DreadPirateMurphy
Explorer
Korimyr the Rat said:On the other hand, "abominable" is a perfectly suitable word to describe the sloppy mechanical design of the new Gamma World or the lack of even half-decent mutation rules in a game that has always been, first and foremost, about mutants.
I knew about the lack of mutant plants long before I purchased my copy-- and I both understood and accepted the reason they were left out. However, I was not informed that the section on mutant animals would be a paragraph at the end of the races chapter telling me to use the Moreau rules from d20 Modern, nor was I informed that this version of Gamma World was going to have the most anemic set of mutation rules in any edition.
The tragedy isn't that Gamma World didn't sell well; the tragedy is that it wasn't made well.
Korimyr,
It is fine to say that you had specific expectations for Gamma World, and you found what you considered a core part of the setting to be missing. While the rules support may be lacking for what you wanted, I thought the authors did a good job rationalizing the type of "anything goes" attitude that was typical of Gamma World mutations and powers. Maybe you didn't get the mechanics, but I got a more logical mindset that I find appealing.
So Gamma World D20 wasn't well made for what you wanted. It didn't suit your tastes. Honestly, if you said that about my work, I would accept that. I don't feel that this justifies the term "abominable." I also don't think you can assume that your tastes translate into the entire target market. I, for one, value a logical backstory as much as yet another set of mechanics that I can find in another book.