How compatible should Gamma World be with Dungeons and Dragons?


log in or register to remove this ad

I don't think there is anything wrong with designing a new GW to be comptible enough with D&D that you can use monsters and gear between the two, but I think it would be a mistake be be o slavishly tied to D&D that GW loses its gonzo flavor. That is to say, compatibility is fine but no effort should be made to balance the two, especially in the PC arena.
 

Since I run D&D with a lot of Gonzo my preference is for things to be compatible so I can throw GW things like modules and monsters and tech and player options into my D&D games.

I got and liked the 6e Arthaus d20 modern version of GW a lot for this purpose.

My current D&D 5e campaign is running a conversion of the Pathfinder 1e Iron Gods sci-fi in D&D adventure path set in Numeria, the Golarion version of a Thundar the Barbarian area with tech scavenged from an ancient crashed space ship. I use a lot of sci-fi and post apocalypse tech and mutant stuff where a 5e compatible GW would slot right in. I have one robot (reskinned warforged artificer) and a surgically altered to be humanoid alien mini dragon turtle (reskinned tortle) as two of the PCs in my group. I have a couple 5e sci-fi and post apoc sourcebooks and do a lot of reskinning of existing stuff, but a compatible Gamma World would work too.
 
Last edited:

Since I run D&D with a lot of Gonzo my preference is for things to be compatible so I can throw GW things like modules and monsters and tech and player options into my D&D games.

I got and liked the 6e Arthaus d20 modern version of GW a lot for this purpose.

My current D&D 5e campaign is running a conversion of the Pathfinder 1e Iron Gods sci-fi in D&D adventure path set in Numeria, the Golarion version of a Thundar the Barbarian area with tech scavenged from an ancient crashed space ship. I use a lot of sci-fi and post apocalypse tech and mutant stuff where a 5e compatible GW would slot right in. I have one robot (reskinned warforged artificer) and a surgically altered to be humanoid alien mini dragon turtle (reskinned tortle) as two of the PCs in my group. I have a couple 5e sci-fi and post apoc sourcebooks and do a lot of reskinning of existing stuff, but a compatible Gamma World would work too.
Exactly that.

Gamma World should be a stand-alone game in that it has complete rules unto itself, but it should be very easily converted to or identical to the current edition of D&D.

Why? Because it’s a gonzo sci-fi source book for D&D.
 


I think it would do WotC and the D&D fanbase some real good for them to make a completely different game. Like, almost nothing in common between the two.
I'm not sure it would do WotC any good, but it would be kind of cool if they let their design team run wild on something. I vote for a new version of Alternity (not the craptacular version recently produced). Give me back Star*Drive and Dark*Matter.
 

I'm not sure it would do WotC any good, but it would be kind of cool if they let their design team run wild on something. I vote for a new version of Alternity (not the craptacular version recently produced). Give me back Star*Drive and Dark*Matter.

I just think it would be good for them at this point to make any RPG other than D&D. Any genre, any tone, any system other than a clone of D&D’s.

If only to remind themselves that they don’t need to wring that towel dry for every last drop.
 

I just think it would be good for them at this point to make any RPG other than D&D. Any genre, any tone, any system other than a clone of D&D’s.

If only to remind themselves that they don’t need to wring that towel dry for every last drop.
There was a lot wrong with the way Williams TSR did business, but letting creatives run wild was not among those issues.
 

Like it says on the tin, how much should the two games be able to cross over and why?
It should be a 5E setting with new Gamma World-appropriate subclasses (and restrictions on what default classes and subclasses are available), ancestries, feats, monsters and treasure.

I am generally a big believer that matching system to setting is a good idea, but in Gamma World's case, I don't think there's enough distance between its playstyle and default D&D to merit it.
 

It should be a 5E setting with new Gamma World-appropriate subclasses (and restrictions on what default classes and subclasses are available), ancestries, feats, monsters and treasure.

I am generally a big believer that matching system to setting is a good idea, but in Gamma World's case, I don't think there's enough distance between its playstyle and default D&D to merit it.
I think balancing on 5E is bad for GW.
 

Remove ads

Top