4E Gamma World

Hawkeye

First Post
Announced just a few minutes ago on Facebook

Lin here.

D&D Gamma World Roleplaying Game
A D&D Roleplaying Game
Richard Baker and Bruce R. Cordell

A wacky, wily roleplaying game of post-apocalyptic peril.

Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.

The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils.

This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.

* 160-page book with rules for character creation, game rules, and an adventure
* 2 sheets of die-cut character and monster tokens
* 2 double-sided battle maps
* Cardstock character sheets and mutation power cards
* Mutation power card deck
* Loot power card deck

Item Details
Item Code: 254600000
Release Date: October 19, 2010
Format: Box
Page Count: 160
Price: $39.99 C$47.99
ISBN: 978-0-7869-5508-4

Can't wait.

Hawkeye
 

log in or register to remove this ad


Looks like a boxed set. Not too sure that's a wise way to go these days, but if the intention is to appear to be more of a game, less like a book... okay.

I do question the size of the initial book. 160 pages is not much space to work with when you are creating a stand-along game system with monsters and mutations and powers -- and detail all of that along with the explanation of the crunch.

4E PHB is about 320 pages, as I recall. Far more detailed system, but... still

The only thing to compare this to in the near 4E era is Star Wars :SE. That came in at 286 pages (albeit smaller pages, about 15 % smaller in physical size. So call it 240 pages @ 8.5 x 11).

Anyway - mighty slim book.

I mostly curious to see how GW 4E handles combat and how it differs from SW:SE. Should be interesting...
 

Unless it's changed, the new Gamma World only goes up to level 10, IIRC. That would eliminate 20 levels of powers, which is a bunch of pages, right?
 

BTW, there was a bunch of info discussed previously, here and some here (though I think everything got mentioned in the first thread).
 
Last edited:

Looks like a boxed set. Not too sure that's a wise way to go these days, but if the intention is to appear to be more of a game, less like a book... okay.

I do question the size of the initial book. 160 pages is not much space to work with when you are creating a stand-along game system with monsters and mutations and powers -- and detail all of that along with the explanation of the crunch.

4E PHB is about 320 pages, as I recall. Far more detailed system, but... still

I'm guessing the powers aren't going to be reprinted off the cards- So that's a huge chunk of space opened up right there.

And if I remember correctly there won't really be multiple "classes" in the game right? Your mutations will primarily push your role? So that's more space retrieved...
 

I do question the size of the initial book. 160 pages is not much space to work with when you are creating a stand-along game system with monsters and mutations and powers -- and detail all of that along with the explanation of the crunch.

4E PHB is about 320 pages, as I recall. Far more detailed system, but... still

The only thing to compare this to in the near 4E era is Star Wars :SE. That came in at 286 pages (albeit smaller pages, about 15 % smaller in physical size. So call it 240 pages @ 8.5 x 11).

Anyway - mighty slim book.
Out of curiosity, I checked the size of my D6 Star Wars (2nd edition) book, and it's 168 pages long...
 

I do question the size of the initial book. 160 pages is not much space to work with when you are creating a stand-along game system with monsters and mutations and powers -- and detail all of that along with the explanation of the crunch.

This paragraph makes me sad. :(
 

What % of PHB 3.5 is spells or 4E is powers? IF all that text is on cards that come with the game, why would you need to reprint it in the book? You can stick to rules and mechanics and not the exceptions of powers/spells.
 

I do question the size of the initial book. 160 pages is not much space to work with when you are creating a stand-along game system with monsters and mutations and powers -- and detail all of that along with the explanation of the crunch.

Yet previous editions were able to get away with 80 pages or fewer.

Certainly, there has been an evolution of gaming, and the pages required. However, fatness is not a sign of quality. I like and embrace simplicity when found, and that goes with the choices as well.
 

Pets & Sidekicks

Remove ads

Top