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Gamma World - Disappointment
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<blockquote data-quote="Darrin Drader" data-source="post: 1190588" data-attributes="member: 7394"><p>I have to say that I disagree with just about every point you make here.</p><p></p><p></p><p></p><p>I think of all your points, I disagree with this one the most. I love the industrial-gone wrong look. Broken chain link is cool, and the art is actually better than that found in most SSS products. Compare this to the art in the Scarred Lands and I think you'll have to agree with me. Why don't you also compare this to GW 4th edition, which was page after page after page after page of unbroken text with virtually no art to speak of?</p><p></p><p></p><p></p><p></p><p>The tone of the game is changed slightly in that is is less silly than previous editions, but I don't consider that a bad thing at all. In fact, it was one of the reasons I was so hyped about this book. It isn't what its predacessors were. It's an intelligent and mature game with grit that takes place after a series of devastating wars. </p><p></p><p></p><p></p><p>One of the things I always hated about the previous editions was that they took place too long after the final wars. If you wait too long, the radiation will become less and less a problem. Civilization will have less technology and the knowledge to build more will be gone. That's not the PA universe I want to play in. I want to play in a world where the tech exists, but is either lost and must be found, or is in the hands of a very few individuals who have no intention of sharing it with anyone except those who can pay top dollar or trade items of equal value. Making technology the same as magic, in my opinion, is just irritating. I'm much more interested in a Mad Max world than a Thundarr world.</p><p></p><p></p><p></p><p>The book weighs in at 246 pages. By comparison the 3.5 Player's Handbook is 319 pages, but of that 136 pages are devoted to spells - which have no place in Gamma World. Aside from that, the chapter on combat is unnecessary since D20 Modern has all the mechanics you need for combat. Additional weapons and vehicles can also be pulled straight from D20 Modern. With D20 Modern, this is a strong system. If you're just using this with the D&D 3.5 rules, its going to be weaker because you're missing so much of the core rules built into D20 Gamma World.</p><p></p><p></p><p></p><p>That's because you want this to be a faithful re-release of the old material using D20 rules. While you have a right to feel that way, that isn't what most people who are interested in PA games want, and Bruce Baugh and Co. are definitely in touch with this fact. This is a re-imagining. They've never pretended it to be anything but that. They modernized Gamma World and made something that is dark, gritty, violent, realistic, and is a worthy successor to the cheesy incarnations this game went through under TSR. I would go on to say that it is the definitive PA game on the market right now, but the fact is that Darwin's World really does rank right up there with it and the two compliment one another very well. If what you want is one of the previous editions of Gamma World with updated rules to make it D20 then pull out the old books and use them, substituting the D20 rules from this book. The new rules work just fine with them. You don't even need the setting material from this book to make use of the rest of it.</p><p></p><p>The only disappointment I have with this book is that there aren't more mutations and that there aren't animal races. That's it. Otherwise it does exactly what it should do.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 1190588, member: 7394"] I have to say that I disagree with just about every point you make here. I think of all your points, I disagree with this one the most. I love the industrial-gone wrong look. Broken chain link is cool, and the art is actually better than that found in most SSS products. Compare this to the art in the Scarred Lands and I think you'll have to agree with me. Why don't you also compare this to GW 4th edition, which was page after page after page after page of unbroken text with virtually no art to speak of? The tone of the game is changed slightly in that is is less silly than previous editions, but I don't consider that a bad thing at all. In fact, it was one of the reasons I was so hyped about this book. It isn't what its predacessors were. It's an intelligent and mature game with grit that takes place after a series of devastating wars. One of the things I always hated about the previous editions was that they took place too long after the final wars. If you wait too long, the radiation will become less and less a problem. Civilization will have less technology and the knowledge to build more will be gone. That's not the PA universe I want to play in. I want to play in a world where the tech exists, but is either lost and must be found, or is in the hands of a very few individuals who have no intention of sharing it with anyone except those who can pay top dollar or trade items of equal value. Making technology the same as magic, in my opinion, is just irritating. I'm much more interested in a Mad Max world than a Thundarr world. The book weighs in at 246 pages. By comparison the 3.5 Player's Handbook is 319 pages, but of that 136 pages are devoted to spells - which have no place in Gamma World. Aside from that, the chapter on combat is unnecessary since D20 Modern has all the mechanics you need for combat. Additional weapons and vehicles can also be pulled straight from D20 Modern. With D20 Modern, this is a strong system. If you're just using this with the D&D 3.5 rules, its going to be weaker because you're missing so much of the core rules built into D20 Gamma World. That's because you want this to be a faithful re-release of the old material using D20 rules. While you have a right to feel that way, that isn't what most people who are interested in PA games want, and Bruce Baugh and Co. are definitely in touch with this fact. This is a re-imagining. They've never pretended it to be anything but that. They modernized Gamma World and made something that is dark, gritty, violent, realistic, and is a worthy successor to the cheesy incarnations this game went through under TSR. I would go on to say that it is the definitive PA game on the market right now, but the fact is that Darwin's World really does rank right up there with it and the two compliment one another very well. If what you want is one of the previous editions of Gamma World with updated rules to make it D20 then pull out the old books and use them, substituting the D20 rules from this book. The new rules work just fine with them. You don't even need the setting material from this book to make use of the rest of it. The only disappointment I have with this book is that there aren't more mutations and that there aren't animal races. That's it. Otherwise it does exactly what it should do. [/QUOTE]
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