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How compatible should Gamma World be with Dungeons and Dragons?
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<blockquote data-quote="aramis erak" data-source="post: 9372690" data-attributes="member: 6779310"><p>For the same reason they didn't at the time: the D&D chassis isn't great for Sci-Fi. And I say this as someone who playtested Traveller T20... and contributed to it... and is proud of it... but it did some violence to the core of D&D 3.x.</p><p></p><p>Gamma World is loopy level silly - on par with Star Wars and Thundarr... and that kind of silly works in pulpish far post holocaust... </p><p></p><p>But SFAD and SFKH were not <u>aimed</u> to be silly. At least, not until Zebulon's Guide. Sure, enough tweaks and 5E can be pushed to it, but the system of a new class power every level except the feat ones... that doesn't feel right for Sci-Fi. (and I'm glad Wyvern didn't use that model for SG-1 above level 5.) SFAD allowed increasing what you wanted, not what had been preordained by your initial (often uninformed) choice of class. The aliens in SFAD are all plausible, if extremely unlikely: the Vrusk of need must have both endo and exoskeleton to function, and the Dralasites push credulity a bit far, but the loving tribute to them in <em>The Orville</em> is a reminder that they make for great story fuel, well enough to accept the unlikeliness as "It only needs to succeed once..."</p><p></p><p>Gamma World's best option in rework would indeed be just a new PHB with different races and classes, but otherwise 5e...</p><p>... but SFAD done that way would be something totally unlike its former selves.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9372690, member: 6779310"] For the same reason they didn't at the time: the D&D chassis isn't great for Sci-Fi. And I say this as someone who playtested Traveller T20... and contributed to it... and is proud of it... but it did some violence to the core of D&D 3.x. Gamma World is loopy level silly - on par with Star Wars and Thundarr... and that kind of silly works in pulpish far post holocaust... But SFAD and SFKH were not [U]aimed[/U] to be silly. At least, not until Zebulon's Guide. Sure, enough tweaks and 5E can be pushed to it, but the system of a new class power every level except the feat ones... that doesn't feel right for Sci-Fi. (and I'm glad Wyvern didn't use that model for SG-1 above level 5.) SFAD allowed increasing what you wanted, not what had been preordained by your initial (often uninformed) choice of class. The aliens in SFAD are all plausible, if extremely unlikely: the Vrusk of need must have both endo and exoskeleton to function, and the Dralasites push credulity a bit far, but the loving tribute to them in [I]The Orville[/I] is a reminder that they make for great story fuel, well enough to accept the unlikeliness as "It only needs to succeed once..." Gamma World's best option in rework would indeed be just a new PHB with different races and classes, but otherwise 5e... ... but SFAD done that way would be something totally unlike its former selves. [/QUOTE]
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