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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. Why would I want to play this? Because you like:
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.
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
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.
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# ¿ Jul 8, 2013 02:33 |
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# ¿ Apr 26, 2024 17:37 |
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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. 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.
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# ¿ Jul 8, 2013 14:46 |
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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 |
# ¿ Jul 13, 2013 06:07 |
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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 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.
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# ¿ Jul 21, 2013 17:55 |
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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.
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# ¿ Jul 26, 2013 22:38 |
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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.
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# ¿ Jul 27, 2013 02:55 |
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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.
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# ¿ Jul 29, 2013 18:29 |
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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.
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# ¿ Jul 29, 2013 23:21 |
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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.
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# ¿ Oct 5, 2013 12:47 |
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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.
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# ¿ Oct 5, 2013 15:58 |
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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.
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# ¿ Oct 5, 2013 16:08 |
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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.
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# ¿ Dec 22, 2013 03:11 |
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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.
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# ¿ Dec 27, 2013 00:27 |
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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.
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# ¿ Jan 21, 2014 00:18 |
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I've thought the same thing. Why not roll a whole party? Make sure to include the omega tech and alpha mutations.
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# ¿ Mar 26, 2014 21:55 |
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# ¿ Apr 26, 2024 17:37 |
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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.
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# ¿ Jul 25, 2014 12:56 |