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Newsworthy! Gamma world now under the S&SS banner!
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<blockquote data-quote="Gary N. Mengle" data-source="post: 471733" data-attributes="member: 8765"><p><em>Originally posted by BruceB </em></p><p><strong>To be explicit, I have ambitious plans for long-term campaign options in Gamma World, including multi-generational civilization building for those that would like to do that.</strong></p><p></p><p>Hey now, if you're writing rules for that, it <em>does</em> interest me. I shall have to pay closer attention.</p><p></p><p><strong>Gary, you're perfectly justified in having some skepticism. I do think there's a difference between games which tanked because of lack of audience and games which tanked for other reasons, and the evidence I have suggests to me that there is a sizable population of folks quite willing to buy Gamma World if it's offered to them. The multiple editions and general hoohah seem to be the result of TSR bungling rather than any innate failure of the games to find their audience.</strong></p><p></p><p>Point taken.</p><p></p><p><strong>And of course getting a small fraction of those old sales is meaningful in a way that getting a small fraction of the typical small-press niche game wouldn't be.</strong></p><p></p><p>Perhaps it's my lack of sleep, but I'm having trouble figuring out what you're trying to say here.</p><p></p><p><strong>I am quite sure, however, that there's no lasting market for a Road Warrior sort of game, and I can explain why. What do the PCs actually do? Drive around and shoot things? Scrounge fuel between bouts of driving? That's all covered by existing games, and it's not sustainable. There's no scope for what I'm calling these days "character significance". Even dungeon crawls have more lasting significance to the game world than that, by standard conventions, because cleared dungeons tend to stay cleared. I happen to have a real fondness for "guys in wasteland" stories and movies, but they're not very gamable - they're the stuff of a single short supplement for some existing game line.</strong></p><p></p><p>I can see that point, put that way. The kind of game I expressed a preference for <em>is</em> easy to do with any system that's got a halfway decent combat system, since you don't need much else.</p><p></p><p>BTW, ColonelHardisson, T2K <em>was</em> very popular for a number of years, though it isn't exactly the kind of game I'd want. It died with GDW's collapse, but I would consider it a "successful" game.</p><p></p><p>It has never been revived. However, Far Future Enterprises plans to reprint the original materials over the next eighteen months or so, much like they've done with Classic Traveller.</p></blockquote><p></p>
[QUOTE="Gary N. Mengle, post: 471733, member: 8765"] [i]Originally posted by BruceB [/i] [B]To be explicit, I have ambitious plans for long-term campaign options in Gamma World, including multi-generational civilization building for those that would like to do that.[/b] Hey now, if you're writing rules for that, it [i]does[/i] interest me. I shall have to pay closer attention. [b]Gary, you're perfectly justified in having some skepticism. I do think there's a difference between games which tanked because of lack of audience and games which tanked for other reasons, and the evidence I have suggests to me that there is a sizable population of folks quite willing to buy Gamma World if it's offered to them. The multiple editions and general hoohah seem to be the result of TSR bungling rather than any innate failure of the games to find their audience.[/b] Point taken. [b]And of course getting a small fraction of those old sales is meaningful in a way that getting a small fraction of the typical small-press niche game wouldn't be.[/b] Perhaps it's my lack of sleep, but I'm having trouble figuring out what you're trying to say here. [b]I am quite sure, however, that there's no lasting market for a Road Warrior sort of game, and I can explain why. What do the PCs actually do? Drive around and shoot things? Scrounge fuel between bouts of driving? That's all covered by existing games, and it's not sustainable. There's no scope for what I'm calling these days "character significance". Even dungeon crawls have more lasting significance to the game world than that, by standard conventions, because cleared dungeons tend to stay cleared. I happen to have a real fondness for "guys in wasteland" stories and movies, but they're not very gamable - they're the stuff of a single short supplement for some existing game line.[/B] I can see that point, put that way. The kind of game I expressed a preference for [i]is[/i] easy to do with any system that's got a halfway decent combat system, since you don't need much else. BTW, ColonelHardisson, T2K [i]was[/i] very popular for a number of years, though it isn't exactly the kind of game I'd want. It died with GDW's collapse, but I would consider it a "successful" game. It has never been revived. However, Far Future Enterprises plans to reprint the original materials over the next eighteen months or so, much like they've done with Classic Traveller. [/QUOTE]
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