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I am silly enough to have just started a Gamma world D20 conversion. Of course I am a million miles from getting it done so here are the ideas/needs I see.

1) Gotta have Pure strain humans, Humaniods, Mutated animals and Mutated plants.

2) Fix the Mutation system by A) backing off on some mutations power, B) providing several methods of determining mutations (I say three, Totally random, Buy and Random but also buy. HOw you ask. Make the mutations have a cost of say 1-5 arrange charts so that mutations with same cost are on a chart so Random is roll for which chart roll mutation, Buy is just look at the cost and ignore the charts, Buy-Random is choose the cost and roll for the mutation at random.) That's What I have planned. Mutations also have thier own scores and are not based off Stats.

3) Control Tech treasure. I plan to model 3E with assigning values to items and treatingthem like Magic Items as far as what PC's should have at a certain level.

4) Monster creation rules. Once again I am hijacking 3E's system of constructing monsters/adversaries. I use constructs, vermin, humaniods etc. I have to redesign a little for the setting but 80-90% of the work is done and balanced. I just added Mental, Physical and generic as catagories so I could handle those creatures who are more mental versus physically mutated. I thought they wouild have different bases.

5) Probably need new classes, Examiner, Mental adepts and Physcial Adepts among others. Here I modeled Star wars more with scoundrels and Negotiators (nobles). Amazingly enough the fighter works out just fine. This also means new Feats most dealing with exotic weapon proficiences for lasers and such.

the Not haves.
Ignore the historyof the world. We have several versions and the Gm can use what they want. Who really knows but them anyways.

No huge starting campaign. Start with a little village and the surrounding country side. I small veiw of the World of Gamma Terra. Hopefully we can do the rest.

And of course other things...

Make it available as a PDF on Line, even at a price. I don't get Polyhedron.

and consider releasingold Gamma world stuff electronically as youhave with old D&D stuff it might generate some more interest.

Just my own self inflated opinion
 

Gamma World d20

Erik,

I don't play any d20-based games right now, but definitely would if there was a published Gamma World d20 product. I've been playing GW ever since 1st edition. I would like to see that product contain rules for creating mutant animal PCs, mutant humans, and pure strain humans (I never cared for the idea of intelligent mutated plants). I don't think PCs should be allowed to play robot or android PCs, as there better left as creatures or NPCs.

I suppose it would be necessary to have classes, but I would try to keep them as flexible and generic as possible: like fighter, scout, scholar, diplomat, trader, etc.

It should include stats for all the "traditional" GW creatures and robots. It should also include all the traditional cryptic alliances, w/ a few new creatures and/or alliances thrown in. There should be some rules re figuring out artifacts and using Ancient computers. Skills would be very important b/c there are so many Ancient devices for PCs to encounter and they should generally be unfamiliar w/ them (unless the PCs are revived Ancients themselves).

The setting should be futuristic. But the GW history should be flexible and a bit ambiguous so GMs can design their own history. Several hundred years after the holocaust would certainly create misinformation about the past. I prefer my GW to have a primitive tech level w/ blackpowder weapons in hands of the more advanced societies only. Ancient devices should be available to PCs as the campaign allows, but not so common that every hoop out there has a Mark V blaster pistol.

It should also be flexible enough so that a GM can play GW in a wild, wahoo style or a more gritty serious style. This way each GM can tailor his campaign as he/she sees fit.

Some people have suggested the Warden, which was a nice setting, but legally it seems Jim Ward owns the rights to that. But I think the basic GW setting should be on earth in the ol' USA, since most fans would be familiar w/ that. If there's a room, a campaign setting would be nice too, but I'm sure every fan would want to see a campaign set in his/her own area, so this might not be the best idea. An introductory mini-adventure might also be nice for those who have never played GW (gasp!).

The only question I have is whether this would only appear in Polyhedron magazine? If so, then this is one GW fan who wouldn't see it b/c I don't subscribe to your magazine. I hope WotC would consider releasing a new d20 GW campaign book, or allow someone else to do so.
 

I never had the opertunity to play any of the older versions of gamma world but always wanted to try it, I hope a D20 mini-game for it does come out. I think the mini-game format they've been using with dungeon is a brilliant way to get out material for games that have a fan base but not nessasarily a big enough one to support a full out launch.

D20 dark sun mini- campaign setting anyone?
 


Gamma World D20 Musts and Must Nots

I am really excited that you are looking into this. I have always loved Gamma World's feel, especially the first edition when it was more compatible with Dungeons and Dragons. Some of my early gaming groups favorite adventure were a "Thundarr the Barbarian" type setting with both tech items as well as magic.

Here are my 5 Musts:
1. Plant, Animal, and Insect templates with species specifice abilities (skills, senses, etc.) Do not waste much time or space on Humans. That is covered well by the PHB.
2. Good and Bad mutations that are primarily chosen with some randomness. Have it where some mutations can be advanced by training or increased/decreased by further exposure to radiation.
3. Artifact uses flow charts and random artifact lists.
4. Androids as PC's
5. Robot creation tables

Here are my two Nots:
1. Less far future high power equipment and instant death weapons. Focus on items that are more on par with magic items rather than artifacts.
2. Less setting and blab on how and when the apocalype came about. This stuff has been beaten and explored in a zillion ways. I would rather this space go to more meaty useful stuff. Referees can make their own backgrounds if it is important to the campaign.
 

Great idea!

5 things to include:

1. Mutant Plants & Animals
2. Bonuses or advantages to being a PSH
3. Cryptic Alliances
4. Rules for trying to figure out Ancients tech (not just a DC but less than the old flow chart system, as for what exactly I dunno...you're the game designer not me)
5. Crazy robots as monsters (esp. androids)

2 things *not* to include:

1. Robots/cyborgs as PC's
2. Manditiory random generation for mutations
 

Anyone else notice the number of first time posters appearing on this thread?

Behold.... the power of Gamma World (not cheese).

Leaghe
 

Must-Haves:

1 - The "Flow Chart of Death" artifact examination system.
2 - Cryptic Alliances
3 - Pure Strain Human advantages
4 - Playable Mutated Animal Templates ("see the Monster Manual for base animal stats" is fine by me, but you need a gamma-world-izing template)
5 - Torc Grenades


Must-Not-Haves:
1 - Alien Invaders
2 - Random mutation generation at character creation
 

Flow chart of death!

YES! Flow chart of death, flow chart of death!

Combined with something like "Ancient Lore" skill, against a DC based on the complexity of the artifact, so the flow chart would be something like:

Made skill by>10 -- go here.
Made skill by 1-10 -- go there
Failed skill by more than 5 -- take 1d6 damage
Failed skill by more than 10 -- take 4d6 damage and go back 1.

You get the idea.
 

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