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<blockquote data-quote="Henry@home" data-source="post: 34202" data-attributes="member: 159"><p>Having been a fan of Gamma World since the first edition, I have my following picks:</p><p></p><p>must have:</p><ol> <li data-xf-list-type="ol">"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)</li> <li data-xf-list-type="ol">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</li> <li data-xf-list-type="ol">Dice-rolled artifact learning tables (with fun side effects but very rare chances of blowing yourself to smithereens)</li> <li data-xf-list-type="ol">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!!!) </li> <li data-xf-list-type="ol">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).<br /> [/list=1]<br /> <br /> MUST NOT HAVE:<ol> <li data-xf-list-type="ol">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!</li> <li data-xf-list-type="ol">Grim 'n Gritty - If I want Mad Max, I'll use Alternity rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> 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.<br /> [/list=1]<br /> <br /> A word on Random Mutations: Random mutations was some of the fun of the earlier versions, and while some people have reservations on balance, what BETTER place to put them than in a mini-game? Balance is not as big an issue in my mind when the game is likely to never be expanded upon past the initial release...<br /> <br /> I hope some of these suggestions were helpful in some way... Looking forward to it, Erik!<br /> <br /> -Henry</li> </ol></li> </ol></blockquote><p></p>
[QUOTE="Henry@home, post: 34202, member: 159"] Having been a fan of Gamma World since the first edition, I have my following picks: must have: [list=1] [*]"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). [/list=1] MUST NOT HAVE: [list=1] [*]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. [/list=1] A word on Random Mutations: Random mutations was some of the fun of the earlier versions, and while some people have reservations on balance, what BETTER place to put them than in a mini-game? Balance is not as big an issue in my mind when the game is likely to never be expanded upon past the initial release... I hope some of these suggestions were helpful in some way... Looking forward to it, Erik! -Henry[/list][/list] [/QUOTE]
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