So who's playing Gamma World?

I really wish I could say yes to that question, since Gamma World is one of my all time favorite settings, but this new book was just so disapointing. Everything that I considered fun about Gamma World is missing or reduced to next to nothing. Mutants are reduced to about 45 mutations and defects where the last version had over 150, mutant animals are reduced to a "see Moruea entry in D20 Modern book" instead of the dozens of genotypes to choose from, no mutant plants, very little on the Cryptic Alliances and the psionic system is suicidal, one bad roll and your head may explode.

Once the next couple Gamma World books come out I will try to create a composite version with Darwin's World2, GURPS:Bio-Tech and the previous versions of Gamma World, but I think I will save that for an over winter project.
 

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VorpalBunny said:
The way I see it is if you've got a mutation you're a mutant. Only mutants can pick up mutations when they level, but if a PSH wanders into a radiated zone and picks up a mutation, presto! He's a mutant. So yeah, under the right set of circumstances, everyone has the potential to become a mutant.

If I understand what I have read, anyone can pick up a mutaion during game play should they get exposed to some type of mutegen. PSHs have a natural resistance to gaining mutations. So even if a PSH gets a mutation, they still retain their resistance to gain another.

-The Luddite
 

I'm running a game, but it's not straight-outta-the-box S&S GW. Like many folks I find some of the rules presented in the corebook give me that "not so fresh" feeling.

I'm using a blend of GW, DW, Stargate, and some of my own stuff. We've played one pre-Fall and two post-Fall sessions and my players seem to be loving the hell out of it.
 

zero skill LPB said:
I'm using a blend of GW, DW, Stargate, and some of my own stuff. We've played one pre-Fall and two post-Fall sessions and my players seem to be loving the hell out of it.

Just out of curiosity, what are you using from the SG-1 RPG? (Mainly interested to see what is being mixed between the D20 Modern/Spycraft rulesets.)
 

Krieg said:
Just out of curiosity, what are you using from the SG-1 RPG? (Mainly interested to see what is being mixed between the D20 Modern/Spycraft rulesets.)

Combat, primarily. I thought the transition from D&D to d20 Modern would satisfy me, but I wanted a bigger delta yet still keep it familiar-ish for the players.

I like VP/WP, but I also dig MDC; and I much prefer subdual to nonlethal. ( FLAME ON! )
I like armor = DR. Armor blocks some damage, sure, but you still take subdual...
I like BIG skill descriptions. More applications = more betterer.
I like all the supplemental d20 Modern material put out by The Game Mechanics. Feat me!

GW provides the backdrop, DW extends it out with cool mutie bits and tech, lots of homebrew tweaks to fit it all into place. I'm using Hero Points in addition to Action Points (yay, Monte Cook!), I gave the players the option of giving their characters a single defining Flaw (which has worked to provide some of the most interesting and fun bits thus far), synergy bonuses are fast-and-loose, etc.

Was that the sorta stuff you were looking for?
 

zero skill LPB said:
Was that the sorta stuff you were looking for?

For the most part yeah. D20 Mod & Spycraft are disparate enough that combining them takes some work. I was just curious to see what you parts you were taking from which system. :)
 

Being a huge Omega World fan and a GW fan from "back in the day", I have been reading all I can about the S&S version, trying to decide whether or not to pick it up.

This thread has me leaning towards "not". Why? Because hardly anyone has posted saying "I bought it and ran it, as is.".

Evryone is doing extra preparation work and combining it with other games and systems.

I understand that running an RPG takes work, and I'm cool with that, but not work that I don't really have to do.

To me, that's time better spent writing plot hooks and preparing props for the actual session.

Bummer. :(
 

Gospog said:
Being a huge Omega World fan and a GW fan from "back in the day", I have been reading all I can about the S&S version, trying to decide whether or not to pick it up.

This thread has me leaning towards "not". Why? Because hardly anyone has posted saying "I bought it and ran it, as is.".

Evryone is doing extra preparation work and combining it with other games and systems.

Given your criteria I would definitely wait on GWD20.

Once the supplements start showing up my opinion may change drastically, but for right now it's just not worth it (IMO of course).

That's NOT to say that there isn't useful ideas in GW as there are some great bits. The problem is that as of right now, it's too haphazard & incomplete.

Ask again after Mutants & Machines comes out.
 
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