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Any news on Gamma World?
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<blockquote data-quote="Skywalker" data-source="post: 740344" data-attributes="member: 1538"><p>Gammaworld is the grandaddy of post apocalyptic RPGs. IIRC it is over 20 years old if you count in Metamorphsis Alpha and this is its 6th version. It has a huge fan base though they have been dicked around by some last few versions of Gammaworld IMO.</p><p></p><p>Gammaworld will be much more successful than Darwin's World (which is heavily inspired by Gammworld). GW has heritage, an existing fan base, previous published material and Sword and Sorcery Studios (an offshoot of White Wolf) behind it. Bruce Baugh the developer has been involved with Nobilis, Adventure! and a number of RPGs that have been successful recently. There are already 3 supplements for Gammaworld that I am aware of (bestiary, exploration and big book o' stuff). </p><p></p><p>I am not saying that Darwin's World is bad by a long shot but GW6 has so much going for it, especially as GW was one game that many D&D players actually played outside D&D and the lack of competition for d20 Modern settings. </p><p></p><p>GW is not spacey though there is high tech (but the in game view of this is more like "ooooooh magic"). It has similarities to Fallout. Bruce Baugh's quote on the similarities with Fallout is: "...despite the absence of plant PCs, this is going to be pretty exuberant stuff. It will be possible to pull out just the relevant bits to do dark and gritty, but I don't have that as a major priority." GW is a strange game in that it can be played gritty or goofy. In earlier editions you could play mutated plants (but not in GW6). Bruce Baugh has already expressed a desire to make GW6 a tool kit that supports both the serious side (this is sort of new in that earlier versions tended to ignore this facet) and the shoot big mutated bugs <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Again it can be similar to Darwin's World in general, though Darwin's World tends to be less exuberant as a base.</p></blockquote><p></p>
[QUOTE="Skywalker, post: 740344, member: 1538"] Gammaworld is the grandaddy of post apocalyptic RPGs. IIRC it is over 20 years old if you count in Metamorphsis Alpha and this is its 6th version. It has a huge fan base though they have been dicked around by some last few versions of Gammaworld IMO. Gammaworld will be much more successful than Darwin's World (which is heavily inspired by Gammworld). GW has heritage, an existing fan base, previous published material and Sword and Sorcery Studios (an offshoot of White Wolf) behind it. Bruce Baugh the developer has been involved with Nobilis, Adventure! and a number of RPGs that have been successful recently. There are already 3 supplements for Gammaworld that I am aware of (bestiary, exploration and big book o' stuff). I am not saying that Darwin's World is bad by a long shot but GW6 has so much going for it, especially as GW was one game that many D&D players actually played outside D&D and the lack of competition for d20 Modern settings. GW is not spacey though there is high tech (but the in game view of this is more like "ooooooh magic"). It has similarities to Fallout. Bruce Baugh's quote on the similarities with Fallout is: "...despite the absence of plant PCs, this is going to be pretty exuberant stuff. It will be possible to pull out just the relevant bits to do dark and gritty, but I don't have that as a major priority." GW is a strange game in that it can be played gritty or goofy. In earlier editions you could play mutated plants (but not in GW6). Bruce Baugh has already expressed a desire to make GW6 a tool kit that supports both the serious side (this is sort of new in that earlier versions tended to ignore this facet) and the shoot big mutated bugs :) Again it can be similar to Darwin's World in general, though Darwin's World tends to be less exuberant as a base. [/QUOTE]
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