Hmm. Too many Greek letters. Anyway...
TLDR Version: Lizard is working on a "Mutants And Mayhem" game for 4e. You can get the alpha 1.1 rules here.
Longer version: There's an odd genesis to this. I'd been thinking about How To Do This for a while, mostly as a mental exercise, working through various concepts in my mind. However, it always seemed I had some other projects which took priority. Then WOTC announced they'd be doing a Gamma World for 4e, and I figured there was absolutely no reason to waste my time on a similar project. Then a few more details of the current "official" take leaked out, and I decided there was a definite niche for my interpretation of the genre. And it's been something of a small obsession for the past few weeks, and I realized that I had to start releasing something for discussion/feedback, because otherwise I'd end up 500K words deep with no idea if it was at all usable.
This is an alpha version, very incomplete, mostly for testing concepts/ideas, yadda yadda yadda. A longer version of this boilerplate rant is in the PDF itself. I welcome comments here, on the blog itself, or via email, whatever works.
Here are the design goals, for those curious as to whether or not this project may be of interest to them.
• Capture the spirit of old-style Gamma World, especially the first and second editions, and of the sources which inspired it or which seemed to draw inspiration from it: Hiero's Journey, Heinlein's Starship, Metamorphosis Alpha, Kamandi, Thundarr, Wasteland, Fallout, and anything else with mutants and mayhem.
• Create a game which is balanced and playable. This isn't a beer-and-pretzels game (though it can be) or one where you create "wacky" throwaway characters. Nor is it one where random luck determines if you're useful. One of the Unchanged is just as powerful as a winged grizzly bear with laser eyes.
• Allow for the playing of winged grizzly bears with laser eyes.
• Be balanced with standard 4e rules, so there's minimal work involved in taking creatures, or characters, from this game into D&D.
TLDR Version: Lizard is working on a "Mutants And Mayhem" game for 4e. You can get the alpha 1.1 rules here.
Longer version: There's an odd genesis to this. I'd been thinking about How To Do This for a while, mostly as a mental exercise, working through various concepts in my mind. However, it always seemed I had some other projects which took priority. Then WOTC announced they'd be doing a Gamma World for 4e, and I figured there was absolutely no reason to waste my time on a similar project. Then a few more details of the current "official" take leaked out, and I decided there was a definite niche for my interpretation of the genre. And it's been something of a small obsession for the past few weeks, and I realized that I had to start releasing something for discussion/feedback, because otherwise I'd end up 500K words deep with no idea if it was at all usable.
This is an alpha version, very incomplete, mostly for testing concepts/ideas, yadda yadda yadda. A longer version of this boilerplate rant is in the PDF itself. I welcome comments here, on the blog itself, or via email, whatever works.
Here are the design goals, for those curious as to whether or not this project may be of interest to them.
• Capture the spirit of old-style Gamma World, especially the first and second editions, and of the sources which inspired it or which seemed to draw inspiration from it: Hiero's Journey, Heinlein's Starship, Metamorphosis Alpha, Kamandi, Thundarr, Wasteland, Fallout, and anything else with mutants and mayhem.
• Create a game which is balanced and playable. This isn't a beer-and-pretzels game (though it can be) or one where you create "wacky" throwaway characters. Nor is it one where random luck determines if you're useful. One of the Unchanged is just as powerful as a winged grizzly bear with laser eyes.
• Allow for the playing of winged grizzly bears with laser eyes.
• Be balanced with standard 4e rules, so there's minimal work involved in taking creatures, or characters, from this game into D&D.