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Gamma World - Disappointment
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<blockquote data-quote="thomden" data-source="post: 1190682" data-attributes="member: 7099"><p>ditto. As they say, "one man's junk..."</p><p></p><p></p><p></p><p>I love the idea of industrial-gone-wrong. Not graphic art-gone-wrong. Huge difference. There's plenty of post apocalyptic ruins that have a stark beauty to them. Interestingly one of the web resources noted in the GWPH is of a post-apocalyptic photography site. There is some amazing stuff there. (<a href="http://www.oboylephoto.com/ruins/index.htm" target="_blank">http://www.oboylephoto.com/ruins/index.htm</a>)</p><p></p><p>You may say this is just an argument of aesthetics, but you're going to see the majority of people are going to concur this is an ugly book. I'm somewhat qualified to make this point.</p><p></p><p></p><p></p><p></p><p></p><p>I don't see what's wrong with expecting a faithful re-release. I wouldn't expect someone to "re-imagine" Star Wars, and put out a Star Wars RPG that was actually more like Babylon 5, or Alien or something just because someone in marketing thought that would be more popular.</p><p></p><p>Also you are assuming I wanted an exact replica of GW converted to d20, which is far from the truth. I expected an intelligent remake of GW that kept the feel of the license, key to that feel is sci-fantasy. I'd argue that this is so different it is no longer Gamma World other than some of the names. If they wanted to do A.I. the RPG they should have made that, but not call it Gamma World.</p><p></p><p></p><p></p><p>hmmm. I think you made my point about the "skimpy-ness" of the book. I wasn't referring to page count. The key things a player looks for are empowerment tools. All those nifty things that lets them make the character they want within the context of the game. That is sorely missing in this book, and it's supposed to be the <strong>player's </strong> handbook!</p></blockquote><p></p>
[QUOTE="thomden, post: 1190682, member: 7099"] ditto. As they say, "one man's junk..." I love the idea of industrial-gone-wrong. Not graphic art-gone-wrong. Huge difference. There's plenty of post apocalyptic ruins that have a stark beauty to them. Interestingly one of the web resources noted in the GWPH is of a post-apocalyptic photography site. There is some amazing stuff there. ([url]http://www.oboylephoto.com/ruins/index.htm[/url]) You may say this is just an argument of aesthetics, but you're going to see the majority of people are going to concur this is an ugly book. I'm somewhat qualified to make this point. I don't see what's wrong with expecting a faithful re-release. I wouldn't expect someone to "re-imagine" Star Wars, and put out a Star Wars RPG that was actually more like Babylon 5, or Alien or something just because someone in marketing thought that would be more popular. Also you are assuming I wanted an exact replica of GW converted to d20, which is far from the truth. I expected an intelligent remake of GW that kept the feel of the license, key to that feel is sci-fantasy. I'd argue that this is so different it is no longer Gamma World other than some of the names. If they wanted to do A.I. the RPG they should have made that, but not call it Gamma World. hmmm. I think you made my point about the "skimpy-ness" of the book. I wasn't referring to page count. The key things a player looks for are empowerment tools. All those nifty things that lets them make the character they want within the context of the game. That is sorely missing in this book, and it's supposed to be the [B]player's [/B] handbook! [/QUOTE]
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