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<blockquote data-quote="OnlineDM" data-source="post: 5507301" data-attributes="member: 90804"><p>Since you're talking about 4e Gamma World, I'd say that letting the PCs die can be half the fun! When I ran Gamma World for my friends, we agreed to suspend disbelief when it came to disposable characters. If a PC died in combat, a new mutant would come running in a round later (the player's new character). </p><p></p><p>You can just have a bunch of pre-gens on hand and let the player of the dead character pick a new one completely at random.</p><p></p><p>Also, have the power cards for the Gamma World powers from the books on hand (several people have put together nice-looking versions of these) and package them with the pre-gen character sheets. The cards made it much easier for players to remember what they could do aside from their alpha mutations and omega tech.</p><p></p><p>As for session content, I'd say that with a Gamma World combat mentality, you might get through four fights in five hours, but more than that would pretty much preclude the possibility of role playing.</p><p></p><p>Embrace the silly randomness of the game, and encourage the table to do the same!</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5507301, member: 90804"] Since you're talking about 4e Gamma World, I'd say that letting the PCs die can be half the fun! When I ran Gamma World for my friends, we agreed to suspend disbelief when it came to disposable characters. If a PC died in combat, a new mutant would come running in a round later (the player's new character). You can just have a bunch of pre-gens on hand and let the player of the dead character pick a new one completely at random. Also, have the power cards for the Gamma World powers from the books on hand (several people have put together nice-looking versions of these) and package them with the pre-gen character sheets. The cards made it much easier for players to remember what they could do aside from their alpha mutations and omega tech. As for session content, I'd say that with a Gamma World combat mentality, you might get through four fights in five hours, but more than that would pretty much preclude the possibility of role playing. Embrace the silly randomness of the game, and encourage the table to do the same! [/QUOTE]
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