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Gamma World...Impressions.

WizarDru

Adventurer
So as I'm sure most folks know, WotC released a new version of Gamma World. Being a fan from all the way back when it used the system from Metamorphosis: Alpha, I was interested. Seeing it branded as 'D&D: Gamma World'...well, not as great. The new model that WotC is testing with the 'sell it all in the box' concept was a neutral concept to me. Having joined with the Red Box way back when, I could see the appeal...but wasn't sure whether it was the consumer's best interest for that format.

So I purchased the game. I'd heard differing reviews and wanted to see for myself. I know about the fact that it would feature cards and that the cards would be also sold in boosters. Some folks have found this a troubling aspect, but the reviews I'd read indicated that this was more a question of options than necessity. I read through the game and found that it's, as you might have guessed, Gamma World using the 4E rules.

I have no experience with 4E Essentials, but I assume Gamma World shares a lot in common with it. Clearly the smaller book form factor is something WotC's having some success with, but I'm not a fan of large boxes that are...well, mostly filler. The token pages are nice and the components are all well made...but there's a lot of air in that box. The small book format, however, is all lean meat. There's no wastage here (though a more comprehensive index would have been appreciated).

Mechanically, there are some tweaks. It is impossible to make a character who isn't good with their powers, whatever they might be. Weapons and armor have been simplified to classes of weapons: a crossbow is the same as a pistol, a lead pipe the same as a broadsword. This allows for some fun customization for character work. Character creation is, rather than a chore, an exercise in silly fun.

And THIS is where people will fall into one of two camps. D&D: Gamma World is NOT the hard-bitten tale of the apocalypse. It's a somewhat tongue-in-cheek game of mutant action in the bizarre hybrid world of Gamma Terra. A world where humanoid badgers team up with Mad Max-ian pig men and are led by a robot-programming bunny. The writers clearly decided to have fun with the idea of Gamma World and treat it more as a romp than as a game of SERIOUS ACTION.

...And for me, it works. It works REALLY REALLY WELL.

My players were curious and last Friday, due to some cancellations, we played GW instead of D&D. And we had a BLAST. Character creation was extremely fun. Our three starting characters were a Android Pyrokinetic, a Plant Rat Swarm and a Doppelganger Gravity Controller. We played half-way through the sample adventure and it was a romp from start to finish.

The biggest change/controversy about the game is the use of cards. The game ships with two kinds of cards: Alpha Mutations and Omega Tech. Alpha Mutations are essentially temporary powers that players randomly draw before every encounter that ONLY last for that encounter. Omega Tech are remnants of future tech or otherworldly tech that the players have managed to salvage. They may survive an individual usage, but it's not certain.

Players can purchase cards to make their own decks of Alpha and Omega cards, customized to match their characters special abilities. Each character's origin is tied to a type of power source that matches the Omega Tech. Omega Tech can be 'overcharged', a risky maneuver that can make a power supercharged or incur a penalty. Further, when you roll a '1' on d20 roll, you encounter 'Alpha Flux' and your Alpha Mutation is discarded and replaced with a new one.

All of this leads to a game that is exciting and chaotic. It changes constantly...and the 'alpha flux' rule means that rolling a '1' isn't just a failure: it's a second chance for action. In our game, one player rolled a '1' and suddenly his new power transformed his combat completely around.

The game is all about just rolling with it and seeing what develops. In our game, the player with a Doppelganger discovered that summoning another version of himself from some other point in the time stream allowed him to be a total bastard to his future/past self, for example. Particularly when he'd leave him within a square of the Android Pyrokinetic, who couldn't turn his fire aura off. OW.

Character design is focused on a bit or randomness when choosing origins, but virtually no randomness in level and power progression. But with the Alpha Mutations and Omega Tech, the characters are in a constant state of change...and while individual origins don't vary, their combinations with other character powers result in a LOT of variation.

Minor Nitpick: the character sheets need to be bigger and slightly redesigned to handle their information.

Final Verdict of the group was that this was a Good Thing and it will be added into our game rotation. If you're looking for a good Beer and Pretzels RPG that doesn't take itself too seriously, this may be the game for you.
 

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If you're looking for a good Beer and Pretzels RPG that doesn't take itself too seriously, this may be the game for you.
Yeah, it's a fun and silly game.

Our DM has only managed to kill off one player so far in about eight sessions. He says that all of our characters will probably die eventually, which bothers me--I rolled two natural 20's for character creation and am an Android Human Cyborg thing. My next character is sure to be a let-down.
 

Yeah, it's a fun and silly game.

Our DM has only managed to kill off one player so far in about eight sessions. He says that all of our characters will probably die eventually, which bothers me--I rolled two natural 20's for character creation and am an Android Human Cyborg thing. My next character is sure to be a let-down.
Wouldn't two natural 20's make you an engineered human yeti? Or an engineered yeti, in that case. No wait, a very hairy yeti... A rockstar... :p

Everything's cool with yetis... You could roll up a hawk-yeti.
 
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I picked this up after Christmas and it looks like the silliest fun this side of Paranoia. So much so, I'm replacing my traditional Gen Con Paranoia game this year with Gamma World.
 

I've been massively impressed with the Gamma World re-release. It's streamlined 4e (somewhere between "classic" D&D and the new Essentials release). For anyone not familiar with some of the mechanical changes from 4e D&D...

  • Character Creation is semi-random. Roll randomly for origins (two). Each origin comes with a "Prime Requisite" stat. If the two stats are different, you get an 18 in the first stat and a 16 in the second. If both stats are the same (e.g. both origins use Strength powers), you get a 20 in that single stat. All other stats are rolled on 3d6! This gives you a randomly rolled character that could have some incredible flaws (Charisma 3! Intelligence 3!), but is still always capable in their primary abilities.
  • No healing surges. You can Second Wind once per encounter, and this restores 1/2 your HP (as opposed to 1/4 your HP, in 4e D&D). At the end of each encounter, you regain ALL of your missing HP. So, very little resource management... and no need to worry about Short vs Extended Rests.
  • Combats are brutally fast-paced. Both PCs and monsters do much-increased damage. Unlike pre-Essentials 4e, a Level 1 monster can easily punch the ticket of your Level 1 PC if it rolls well in a single round - and vice versa. This harkens back to the days of Basic D&D, where a combat can be decided in a couple rounds.
  • The random aspect of the cards is actually a lot of fun as a player (and they are completely optional). There aren't many other D&D variants where rolling a natural 1 isn't a pain. As noted above, rolling 1's may be a temporary failure... but it may gain you a new random power in combat.
  • Simple but flavorful equipment options. In seconds, you can work out anything from a slingshot to a rocket launcher to a Nuka Cola Grenade (TM).
I've got a hankering to run it with the Fallout setting. The random Ancient items table is great for all those knickknacks you find in the Fallout computer games, and the backgrounds mesh nicely with the broad range of things you can play (or have as companions): ghouls, super-mutants, nightkin, robotic dogs, flying eyebots, engineered humans, cyborgs, etc. Add a bit of classic 50's Americana, a couple of flavorful maps (Fallout: Miami...?), and it'd make a tremendous mini-campaign.
 

ISo, very little resource management... and no need to worry about Short vs Extended Rests.

This was a funny thing. After the first combat, we tried to figure out what the difference between a short and extended rest actually was. We eventually realized there was some minor technical difference (one specific situation where the extended rest was important, sort of), but otherwise the only real answer to what the difference was...about 7 hours 55 minutes.


Tonight my 10 year-old son asked to make a Gamma World character. He was hoping for a Yeti, but I think he'll enjoy his Radioactive Seismic. :)
 

I've been having fun running it. My group is down to 3 of us now, so I only have 2 players. I put the PCs through the game day adventure, Trouble in Freesboro. The first session I had a giant android and a yeti speedster. The second session had a player substitution, so it was the giant adroid with a seismic plant. To bring them up to strength, I advanced them to 2nd level and let them recruit dabber allies. That probably kept the PCs alive. Also, I inadvertently nerfed the death rules to just mandate the 3 death saves, and I let a dying player get his second wind that he hadn't used yet. I think they still felt challenged and had fun, so no worries.

Next time, I plan to introduce a little more story with a road map showing them where they are in Freesboro and giving them the idea to go to the land of Far-Go. Along the way, they will find the adventure in the main book. Later, they should go to the Barony of Horn in search of the Legion of Gold. By the time they finish that, the game should have run its course; but we will have enjoyed it thoroughly.

My overall impression is that it is a good game. I love the presentation with the streamlined rules, adventures, maps & tokens. I added minis for the PC to make them distinguished; and I've been using green pastic army men for their dabber allies (with names & personalities from Aliens--sort of recurring theme with my games--somehow Hicks always survives).

Mechanically, I prefer Omega World. But this version is a very good game. I would love to see some D&D products developed along the same lines.
 


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