Gamma World, past and Future (Hold the CCG)

Reynard

aka Ian Eller
Supporter
First off, I would like to discuss Gamma World, botht e new game and previous editions, but I'd like to stay away from discussions about the colectible card aspect -- it's "important" and all, but mostly likely to obscure and overwhelm any other discussion that goes on.

Did you play GW "back in the day"? Which editions did you prefer? As a gonzo, wacky game of wahoo science fantasy craziness, or something more toneddown and "Fallout" like? Which version is your favorite? Least favorite?

I was reading my GW 4E book last night. I like that version -- tightened up mechanics but still plenty of wierdness.
 

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I played 1st ed (boy CON was important!) and the edition where resolution was based on a percentile lookup table (needless complexity -- you want a curve like that roll dice and add them).

I always had fun with my characters (poor dual brain, probability traveling sentient flying panther ftw!). We generally played it less gonzo and like a more varied and variable version of our Aftermath! campaigns. The Fall happened, life is hard, making it easier is harder.
 


I played in a 2nd edition Gamma World game. I ran Gamma World 1st and second edition (both for transplanted AD&D characters rather than a straight campaign, though). We played it reasonably straight, but weirdness is part and parcel of Gamma World. Realistic radiation rules would be more of the "you're really sick and then you die" type rather than Gamma World's "you've developed a new super power" variety. It was fun to come up with a rationale for why radiation worked that way, though.
 

I ran and played 1e and 2e, I think, still have the box to the 1e game.

We ran it as strait as any game we played at the time, which means not very.
 

I ran GW 2nd ed back in the day, and had copies of every "Ares" article concerning the game. I also ran 4th ed a good bit as well. I own all the other editions (GW1, GW2, GW3, GW4, GW-Alternity, and GW d20) as well as the re-release of Metamorphosis Alpha from a few years ago.

We never played it "wahoo" at all. Very "Fallout" like. The articles from Ares/Dragon back in the day had mainly a serious tone ("A World Gone Mad" for example), so that's how we ran it. I am a big fan of the setting, and never cared for the idea that it should be silly at all. Weird alien oddities about in post-apocolyptic and standard Sci-Fi, so we never even thought those elements were jarring. Just... alien.
 

I really wonder what the "Appendix N" would be for the original Gamma World. Damnation Alley and some Poul Anderson PA, I'm sure, and probably the science fantasy of ERB and Moorcock, but what else. I'd be interested in reading some gomzo and wahoo PA fiction.
 

First edition Gamma World was the first RPG I purchased in sometime in 1979-1980.

A friend introduced me to RPG's through Basic D&D but the store that carried RPG's at the time always had it on back order. After a couple of weeks I couldn't wait any longer and got my mother to buy me Gamma World.

A second friend purchased Boot Hill and these three games made up our role-playing experience during the first couple of years of playing.
 

Thinking back, I think we were all disappointed by relative aimlessness in GW. Our first rpg had been metamorphosis alpha, which had a clearer sense of place and foals to us.

Cheers
 

I really wonder what the "Appendix N" would be for the original Gamma World. Damnation Alley and some Poul Anderson PA, I'm sure, and probably the science fantasy of ERB and Moorcock, but what else. I'd be interested in reading some gomzo and wahoo PA fiction.


I could be mistaken, but I thought there was such a beast in one version. It includes "A Canticle for Leibowitz" and "Alas, Babylon" and "Vulcan's Hammer", (and I want to say Vance's "Dying Earth" was in there too), all of which have themes recognizible by GW fans, none (that I'm aware of) are full of "wahoo".
 

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