What to Include
The Starship Warden.
The Starship Warden.

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leonegri said: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
Henry@home said:Having been a fan of Gamma World since the first edition, I have my following picks:
must have:
- "Wild and Wahoo" flavor - or a small section on varying campaign tone (though this may be tough to put both this and "Grim 'n Gritty" in the same game)
- Random mutations, but grouped by power levels ( you can have 3 or 4 of these or 1 or 2 of THESE...) Random mutations was some of the fun of the game
- Dice-rolled artifact learning tables (with fun side effects but very rare chances of blowing yourself to smithereens)
- Pure strain humans, mutated animals, mutated humans, and mutated plants (With a more complete list of animals and plant types as base stocks - bring back those plant PC's from 1e!!!)
- proper equipment value guides to gauge the worth and level requirements of artifacts to PC's (Kind of like they way the DMG currently determines if a 5th level character can afford a vorpal sword or not).
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MUST NOT HAVE:
- Seattle as a base setting ("The Land of Settle", while I'm sure fun for the WotC staff, really rubbed me the wrong way as a setting, as well as some of my players. Either a non-specific settingsicne many of your readers are from different regions or even different countries, or return it to the good 'ol "Walkee", home of the Fourth edition!
- Grim 'n Gritty - If I want Mad Max, I'll use Alternity rules.
Gamma world was premised on totally "fantasy" levels of mutations - radiation in real life would never do the things that Gamma World had - staying true to the original game means to me keeping with the "Starship Warden" feel of the original game.
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