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Small Party Gamma World

Nytmare

David Jose
I've got a last minute game of Gamma World I'm supposed to be running this weekend. Unfortunately my teeming horde of players has shrunk to just two people.

Are there any major pitfalls I should be looking out for?
 

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If you are doing 4th ed Gamma World, prep multiple characters in advance. It's deadly, and with little healing. Some creatures are extremely deadly for their level.

I'd almost recommend each player playing two characters at once if they can handle it.

I ran the starter adventure for a group of 5 over the course of several weeks ( we game once a week) and I think we lost at least two people a night, who then made up new characters.

It's fun, but deadly.
 

I only had 2 players, too. I let them run a few "extras" - mainly dabbers. That way, they had some extra firepower and expendable soldiers. I even used little green army men to represent them since the new art gives them a sort of "Sgt. Rock" look. And, the PCs remain more "powerful". More omega tech cards really shifts the advantage to the PCs, too.
 

Hiya.

Not a problem. I'd let them pick all their stuff though...stats, mutations, etc. I'd also give them extra starting equipment/cash. As long as they go into the game playing like there are only two of them...and not 4 to 6...they should do fine. They will likely have to run the hell away from stuff often (as should be the case), but still could be a lot of fun.

^_^

Paul L. Ming
 

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