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Gamma World - Disappointment
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<blockquote data-quote="Darrin Drader" data-source="post: 1191153" data-attributes="member: 7394"><p>Other than the lack of sentient plants, I don't see how this part has changed much. Sure, it uses superscience to explain how things came to be, but that doesn't really change the setting other than to make it a bit more believable. I really wouldn't say that it was sci-fantasy in any edition though, since fantasy would imply magic, which has never been part of Gamma World. Besides, you really wouldn't have to rewire anything if you just wanted to use your old source material. The new rules would still fill the holes.</p><p></p><p></p><p></p><p>Again, why should this book get bogged down in character creation rules when D20 Modern already does that for you? Besides, they spent two chapters and an appendix on character creation. There's a section on how the different core classes interract with the world. There are new occupations, skills and feats. I think there's plenty here that will let anyone play the type of character they want. I just can't figure out what is supposedly missing here.</p><p></p><p></p><p></p><p>I do agree that there should be more mutations. I guess I'm not as concerned about this since I also have Darwin's World and Omega World. Between the 3, there are mutations aplently. The real trick is making sure that they are balanced between the 3 sources. Yeah, a little rewiring, but its not so difficult to do.</p><p></p><p></p><p></p><p>If SSS didn't think this was going to be a successful property, they wouldn't have gone after the license in the first place. I don't think this has anything to do with the sales of D20 Modern, especially since it does include core classes that work with the D&D 3.5 rules, just in case the buyer doesn't have D20 Modern. I think what happened is that BB and Co. designed it the way that they thought it should be and followed that vision. I think left over technology in a PA setting is one of the cooler things you can do with it.</p><p></p><p></p><p></p><p>I couldn't agree more with that statement. <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=";)" /> The fact that you are willing to sit down and play it despite your misgivings does say a lot. I think you may enjoy it a bit more if you pick up Terrors of Twisted Earth from RPG Objects and maybe look at some of the other Darwin's World books. Between the two sources you should be able to piece together exactly the game you want to play without a whole lot of extra effort.</p></blockquote><p></p>
[QUOTE="Darrin Drader, post: 1191153, member: 7394"] Other than the lack of sentient plants, I don't see how this part has changed much. Sure, it uses superscience to explain how things came to be, but that doesn't really change the setting other than to make it a bit more believable. I really wouldn't say that it was sci-fantasy in any edition though, since fantasy would imply magic, which has never been part of Gamma World. Besides, you really wouldn't have to rewire anything if you just wanted to use your old source material. The new rules would still fill the holes. Again, why should this book get bogged down in character creation rules when D20 Modern already does that for you? Besides, they spent two chapters and an appendix on character creation. There's a section on how the different core classes interract with the world. There are new occupations, skills and feats. I think there's plenty here that will let anyone play the type of character they want. I just can't figure out what is supposedly missing here. I do agree that there should be more mutations. I guess I'm not as concerned about this since I also have Darwin's World and Omega World. Between the 3, there are mutations aplently. The real trick is making sure that they are balanced between the 3 sources. Yeah, a little rewiring, but its not so difficult to do. If SSS didn't think this was going to be a successful property, they wouldn't have gone after the license in the first place. I don't think this has anything to do with the sales of D20 Modern, especially since it does include core classes that work with the D&D 3.5 rules, just in case the buyer doesn't have D20 Modern. I think what happened is that BB and Co. designed it the way that they thought it should be and followed that vision. I think left over technology in a PA setting is one of the cooler things you can do with it. I couldn't agree more with that statement. ;) The fact that you are willing to sit down and play it despite your misgivings does say a lot. I think you may enjoy it a bit more if you pick up Terrors of Twisted Earth from RPG Objects and maybe look at some of the other Darwin's World books. Between the two sources you should be able to piece together exactly the game you want to play without a whole lot of extra effort. [/QUOTE]
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