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DM Question Gamma World- Alpha Flux WTF? Advice needed.
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<blockquote data-quote="scourger" data-source="post: 6159264" data-attributes="member: 12328"><p>We played quite a bit of <strong>Gamma World 4e</strong> a couple of years ago - 3 adventures worth. I recall that we did not use Alpha Flux as much. We just let the characters keep their original Alpha Mutations. The Omega Tech was not a problem, but I think I had them draw just one card as a party where indicated; so there wasn't one card per character. But, I only had 2 player characters - the rest were followers. </p><p></p><p>I think it is a great game and a nice simplification of the 4e rules. The issue we had for long-term play was that the characters were too random without real choices during advancement. In other words, it was not crunchy enough (not enough fine granularity of options) for the players. If I run it again to play out the 2 remaining modules (Famine in Far-Go & Legion of Gold), I would cross it with <strong>Omega World d20</strong> to give the players more options & advancement choices. Otherwise, the players could bring 4e fantasy characters into the Gamma World (but we didn't really groove on 4e). Or, Gamma World characters could follow 4e classes & advancement - there is a sort of class advancement in one of those expansions; but it is a little too little and a little too late. </p><p></p><p>You could even ditch the cards altogether, but it will weaken the party quite a bit. I believe the game is very playable without the cards. Or let the players choose their Alpha Mutations. Or, if they want to increase their investment, have them buy their own cards to draw new Alpha & Omega power ups. The individual deck building was supposed to be part of the game and could have been a money maker for the publisher.</p></blockquote><p></p>
[QUOTE="scourger, post: 6159264, member: 12328"] We played quite a bit of [B]Gamma World 4e[/B] a couple of years ago - 3 adventures worth. I recall that we did not use Alpha Flux as much. We just let the characters keep their original Alpha Mutations. The Omega Tech was not a problem, but I think I had them draw just one card as a party where indicated; so there wasn't one card per character. But, I only had 2 player characters - the rest were followers. I think it is a great game and a nice simplification of the 4e rules. The issue we had for long-term play was that the characters were too random without real choices during advancement. In other words, it was not crunchy enough (not enough fine granularity of options) for the players. If I run it again to play out the 2 remaining modules (Famine in Far-Go & Legion of Gold), I would cross it with [B]Omega World d20[/B] to give the players more options & advancement choices. Otherwise, the players could bring 4e fantasy characters into the Gamma World (but we didn't really groove on 4e). Or, Gamma World characters could follow 4e classes & advancement - there is a sort of class advancement in one of those expansions; but it is a little too little and a little too late. You could even ditch the cards altogether, but it will weaken the party quite a bit. I believe the game is very playable without the cards. Or let the players choose their Alpha Mutations. Or, if they want to increase their investment, have them buy their own cards to draw new Alpha & Omega power ups. The individual deck building was supposed to be part of the game and could have been a money maker for the publisher. [/QUOTE]
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DM Question Gamma World- Alpha Flux WTF? Advice needed.
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