Biohazard said:The Ultimate Existential Question:
Is Arthaus' Gamma World a d20 Modern *campaign setting*
OR
a *game* designed to be compatible with d20 Modern?
[And if nobody buys it, does it matter?]
Eynowd said:And people are buying and enjoying it.
Krieg said:That is all well and good, but there's a heck of an awful lot of folks who aren't.
I purposely passed on Mutants & Machines because of my opinion of GW.
Hi Geoff,Eynowd said:It's not our fault someone in the S&SS management/marketing decided to rename the book to the "Player's Handbook". It was never intended to be that either.
King of Old School said:Hi Geoff,
I'm wondering what the original intention of the development crew was regarding the breakdown of materials into 2 books -- IOW, if they weren't intended as a player's book and a GM's book then what were they intended as?
Eynowd said:I'm sorry to hear you were disappointed by it.
I'd suggest having at least a look at Mutants and Machines. It's been generating some good comments, even from people who didn't like the GW PHB.
It may not be to your liking, which is also perfectly fine. You're certainly entitled to your opinion.
Eynowd said:It isn't like the D&D DMG though, so if people buy it expecting to get the PA equivalent, then they're going to be disappointed. It's much closer to the Storyteller's Handbook for the World of Darkness games.
Basically, the GW line follows the normal White Wolf way of structuring information, not the D&D way: the core book gives you enough stuff to get you started, and everything expands on it from there.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.