![]() ![]() ↳ Padruig's PbP Game - And Then Things Went South. ![]() ↳ Padruig's PbP game - Coronapocalypse Now.Gamma World isn't to everyone's taste, but it remains a favorite of mine 40 or so years on from when I first played it : ) It's a fun rules set and my personal fave, mainly due to the tone and the Trampier artwork found therein in play, it has a feel a bit like a supers game using OD&D/AD&D 1e rules (with mutations playing like super powers, as opposed to how spells play in AD&D). As mentioned there is also Mutant Future (LL compatible) and the d20 based Omega World (compact and flavorful, could be used with Mutant Future products).įor what it's worth, GW 1e is now available through DriveThruRPG original copies of the rulebook by itself come up regularly on eBay for around $20-35, sometimes with maps the box sets run a bit more. Several modules published for it, all decent if not amazing.Īfter that, there was an edition for Alternity (single setting book, nothing further) a sixth edition published by Sword & Sorcery based on the d20/D&D 3.x engine (not bad books for ripping ideas from, though they took the game in a different direction by having nanites underlie the GW weirdness rather then 1950s style atomic mutations). Biggest rules change was the introduction of classes not a bad job of it and pretty popular, though not my taste. ![]() ![]() First official rules included for specific animal stocks for mutant animals a pretty neat system for bartering with artifacts and pre-apoc junk included a campaign setting in the Great Lakes area. Broadly compatible with AD&D 2e in the same way as GW 1e was compatible with AD&D 1e. Gw 4e - Single volume rulebook rather than box set, and well organized. On the plus side, some neat skill rules for the day (similar to how d20 handled feats) and a really good set of modules (Alpha Factor and its sequels). Changed the background so that instead of a human-induced apocalypse it was alien invasion. Like Zeb's Guide for Star Frontiers, ditched the original rules mechanics for the color-coded system from Marvel Super Heroes (which I strongly dislike to this day, you mileage may vary). Included rules additions from the 1e modules well organized, but didn't have the charm of GW 1e. Added mutations, tech, and rules included a sample adventure which also described a mini-sandbox. GW 2e - Lighter tone (think OD&D's sword & sorcery tone vs the lighter tone of BECMI). Two modules - Legion of Gold, and Famine in Far-Go both included new monsters, tech, and rules additions. GW 1e - Dark, post apocalyptic science fantasy (think Brian Aldiss' "Long Afternoon of Earth", Sterling Lanier's "Hiero's Journey" in tone). For folks not familiar with Gamma World, here's a quick rundown: Lastly, were there any particularly good GW adventure modules?įor what it's worth, I'm partial to GW 1e and original edition MA. Are these truly better suited for Science Fiction or Science Fantasy. I usually don't like to fuse with Skill-based systems like RuneQuest or Savage Worlds, but I'm trying to be open minded. EDIT: The "Crusader's Companion" also has a section on Mutant Animal races. Use Castles & Crusades + Amazing Adventures Companion and convert the Gamma World material to C&C? - ascending armor class and siege doesn't bother me and wouldn't bother my friends and players. Look for used copies or revised re-prints of Gamma World 4e or earlier editions? How feasible is this? EDIT: Dragon #183 also seemed to have a AD&D 2e to Gamma World 4th edition conversion advice. Use Mutant Future by Goblinoid Games: Is the Mutant Future compatible with classic GW adventure modules and settings? but this is only good for one adventure, still Fantasy genre, and where to go from there?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |