Gamma World Feedback

Erik Mona

Adventurer
Folks,

Let's pretend that a major RPG gaming magazine was planning to run a huge Gamma World d20 mini-game. What FIVE elements of the past incarnations of the setting MUST, in your opinion, appear in that game to make it a "valid" interpretation of the beloved Gamma World? What two such things that have appeared in the past absolutely MUST NOT appear in the game?

I'm interested in hearing from informed folks who consider themselves Gamma World "fans," though if you just want to chime in with general suggestions, that's ok, too.

Your comments are very much appreciated.

Thanks,

Erik Mona
Editor, Polyhedron Magazine
 

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(Disclaimer - I'm not a *huge* Gamma World fan. I've played it in the past, I enjoyed it, and I'd like to see a d20 Polyhedron version, but it doesn't keep me up at night,)

Must Haves:
1. Mutant animals. Lots of 'em, with a wide variety of potential PC types.
2. Death Machines. They're so charmingly subtle.
3. A laundry list of bizarre mutations, good and bad.

Must nots:
1. Mutations selected entirely randomly. Some random is good, but like 1E psionics, if it all depends on the dice, characters can wind up . . . off kilter.

Yeah, I'm under on both haves and have nots - if I think of anything later, I'll edit'em in.
 

I have bought (and run) the first, second, and third editions of Gamme World. I never bought the D&D-styled fourth edition, and I bought, but have not played, the Alternity edition.

Must haves:
a)Original, far-future setting. Maybe with an optional 'Gamma Now!' setting.

b)Mutations galore! I want my humanoid bunnies, dammit!

c)Color-coded ID cards.

d)"Dumb Extra Brain" mutational defect. Trust me on this.

e)Cryptic Alliances. Lots of 'em.

Must not have:
a)Unbalanced combat and 'instadeath' mutations.

b)That bogus origin for the Ranks of the Fit. Napoleon the Bear was NOT the fictional creation of a mad cyborg, dammit!
 

Must haves:

Humanoid mutants
Mutant animals as PCs
"Junk" artifact tables (my favorite)
Rules for radiation exposure
Robots

Must not have:

1st level characters with Powered Armor and Mark V Blasters
2nd level characters with Powered Armor and Mark V Blasters
 


I still think 4th Edition is the best set of GW rules. The 3rd Edition had the best background and supplements I think though. The game needs many animal templates, many mutations (good and bad and of many power levels), solid tech rules, consistant technology, many bots (and PC bots/androids), plants as PC's, many Cryptic Alliances and how they interact, many pre-created "monsters" with logical backgrounds (in the context of the goofiness that is GW). I like a fairly realistic GW with a bit of the wacky. The tech level that 4th Edition gave was great. A flintlock era tech level with higher technology as "magic". I like classes and I think the idea of GW prestiege classes would be good. I guess I want all the best from the 1st - 4th Editions. :) I never liked the 5th, though I own it. I want any thing in the game to be a PC. :)
 

Would human mutants (or transgenics) be able to take on physical characteristics of animals, a la Dark Angel (e.g., Joshua)?

Or in Gamma World, you must start off as an animal mutant to gain such characteristics?
 

I think a mutation Animal Characteristic might cover that. Not only for mutant humans but plants and New Animals as well. Think of a New Animal wolf with croc or eagle traits... :)

After some thought I think breaking mutations down into Minor, Major and Extreme catagories might be good. The Alternity version did something like that. maybe have a number of mutantion points and you buy different mutations. Less powerful ones of course costing less. You might also have synergy cost breaks. Similar mutations cost less if you have a like ability already.

These are just ideas I'm tossing off as I write.
 

Thank You, Erik (wipes a tear from his eye). You are surely assured a place in heaven.

Gamma World MUST haves:

Cryptic Alliances.
Sentient Animals as PCs.
Mutations, and lots of them.
High Tech as Artifacts.
Radiation & Mutagen rules.

Other things GW should have, but don't make my top 5, are robots as potential opponents, a tech/examiner/mechanic type class, rules for deciphering high tech artifacts, powered armor and vehicles, and Kim Eastland.

Things GW should not have are:

Robots/Cyborgs/Androids as core PC races.
Magic.

Thank You. Thank You. Thank You.

Leaghe
 

Ranger REG said:
Would human mutants (or transgenics) be able to take on physical characteristics of animals, a la Dark Angel (e.g., Joshua)?

Or in Gamma World, you must start off as an animal mutant to gain such characteristics?

Now something along these lines would make an interesting approach to mutations...

Must Haves:

Mutations
Cryptic Alliances
Cybernetics
Options galore!
A detailed setting

Must not have:
Random mutations that don't work together
comic-book silliness

Maybe it's just me, but if I want to play in a "post-apoc" game, I want it dark, gritty, with a glimmer of hope. I don't want silly, inane approaches to things in the world. And if I'm going to run it, I'll just change the existing rules to suit my needs like I have with so many other games.

I wouldn't mind seeing optional rules for Psionics and magic too, but if it's D20, it wouldn't be hard to port in the existing rules.

But I gotta say, I like the idea of transgenics ala Dark Angel... I'm working on those for a Shadowrun game right now...
 

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