since this isn’t a game that lends itself easily to power gaming. You are encouraged to randomly roll up a character’s stats and base mutations, and you get random power draws during combat. You can definitely build to be uber powerful and tweak everything to your advantage, but again, it just doesn’t seem like that kind of game to me.

In the end, if you’re worried about the impact to your wallet or have some kind of deep hatred of collectible cards (damn you baseball cards for ruining everything!) – I would very strongly point out that you don’t need to pick up the random boosters to make a good, fun character in Gamma World. Those of us who want them, will buy them. Those of us who don’t, won’t. But with all that said, I would ask that we all just wait for final judgments until the game is out and we’ve had a chance to run through it or at least looked at it. Heck, I’ve played it and I still don’t know everything about the inner workings and complexities of the game.
 

Mudbunny, thanks for passing that along. I get the impression that Gamma World is meant to be kind of a cross between an RPG and a board game (minus the board). Hope that makes sense.

It could be more akin to Dragonlance The Fifth Age and wither on the vine.

There are some differences here. The Dragonlance: Fifth Age products, using the SAGA game system, was a rapid departure from the world established in Chronicles, Legends, and the DL gaming products. New uber-dragons appeared that we never saw before. The gods were gone, and with them the arcane and divine magic of old. In their place was new, strange magic.

Now, I don't know Gamma World that well, but I don't get the impression that the world is changing to the same extent that Dragonlance did.

You may have a point since the game system is changing, but I think 4e is more comparable to prior iterations of the GW rules than SAGA was to AD&D. Plus, it's been long enough that WotC should have a fresher start.

I, for one, will be giving GW a chance. When I think of the possibility of playing a half-yeti/half-cockroach with big floppy feet and a stop sign as a weapon, it brings all kinds of joy to my heart.
 

Awwww, crap! And I was really excited about seeing one of my childhood games coming back - until I saw the words "booster pack". Way to go Wizards. :.-(
 


[I got a random mutation at the beginning of the day which I pulled from the deck, and once per combat the mutation could randomly change, prompting a new draw from the deck.]

This may be a fun game, but it isn't a role playing game. Or, how can I play my character right if he keeps changing on me? If you got something like a pool of non-physical mutations that you could use once per combat maybe. But this? No. :confused:
 


This really reeks of an experimental model. I'm not trying to start an edition wars or talk about 5E, but I am really having flashbacks to Alternity and its percursor status/impact on 3E. I think 5E is way way off, but they are trying a new game/business model. It worries me they are doing something new with their sci-fi line again rather than trying to build a great stand alone game.

"Reeks"? Wow, when I need some negativity, all I have to do is read the threads on new WotC products.

Yes, the format is experimental, that much is obvious. While you see bad, I see good. Or, at least not a failure half-a-year before the game is even released.

[I got a random mutation at the beginning of the day which I pulled from the deck, and once per combat the mutation could randomly change, prompting a new draw from the deck.]

This may be a fun game, but it isn't a role playing game. Or, how can I play my character right if he keeps changing on me? If you got something like a pool of non-physical mutations that you could use once per combat maybe. But this? No. :confused:

So, randomly choosing powers makes Gamma World *not* a role playing game? Changing powers during play somehow takes away the role playing aspect?

Heh. While you guys are grousing, I'll be enjoying the new Gamma World RPG in the fall. Random powers and all. I may or may not purchase some of the boosters, but as everything you need to enjoy the game is in the box, I should be fine.
 

[I got a random mutation at the beginning of the day which I pulled from the deck, and once per combat the mutation could randomly change, prompting a new draw from the deck.]

This may be a fun game, but it isn't a role playing game. Or, how can I play my character right if he keeps changing on me? If you got something like a pool of non-physical mutations that you could use once per combat maybe. But this? No. :confused:
Is it any different from Wild Magic or a Deck of Many Things?
 

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