WWGWD today

scourger

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Today is (was?) World Wide Gamma World Day. I tried it. Went to my FLGS. Bought the boosters. Made a character - very quick & fun. Drew from my alpha & omega decks - a little less fun for me. And...got effectively eliminated in the first encounter (@ 0 hp when I left after 2 hours). Overall, it is a fun game. Not as compelling as others (or even other editions of GW), but I think it is worth getting the game, reading and bringing to the table if possible.

Likes: the ease and "coolness" of character creation. Also, the streamlining of skills & equipment.

Dislikes: the "4e-ness" of the powers, alpha mutations & omega tech. I would probably like those elements better in extended play, though.

Anyone else have a WWGWD experience to share?
 

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We ran four tables of DM + four players yesterday. I played in one of the afternoon sessions and ran one of the evening sessions.

The games were a lot of fun. There are some extremely strange mutations out there - some of which are great, others which just annoy the player (and amuse the other players and DM). The game I was in suffered a TPK in the last encounter, during which I blew myself up with a really bad Overload roll, and everyone else went poorly as well.

Meanwhile, on the other table, two PCs died in the final encounter (one due to another PC overcharging, missing the roll, and attacking him in a berserk frenzy), but the other two won through overall.

In the evening sessions, my table did really, really well through all the encounters and did some excellent role-playing likewise: a radioactive android whose programming was somewhat faulty, and a doppleganger cockroach who kept making copies of himself and was one of the most effective characters in the game. Another character got an alpha surge to give him the phasing power - he ran into the experiemental chamber and got healed when really damaged. The group aced the final encounter, not losing anyone.

The other table I didn't stay around long enough to see what occurred, but when I left, they were inside a mini-tank (which I kept referring to as "Napoleon"), crunching everything in the final encounter.

The evening group really, really appreciated the online component of the adventure (we requisitioned the store's computer to watch the videos), and the wackiness of the characters, mutations and system worked well with the players who combined to make it a pretty memorable experience. At present, a couple of DMs are preparing to run some more Gamma World madness.

Cheers!
 


During the investigation, you come across an old computer that you can get working. Three URLs are provides so that the group can look up the information directly. Works best if someone has an ipad or similar, but as we had a desktop nearby we used that instead. :)

Handouts and descriptions are provided for those without 'net access.

Cheers!
 

I didn't get to play or run it.... sounds like a ton of fun. Online component?!?! Please elaborate.
What MerricB said. The URLs were:

The Security Tape.

The Email.

The floor plan.

While none of the links on the PungCo lead anywhere but to a fake 404 error, The Hoffmann Institute is a "real" website for an organization that investigates weird phenomena. Those links work.

Maybe this has something to do with the online tools Wizards cryptically alluded to a while back.
 

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