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Gamma World: Did it have a "Core Story"?
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 2346918" data-attributes="member: 4682"><p>Seeing how the whole "core story" thing is easily tangentiable (is that new word?) its fully appropriate. <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=":)" /> Because I had a nagging wonder over how to do a Post-Apocalypse campaign well. I guess in my mind, "Well" is mostly a subconscious idea for coming away with a sense of "that was fun and worth doing again."</p><p></p><p>I've seen enough movies, read enough books, played Fallout 1 and 2 enough that I have a strong grasp over what fits the genre... I hope <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. But translating that into a role-playing game that works "well" is another thing. And looking back at post apocalypse RPGs that have existed is exactly why I was asking about Gamma World. It's had staying power in the minds of gamers who have played it and I was wondering why hoping to learn something that I could adopt into running my own successful post apocalypse. And no, I don't want to run in the Gamma World setting, I have my own I'd prefer which mostly breaks down to something closer to Darwin's World II, Fallout, Road Warrior.</p><p></p><p>So I guess it comes down to translating familiar elements of D&D into a post-apocalypse campaign. Home base and how they come together, adventuring, dungeons, treasure and doing it all over again next week... all in a way that doesn't lose the specialness of the genre... I dunno. But I'm certainly going to do some more thinking on how to get it right before I take the leap into running it.</p><p></p><p>Anyone else have some more thoughts on anything about this?</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 2346918, member: 4682"] Seeing how the whole "core story" thing is easily tangentiable (is that new word?) its fully appropriate. :) Because I had a nagging wonder over how to do a Post-Apocalypse campaign well. I guess in my mind, "Well" is mostly a subconscious idea for coming away with a sense of "that was fun and worth doing again." I've seen enough movies, read enough books, played Fallout 1 and 2 enough that I have a strong grasp over what fits the genre... I hope ;). But translating that into a role-playing game that works "well" is another thing. And looking back at post apocalypse RPGs that have existed is exactly why I was asking about Gamma World. It's had staying power in the minds of gamers who have played it and I was wondering why hoping to learn something that I could adopt into running my own successful post apocalypse. And no, I don't want to run in the Gamma World setting, I have my own I'd prefer which mostly breaks down to something closer to Darwin's World II, Fallout, Road Warrior. So I guess it comes down to translating familiar elements of D&D into a post-apocalypse campaign. Home base and how they come together, adventuring, dungeons, treasure and doing it all over again next week... all in a way that doesn't lose the specialness of the genre... I dunno. But I'm certainly going to do some more thinking on how to get it right before I take the leap into running it. Anyone else have some more thoughts on anything about this? [/QUOTE]
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