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<blockquote data-quote="WDS" data-source="post: 35256" data-attributes="member: 2574"><p><strong>Gamma World d20</strong></p><p></p><p>Erik,</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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!).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="WDS, post: 35256, member: 2574"] [b]Gamma World d20[/b] 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. [/QUOTE]
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