Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD





What the hell is Gamma World?
Gamma World is a post apocalyptic roleplaying game first published by TSR in 1978, boasting seven (7!) editions of weird wasteland and strange Badger-Men. In its latest incarnation, Gamma World is a game based on 4th Edition D&D rules, though heavily stripped down and simplified.

"In the fall of 2012, scientists at the Large Hadron Collider in Geneva, Switzerland, embarked on a new series of high-energy experiments. No one knows exactly what they were attempting to do, but a little after 3 P.M. on a Thursday afternoon came the Big Mistake. Something unexpected happened, and in the blink of an eye, many possible universes all condensed into a single reality." - Gamma World rulebook, Richard Baker, Bruce R. Cordell

Gamma World has taken many stances on the apocalypse that happened long, long ago, but all that really matters is: It Happened. The world is now a wasteland, a cruel mockery of what stood before. This land is no longer earth. This land is Gamma Terra. :911:

Why would I want to play this?
Because you like:
  • Tactical combat in the style of D&D 4e
  • Tongue in cheek humor
  • Post apocalyptic settings
  • The idea of being a sentient swarm of rats
  • Badgers
  • Laser guns
  • Bullshitting with friends
Because you dislike:
  • Rules heavy systems
  • Trap character options
  • Standard fantasy RPGs
  • Modifiers for every-loving-thing
  • D&D Standard Feat BloatTM
  • Badgers
  • Tedious combat


Badgers are serious business


What system does it use?
Gamma World uses a simplified stripped down version of Dungeons & Dragons 4th edition, meaning that almost all parts of it are compatible with standard 4e, but is different enough to not suffer the same shortcomings.

The resolution system is as follows: d20+level+ability mod. That's it. No half levels, no fiddly modifiers, just your level and the appropriate ability added to your roll. Gone are the weapon proficiencies, the bloated feat tables, the "cool-in-concept, not in play" characters. All GW characters are competent right out of the box, and have awesome ridiculous powers, as well as ludicrously powerful old world tech.


Your players will literally kill for this


How is this different from 4e?
GW is different in quite a few ways, which I will outline below.
  • Character creation is random. You roll a d20 to determine your character origins. You get two origins, a primary and a secondary.
  • Ability scores are tied to origins. Each origin has an associated ability tied to it. You get an 18 to the ability associated with your first origin, and a 16 in the ability associated with your second. (For example, You roll Electokinetic (WIS) as your primary, and Plant (CON) as your secondary origins. You would then have an automatic 18 in Wisdom and a 16 in Constitution.) If both of your origins have the same ability, you get a 20 in that ability. All other ability scores are rolled 3d6, down the line. Don't like it? Cry to your DM.
  • Modifier math is adjusted to d20+level+ability mod, meaning your attack, damage, defense, skill, and initiative mods all increase each level, rather than every other.
  • Weapons use the better of your STR/CON or the better of your DEX/INT, meaning your high INT character isn't gimped with basic attacks.
  • Weapons are generic templates. In the book they are described as "Light Two-Handed Melee" or "Heavy One-Handed Ranged" and it's encouraged to have the player flavor them as desired. One of my characters "Light One-Handed Ranged" weapons is a microchip thrown like a throwing star, while her "Light One-Handed Melee" weapon is a flail made of CAT-5 cables (Cat-o-five-tails).
  • There are no Daily powers, and access to Encounter powers are limited to higher levels. Each origin comes with an At-Will attack power, using the same ability as associated with the origin. In place of Encounters and Dailies are...
  • Alpha Mutations & Omega Tech. These two types of cards come with the box set and functionally fill a few different roles. Alpha Mutations are strange powers that the PCs can make use of by tapping into the diverse worldlines of Gamma Terra. Mechanically, they fill the role of Encounter powers, as they are drawn fresh at the beginning of each encounter, and discarded (used or not) at the end. Omega Tech are ridiculously powerful pieces of old world tech that can unleash devastation at the push of a button. Mechanically, they fill the role of both Magic Items and Daily powers. If a PC used their Omega Tech in an encounter, they check the charge at the end. If they roll a 10+ (on a d20) the item keeps its charge and can be used again. If they roll 9 or less, it is discarded to the smoking heaps. Some pieces can be salvaged though...
  • Guns. Yeah, Gamma Terra has guns. Guns come in the same flavors as other weapons (Light, Heavy; One-Handed, Two-Handed) but are more accurate, have greater range, and do more damage. The drawback is the need for ammo. Gamma World resolves ammunition in this manner: If you use a gun more than once an encounter, you might as well keep firing, because you'll be out of ammo after the fight. If you only fire once per fight, you always have ammo. That's it. No tracking bullets shot by shot. (If you want to force realism on it, it kinda makes sense. Most fights don't ever last more than 5 rounds (30 seconds), and if you fire five times in thirty seconds, you're being amazingly reckless with your ammo.)
  • There is very little healing. Gamma Terra is a deadly and terrifying place (when it's not painted in clown makeup and slapping you in the face) and heroes have a high mortality rate. The Second Wind is still here, but gone are Healing surges. Each second wind heals you your bloodied value, and few origins have the ability to heal during combat. If you manage to survive a fight, you'll be happy to know your HP goes back to max.
  • Death is commonplace, and character death moreso. Because of the aforementioned lack of healing, combat is a very dangerous endeavor. Worry not! It only takes a few minutes to roll a new character while your DM chuckles to themselves.
  • The rules only support play up until level 10. There are resources available for those DMs not merciless enough to kill their characters, though.


There were no Space Suits in 4e


Ok, I'm sold. What do I need to get started?
Luckily for everyone who's ever picked up a d20, Gamma World is made in a box set, and can be found for relatively cheap ($30) at most local game stores. The box contains
  • The Gamma World rulebook. Everything you need to play, complete with bestiary and an adventure.
  • Gridded terrain maps. These things are beautiful and covered in radioactive waste. Not as large as published D&D maps, but their uniqueness makes them stand apart.
  • Sheets of tokens. There are tokens for every monster, as well as character tokens, done up in the standard 4e token style. Be aware that the monster tokens are double sided, while the character tokens have the same image on each side with a ring to indicated Bloodied.
  • A deck of Alpha Mutation and Omega Tech cards. All the crazy crap you'll ever need to play.
  • A booster set of random Alpha Mutation and Omega Tech cards. These are done in the same style as Magic: the Gathering boosters, with 10 cards (5 alpha 5 omega) per pack. You can always try to buy more, but remember this: YOU DO NOT NEED BOOSTERS TO PLAY.

There are also two expansion sets released, Famine in Far-Go and The Legion of Gold. Both of these take modules from earlier editions of Gamma World and update the data for use with modern GW.
Famine in Far-Go is an adventure for characters level 3-7, and also comes with twenty new origins, a bunch of monsters, new token sheets, as well as Cryptic Alliance cards, a handy story telling device that can also be used for mechanical advantage.
The Legion of Gold is an adventure for characters level 7-10, and brings much to the table, though there are fewer new origins (only 8). Rules for riding and mounted combat, as well as Background Feats are included in this book, and it also has the previously mentioned origins as well as unique monsters. Two sheets of tokens are included, as are some brand new Alpha & Omega cards.


Now I'm hooked! What other stuff is available?
Wizards of the Coast made a Character Generator available for free (use the link at the bottom of that page). This allows you to roll a brand new character at the click of a mouse, using one, both or none of the expansions. This is also a great Character sheet, as it includes a full skill list. Just select "Blank Sheet" on the side and print to your heart's content.
Dazed (save ends) has a bunch of stuff available on his blog, including adventures, new origins, the above mentioned level 11+ rules, vehicle rules, new monsters... the list goes on. These people put some serious love into this game and compiled a great resource for all you players and GW GMs.

You can always discuss Gamma World hacks, mods, and reskins right here in this thread. If you ask nicely, maybe I'll even throw up a link for using D&D races and classes within the Gamma World ruleset.

Adbot
ADBOT LOVES YOU

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



that ostrich posted:

Gamma World is pretty fun, but my group and I found it to be a little too shallow for our tastes. It's great for a one-shot or a game that'll go on for just a few sessions, but anything more than that just left us wishing that there was more depth or options in character advancement. Character creation is really a blast, though, and rolling for starting equipment is absolutely hilarious.

That being said, I'd love to hear any ideas people have come up with for keeping the game interesting. Maybe my group was just doing it wrong?

The Legion of Gold may hold something for you then. It introduced a series of feat trees for backgrounds (like bounty hunter and medic) that allow both mechanical advantage as well as story advancement. You get more feats in the tree you chose as you progress in level. It allows for more character customization and a little more depth. It doesn't fix all the problems though. I'd recommend taking a look at Dazed (save ends) blog, there's a bunch of stuff there to tweak your game.

As far as the standard 4e skill challenge quagmire, I'd highly recommend using something like 13th Age's backgrounds system. Have your characters make up a background loosely associated with their origin skills, like a +Science character could get the background "can hack anything". Never use a binary pass/fail, and just ignore the skill challenge system.

I'd love to hear any other tweaks or fixes that you guys have used.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



I'll probably start up a roll20 game of multiple one-shots to give everybody a taste of what's going on, but I'd need a little bit to make sure everything's all together. I've gotta scan maps, scan cards, and all that jazz. I've also been looking for people willing to playtest the D&D port I mentioned at the end of the OP. These things will all come about, in due time. I've got a real life GW game going on right now, so that gets the most of my attention.

E: And thanks for all the compliments on the OP, it means a lot to hear it.

Dr. Lunchables fucked around with this message at 06:09 on Jul 13, 2013

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



I don't even feel bad. Roll 1d4 times on the starting gear table and you might get rocket boots.

I will be getting the roll20 game together some time within the next week. Right now I'm drowning in a sea of Powerpoint slides and scientific posters :suicide:

If anybody wants to claim a spot in the GW roll20 game, shoot me an email at lordfrisksa@gmail and I'll hit you up with details when I can.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



It's worth a shot, but honestly they haven't been in print since 2010. eBay and amazon are your safest bets, but they're going for upwards of $7 a pack. It's kind of ridiculous. As an obsessive purchaser of nerd items, I can safely say that its an extra you can do without. The base deck should hold enough craziness for most groups.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



Yeah, I've taken to making up my own pieces of old world tech for home games. I usually just write them on note cards and hand them out in place of omega tech. I let them keep them like a magic item instead of checking the charge like omegas, but I've made them a bit more valuable (by giving my players nothing for one encounter except 'random junk' and on the next giving them my homebrewed awesome tech).

Not having the option to lose this stuff has made my players a bit more durable than standard characters of their level, but that just gives me more leeway as a GM to punish them in combat.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



Well, now that scientific Hell Week is over, I will finally be running through some one shots. I will probably stick to the published adventures out of the book, as I want to do a by-the-numbers run through so everyone can see exactly what the game consists of. That means if there are skill challenges, I will be running them as printed *shudder*. I know a few of you have already secured your spot in the game, but this is a heads up to anyone else who's interested to check the recruitment thread for gamma world. I see Ryuujin is doing a PBP, which is excellent, and I encourage anyone who wants to get into a game to apply for his.

That said, keep your eyes peeled for a post on the imminence of our introductory play-through.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



I'd love it if someone with the resources could manage to run an older edition of Gamma World, they had so much innovation in the systems. It seemed kind of like TSR would do a troubleshoot test run with Gamma World before implementing changes to D&D. I'm not gonna hold my breath though.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



I usually go around the table and have everyone roll primaries and secondaries first, and get their stats down. I tell everyone how to make basic attacks. I don't explain their powers to them until their first fight (if they're new to D&D) and have them write it down on notecards. All you need is +Attack vs. Def
Hit: damage.

Fights take a minute to learn anyway, and it keeps character creation from being too front heavy. I think it also helps to let the players use it when they first learn it so they get a feel for their abilities.

Really though, as the DM, you're expected to be more familiar with it, and that usually means just knowing which page to open to. Use page flags for origins and stuff so you can quick reference stuff. Keeps the players out of books and the game moving.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



Yeah, it's all MM3 math. You can use any D&D monsters that follow the same set up, and really any monsters if you don't mind tweaking the numbers. All GW monsters are heavy hitters with slightly lower defenses ala MM3 math.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



If youre looking for monsters to use, I'd recommend the Dark Sun Creature Catalogue. They're far enough away from standard fantasy monsters to not be instantly recognizable, as well as having cool psionic powers. They also use MM3 math.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



Could anybody make a list of CYOA books set in Gamma Terra? That sounds pretty awesome. I used to waste some hours with the lone wolf series, is it similar to that (rolling dice, progressing your character)?

I feel like the OP could use a decent write up of previous editions too. Anybody had experience with those who would like to contribute?
There's also stuff like Gamma Patrol, which I would love to see more of.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



I'd recommend ditching the skills in favor of 13a backgrounds, but apart from that I don't think you'd need to do any tweaking. Maybe add a little crunch to the weapons? Modern-like settings sort of assume weapon (gun) complexity.

If I were to run it though, I'd still keep the nondescript "make your own weapon," if only because it's more fun.

Building enemies is as easy as you want to make it, given the huge catalog of D&D monsters that can be re skinned to black ops mutants or whatever. Pretty much all GW monsters are good to go.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



For those looking for a good breakdown of the different editions of gamma world and what they brought to the table, I encourage you to check out this blog writeup, as it takes a pretty comical look at the game through the ages. Pretty interesting stuff.

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



I've thought the same thing. Why not roll a whole party? Make sure to include the omega tech and alpha mutations.

Adbot
ADBOT LOVES YOU

Dr. Lunchables
Dec 27, 2012

IRL DEBUFFED KOBOLD



If people in your group are ok with it, the character generator in the OP is a great way to get backup characters ready. All you need to do is print out the sheet and copy the powers down (I prefer note cards).

I did notice that fights go slightly faster, but this is all relative to post 3.0 combat, which is generally super long.

You can certainly cut the weapon cruft and fiddliness with a flat +3 for weapon attacks, but I haven't actually tried it at my table.

  • Locked thread