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Long Time Gamma World fans - is the d20 game worth it?
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<blockquote data-quote="buzz" data-source="post: 1853675" data-attributes="member: 6777"><p>Guess this is my cue to chime in...</p><p></p><p>You can read my review of the GWd20 PHB here:</p><p><a href="http://www.rpg.net/reviews/archive/9/9821.phtml" target="_blank">http://www.rpg.net/reviews/archive/9/9821.phtml</a></p><p></p><p>The implementation of GWd20 is extremely shoddy, IMO. The PHB is jam-packed with rules that are, as I see it, simply broken (and that's not a term I use lightly). Ther fluff bits of GWd20 are quite compelling (it's what White Wolf does best, after all), but the mechanics are terrible. The designers just don't really "get" d20, as far as I can tell. The editing is also very poor.</p><p></p><p>The biggest downside, however, is the expense. In order to get a complete game (i.e., equivalent to what you get from most other incarnations) you need to buy a truckload of books: GWd20 PHB, GWd20 GMG, <em>Out of the Valuts</em>, <em>Mutants & Machines</em>, <em>Cryptic Alliances</em>, and maybe even the new <em>Beyond the Horizon</em>. Not to mention the d20M core book. And all of this still leaves you with what's probably the least-flexible and skimpiest rules for creating mutant PCs of any edition. Oh, and the books are very ugly.</p><p></p><p>OTOH, I have heard that writing of the succeeding books has improved a lot, so there may be some merit to using them with a better core system (see below).</p><p></p><p>IMO, the best d20 implementations of GW are <em>Omega World</em> and <em>Darwin's World</em>. It's also worth looking at <a href="http://jagsgame.dyndns.org/" target="_blank">JAGS Have-Not</a> (2003 Indie RPG of the Year) and FFG's Redline mini-rpg.</p></blockquote><p></p>
[QUOTE="buzz, post: 1853675, member: 6777"] Guess this is my cue to chime in... You can read my review of the GWd20 PHB here: [url]http://www.rpg.net/reviews/archive/9/9821.phtml[/url] The implementation of GWd20 is extremely shoddy, IMO. The PHB is jam-packed with rules that are, as I see it, simply broken (and that's not a term I use lightly). Ther fluff bits of GWd20 are quite compelling (it's what White Wolf does best, after all), but the mechanics are terrible. The designers just don't really "get" d20, as far as I can tell. The editing is also very poor. The biggest downside, however, is the expense. In order to get a complete game (i.e., equivalent to what you get from most other incarnations) you need to buy a truckload of books: GWd20 PHB, GWd20 GMG, [i]Out of the Valuts[/i], [i]Mutants & Machines[/i], [i]Cryptic Alliances[/i], and maybe even the new [i]Beyond the Horizon[/i]. Not to mention the d20M core book. And all of this still leaves you with what's probably the least-flexible and skimpiest rules for creating mutant PCs of any edition. Oh, and the books are very ugly. OTOH, I have heard that writing of the succeeding books has improved a lot, so there may be some merit to using them with a better core system (see below). IMO, the best d20 implementations of GW are [i]Omega World[/i] and [i]Darwin's World[/i]. It's also worth looking at [url=http://jagsgame.dyndns.org/]JAGS Have-Not[/url] (2003 Indie RPG of the Year) and FFG's Redline mini-rpg. [/QUOTE]
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