Gamma World was inspired by post apocalyptic science fantasy of the 60s and 70s. There's as much "cultural touchstone" for gonzo post Apocalypse as there is for Dungeon World.There was a kickstarter called "Broken World" in the first generation of new PbtA way back in 2014. It funded, but myself and 355 of my never-yet-met friends did not receive anything for it - except maybe a first draft pdf
In thinking about Gonzo Post Apoc, I'm wondering what are the player archetypes that can make strong playbooks?
In fact, what are the cultural touchstones for this type of game beyond other RPGs?
Going to go out on a limb, but for a PbtA to work well, feels like it needs to be grounded in some very clear cultural touchstones so that the moves can emulate those touchstone tropes very clearly. Beyond mutations, what else does Gonzo Post Apoc have that say, Mad Maxian post apoc (emulated by AW) doesn't have? In other words, could you just play AW, but add mutations? If not, why not? Hmmmm
The core of gonzo post Apocalypse is weird mutants (the protagonists) surviving in a world where the remnants of humanity's ultimate excesses are a constant threat. There is hope for civilization but it is distant and tenuous.