Achan hiArusa
Explorer
Gamma World
Darn End Key.
Anyway, I am a little biased since I have written a (very incomplete) version of Gamma World which is stored in the Black Pages. (I have much more respect for those people who take their time to create, convert, and organize spells, psionic powers, and mutations, my patience just wasn't enough). I have played 3rd and 4th edition and started my own conversion. All that is on hold because of graduate school.
Anyway what I'd like to see
1) The classic races. PSH, Plant, Mutated Animal, Altered Human. Actually I like variety, so I don't mind alternate races, friendly androids, and symbiotic plants. And to correct some of you, old Dragon articles had rules for androids and robots that predated Gamma World (fundamentally what is the difference between a tractor/pressor beam and a telekinetic mutation).
2) Lots of mutations, but with some balance to them. I would like powerful ones like Temporal Fugue as long as something that has it doesn't have many mutations in general (and for those of you who hate Deevolution, it has always been one of my GM favorites, players just hate it, all the more reason to have it).
3) Various tech levels. A mutated animal should have a chance to shoot himself in the face with a flintlock, just like an altered human would be at a loss to put a bullet in a modern automatic (where's the Ramrod).
4) Weird encounters. Strange Weather. Not just an automatic roll for monsters. The world shouldn't be dead and gritty, nor should it go too far into the wild and wahoo! It should be balanced enough between the two that GMs have room to play the game they want.
5) Yes, more on the rest of the world. I want to know what the world outside the US, Canada, and China look like. More on the rest of the solar system and the extrasolar colonies man established.
What I don't want:
Geez, that's hard I have found a way to incorporated a lot of stuff on my own. I left many things in the air and will probably use a lot of stuff from any article in my own campaign.
1) Classes that aren't the equivelent to D&D classes (for the most part, while interesting, the D&D classes outshine the other d20 classes). And no wild mutationist/structured mutationist structure (wizard/sorcerer, channeler/wilder, jedi/force adept).
2) No wild mechanics that hamper the efforts the cross D&D and Gamma World (all of DMs know you want to).
Darn End Key.
Anyway, I am a little biased since I have written a (very incomplete) version of Gamma World which is stored in the Black Pages. (I have much more respect for those people who take their time to create, convert, and organize spells, psionic powers, and mutations, my patience just wasn't enough). I have played 3rd and 4th edition and started my own conversion. All that is on hold because of graduate school.
Anyway what I'd like to see
1) The classic races. PSH, Plant, Mutated Animal, Altered Human. Actually I like variety, so I don't mind alternate races, friendly androids, and symbiotic plants. And to correct some of you, old Dragon articles had rules for androids and robots that predated Gamma World (fundamentally what is the difference between a tractor/pressor beam and a telekinetic mutation).
2) Lots of mutations, but with some balance to them. I would like powerful ones like Temporal Fugue as long as something that has it doesn't have many mutations in general (and for those of you who hate Deevolution, it has always been one of my GM favorites, players just hate it, all the more reason to have it).
3) Various tech levels. A mutated animal should have a chance to shoot himself in the face with a flintlock, just like an altered human would be at a loss to put a bullet in a modern automatic (where's the Ramrod).
4) Weird encounters. Strange Weather. Not just an automatic roll for monsters. The world shouldn't be dead and gritty, nor should it go too far into the wild and wahoo! It should be balanced enough between the two that GMs have room to play the game they want.
5) Yes, more on the rest of the world. I want to know what the world outside the US, Canada, and China look like. More on the rest of the solar system and the extrasolar colonies man established.
What I don't want:
Geez, that's hard I have found a way to incorporated a lot of stuff on my own. I left many things in the air and will probably use a lot of stuff from any article in my own campaign.
1) Classes that aren't the equivelent to D&D classes (for the most part, while interesting, the D&D classes outshine the other d20 classes). And no wild mutationist/structured mutationist structure (wizard/sorcerer, channeler/wilder, jedi/force adept).
2) No wild mechanics that hamper the efforts the cross D&D and Gamma World (all of DMs know you want to).