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Gamma World...Impressions.
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<blockquote data-quote="scourger" data-source="post: 5432909" data-attributes="member: 12328"><p>I've been having fun running it. My group is down to 3 of us now, so I only have 2 players. I put the PCs through the game day adventure, Trouble in Freesboro. The first session I had a giant android and a yeti speedster. The second session had a player substitution, so it was the giant adroid with a seismic plant. To bring them up to strength, I advanced them to 2nd level and let them recruit dabber allies. That probably kept the PCs alive. Also, I inadvertently nerfed the death rules to just mandate the 3 death saves, and I let a dying player get his second wind that he hadn't used yet. I think they still felt challenged and had fun, so no worries. </p><p></p><p>Next time, I plan to introduce a little more story with a road map showing them where they are in Freesboro and giving them the idea to go to the land of Far-Go. Along the way, they will find the adventure in the main book. Later, they should go to the Barony of Horn in search of the Legion of Gold. By the time they finish that, the game should have run its course; but we will have enjoyed it thoroughly. </p><p></p><p>My overall impression is that it is a good game. I love the presentation with the streamlined rules, adventures, maps & tokens. I added minis for the PC to make them distinguished; and I've been using green pastic army men for their dabber allies (with names & personalities from Aliens--sort of recurring theme with my games--somehow Hicks always survives). </p><p></p><p>Mechanically, I prefer Omega World. But this version is a very good game. I would love to see some D&D products developed along the same lines.</p></blockquote><p></p>
[QUOTE="scourger, post: 5432909, member: 12328"] I've been having fun running it. My group is down to 3 of us now, so I only have 2 players. I put the PCs through the game day adventure, Trouble in Freesboro. The first session I had a giant android and a yeti speedster. The second session had a player substitution, so it was the giant adroid with a seismic plant. To bring them up to strength, I advanced them to 2nd level and let them recruit dabber allies. That probably kept the PCs alive. Also, I inadvertently nerfed the death rules to just mandate the 3 death saves, and I let a dying player get his second wind that he hadn't used yet. I think they still felt challenged and had fun, so no worries. Next time, I plan to introduce a little more story with a road map showing them where they are in Freesboro and giving them the idea to go to the land of Far-Go. Along the way, they will find the adventure in the main book. Later, they should go to the Barony of Horn in search of the Legion of Gold. By the time they finish that, the game should have run its course; but we will have enjoyed it thoroughly. My overall impression is that it is a good game. I love the presentation with the streamlined rules, adventures, maps & tokens. I added minis for the PC to make them distinguished; and I've been using green pastic army men for their dabber allies (with names & personalities from Aliens--sort of recurring theme with my games--somehow Hicks always survives). Mechanically, I prefer Omega World. But this version is a very good game. I would love to see some D&D products developed along the same lines. [/QUOTE]
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