Gamma World: Did it have a "Core Story"?

mmadsen said:
Perhaps we should do just that: translate a familiar D&D adventure into post-apocalyptic terms. For instance, how would you translate The Sunless Citadel into a post-apocalyptic adventure?
It shouldn't be too hard to transform the kobolds into one kind of mutant (or mutant animal) and the goblins into another. The young dragon may not have the same thematic punch. Also, a vampire tree isn't quite as interesting if it isn't a green tree planted in a vampire's heart as a stake. I mean, a radioactive vampire tree spawning twig blights is certainly doable -- in a very Gamma World way -- but it doesn't have quite the same charm as the original version.
 

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