Gamma World Feedback

Whatever

>>>
Just be sure to ruin it for fans, like what you did for Spelljammer....
>>>

Bold words from someone who doesn't have the first clue what he's talking about.

Is there an "ignore" feature on the new boards?

Thanks,

Erik
 

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Things I WANT to see...

1.) Wild and Wahoo tone - As has previously been stated, if I want dark/straight/serious post-apocalyptic roleplay, I can play something other than Gamma World. The reason that GW is so original, is because it's a wacky, sometimes whimsical game set against a post-apocalyptic backdrop. That's what sets it apart.

2.) Mutated Plant and Animal characters - Why were these ever left out of Fifth Ed.?

3.) Extensive Creature Section - Don't skimp on the beasties.

4.) Extensive Mutation Section - Don't skimp here either. And whatever you do, don't just fob mutations off as PHB spell effects.


Things I'd like to see, but which shouldn't be given much space...

1.) Cryptic Alliances - I know that it ain't GW without 'em, but we're talking about cramming an entire game into a magazine article. We have all the background info that we need on them from GW's previous incarnations anyway. Just give us whatever in-game effects come from being a member (XP bonuses, skill bonuses, etc.) and leave it at that.

2.) Vehicle Rules - Take the vehicle rules from your favorite d20 game, and just plug them in. No need to take up limited space in the magazine with them.


Things I DON'T want to see...

1.) Sasquatch characters - Where'd these come from? If you want to play Bigfoot, just create a Mutated Human (or animal) and go from there. Likewise with Sleeth and other "monster races".

2.) Cybernetic tech - As someone else previously stated, wired and chromed characters seem a tad out of place in Gamma World. Post-apocalyptic does not necessarily equal cyberpunk, and vice versa.
Regards,
Corporate Dog
 

gammaworld in polyhedron

great idea I would really like to see it.

what would i consider the five most important:

1. Complete rules for mutant animal character. Base stocks and humnaoid or nonhumanoid features.

2. Random mutation generation. The random mutation generation keeps the "mutant" feel in mutants.

3. Cryptic Alliances. These work virtually any gammaworld game i've ever seen and would be a great idea for some form of "prestige class".

4. Artifact use chart. Like the one in 2nd edition.

5. A small but variable range of low to hightech equipment and weapons.

what wouldn't I want to see:
1. A development of the campaign from gamma/alternity, I already paid for that.

2. Fixed mutant races, If there are dabbers or sleeth in "mutant manual" section it would be easy to make charcters out of them I don't want to be restricted by the rules to a small selection.
 

1)Sentient animals
2)Sentient plants
3)androids
4)lots and lots of random junk tables, some of it actually useful
5)Pure strain humans being just that, human. - or to put it another way, the world being blown up by it's own natives and not by some alien-invaders. It's blacker that way, and far more MadMax/Fallout - which is a good thing.

Not to have...
1) alien invaders.
2) random or unbalanced mutations, Alternity GammaWorld's system was by far the most balanced, and bad mutations actually had an effect on the system if someone chose to be so afflicted.


as for a GammaWorld polyhedron - YES!!!!!!!!!
 

hooray!

I've been trying to tell my current DND 3E Forgotten Realms players how great Gamma World was. Now maybe I get to _show_ them?! Hooray!

Things that are very important to me:

1. Mutant plant/animal player characters. These are much of the fun of the game!
2. Random mutations don't suck. If random mutations exist at all, then they need to be handled very carefully. Perhaps random determination of a small number of mutations from which the player or GM can choose? That'd keep it mostly random but not unbalance the game. With a lot of work, truly random tables could be balanced, but that's unlikely to happen. :-)
3. High-tech should still feel like magic. Entirely like magic. 2nd, 3rd, and 4th kinda reduced this feel somewhat, each in turn. This isn't Star Frontiers--anything involving technology should fill the same role that spells and magic items fill in D&D.
4. Pittsburk! (sp?) I'm from Pittsburgh originally, and my players all believe that everyone in the United States except for them are from Pennsylvania originally. This'd further their paranoia!
5. A careful balance of monsters, bad guys, etc. It's a fantastic setting, great for a light-hearted game. But I've still had campaigns run for a very long time, as a result of careful tweaking of the rules. I'll continue to tweak, but if y'all do most of the work for me, it'll rock! :)

Thanks so much!

Things that I don't want to see:

1. Robot/cyborg/cyberpunk characters. Eww. Rip 'em out. The game should focus on its strengths, and not try to be everything to everyone.
2. Internal inconsistencies. Some inconsistency is necessary, of course, but try not to contradict one statement with another one later on. That makes life difficult from a gameplay point of view, no matter what the affected rule might be.

Thanks again!

--Thaddeus the Overbearing
 

Mutant plants...too

One of my favorite parts, was the mutant plants also, not just animals. :-) Sentient plants were always interesting to play. I would say more charts with info what the plants do. It would also be kind of cool with some info to turn the game into a more grittier game, or a more up-beat game... like Gamarauders.
 

Re: Mutant plants...too

Rifter said:
It would also be kind of cool with some info to turn the game into a more grittier game, or a more up-beat game... like Gamarauders.

I don't much have a list, since all my games include pretty much anything the player wants to play. But on that point...

I would LOVE for the Polyhedron D20 games to include a sidebar on scaling for tone, and another couple paragraphs on melding the game with other game settings.
 

I own every Gamma World thing ever published and have played/GM'd all 5 editions and even playtested 5th edition.

Things that are needed:
Mutations
mutated humans,plants,& animals
high tech leftovers as treasure
Pure Strain Humans
Robots

Things not needed:

aliens
napolean mutated bears


Grimmstone
 

Gamma World in D20, Huzzah.

Here's my two domars worth.

Five things that must remain:

1) Mutants, mutants, and more mutants. Animals, plants, former humans, all of 'em.
2) Cryptic Alliances
3) Hoops (The flopsies of Moonsee will one day dominate the world, if we can ever get our expedition equipped that is.
4) The Unknown-ness of the tech of the ancients (i.e. GM [playing an examiner when handed a revolver] "I believe that this is what the ancientes refered to as a Fist-ol, for it's ability to punch specially made pieces of metal through other things and beings.")
5) And here we have a tie; The Glow and Live Metal. Loose radiation and wild robots are a must.

And the two things That have just got to go the way of the ancients are:

1) Random Mutations (A good Idea in theory but ultimately far, far to unbalancing in practice. . .)
2) Any grimly serious overtones. This was my one major problem with the Alternity version of the setting; it was just too grim. 1st though 3rd editions managed to be both serious, and whimsical; while the 4th edition was a little heavy on the whimsy. I realize that I am in the minority here (just as I am with spelljammer), but I like the cartoony, comic-booky feel of the Gamma World Setting.

That's all. The BlaQ Lion
 

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