Wik
First Post
Thanks for the session report! I've heard negative things about the adventure (it sure reads like a D&D dungeoncrawl), but it looks like it worked just fine!
It *IS* A D&D Dungeoncrawl. I like a lot of the things wotc has been doing, but their adventures SUCK. I've long ago learned that the way to make them better is to cut out much of what little fluff there is and to add connecting scenes between the encounters. That's how I personally get wotc adventures to "work" for me. This is particularly true in the case of Dungeon Delves which, while awesome for a beleaguered GM, are lacking in non-combat scenes by design.
The Gamma World adventure is really just a string of fights with no connecting scenes. There are no skill challenges, and since PCs automatically get a tech card at the end of the fight, there's precious little incentive to explore (the book suggests letting PCs that search certain areas to draw two cards and keep the one they like more).
That being said, we were running it as pretty much just a straight series of fights anyway, so it worked in this case. For example, in the first fight, the bad guys were talking and my brother just said "meh. To hell with them. I charge." and rolled initiative.
In this case, the boardgaminess of Gamma World does serve to make their encounters better.