The new Gamma World
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I am to young to be a granddad lol, and I started playing 2nd edition GW.
I got it, its sorta a Pen & Card game, the cards represent random tech and random mutations. Also instead of a nuke based apocolypse, The Hadron Collider screwed the pooch this time out. Definetly not your granddad's gamma world.
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Seriously though, I knew they would need to upgrade the story somehow. I like how there was mention of space travel in the 2nd edition. I remember one module that started in Arizona at a space port, and ended on a space station with space zombies.
Fun times
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I played for the 'game day'. I've played several different Gamma World editions, including the first, so I had to show up for the new one.
Ok, did anyone buy this pnp game? I have been curious about some of the facets of the game, and I was hoping there would be some chatter about it.
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What are the 'races' allowed in the game? |
The initial gamebook gives 20 origins (which makes 400 combinations). An expansion is coming out soon with 20 more origins. I don't see why a GM couldn't take a monster type and make it into an origin also.
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Are the mutations more in line with the first 3 editions, or more in line with the D20 and Alternity settings? (ie No fantastic mutations such as radiation eyes or sonic blast) |
The mutations and origins are fantastic. Radiation eyes and sonic blasts, actually, are two of the starter origin innate powers. Other mutations on cards or in origins include gravity control, fire wings, teleportation...you get the idea.
Note also that game balance is not a priority. Some origins are over- or under-powered. Some mutations are over- or under-powered. Balance doesn't matter that much; almost every character is a killing machine straight out of the box, and rolling up a character is fast enough that when one dies you can replace it quickly. This is a miniatures game, not a role-playing game where one gets attached to one's character sheet.
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Is the game human centric where mutants are not allowed to use any hi-technology? |
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Are the humans secretly aliens that were trying to take over the world? (God that was a dumb story line.) |
I thought the game was a lot of fun. However, it is not a role-playing game. It is a stripped-down, streamlined variant of D&D 4th edition, and it plays like a miniature strategy game. I think I was the only player (out of 5) who even named their character. Role-playing and D&D no longer occur together at the same table. The concept of D&D role-playing is dead. Get used to miniatures.
But for what Gamma World is, it was a lot of fun and I wouldn't mind playing it again.
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I'm going to have to respectfully disagree with you there. Maybe not in the games you've been playing but the games I run focus on role-playing, even in combat and whatnot.
@ShoRyu Kusanagi
The Unoffical Anime Junky of Justice
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If you want to play the newest versions of some of these games then yes, minis are becoming more important than they used to be. But the interesting fact about rulebooks for games is that they actually last for quite a few years if you treat them well. Nothing is forcing you to play the latest card/mini hybrid games if you don't want to.
The concept of D&D role-playing is dead. Get used to miniatures.
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If my friends and I want to roleplay we'll roleplay with a system that's geared for it. If one of us wants to play the latest "Magic the Gathering with minis" game WotC wants to foist upon us we'll first just laugh at that person, then play a real roleplaying game.
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How do you handle skills that dissociate the players from the game world? That's the number one complaint about 4e D&D, and it's all over the new rules for Gamma World.
I'm going to have to respectfully disagree with you there. Maybe not in the games you've been playing but the games I run focus on role-playing, even in combat and whatnot.
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By 'dissociate', I mean an ability with a game effect that makes no realistic sense. At the beginning of each encounter, my plant-man has a 1/7th chance of drawing the Rubbery Skeleton mutation from his deck. Why doesn't have have a rubbery skeleton all the time? A fighter in 4e might have a parry ability that they can use once per day -- why can't he parry at will? It just makes no g-d sense, and things that make no sense break the immersion required for roleplaying.
You can fix these things with house rules, but then you're not playing 4e either, you're playing a system where you've edited out the bugs.
There are almost no immersive game mechanics in Gamma World. It's a terrific miniatures game. Not an RPG, IMHO.
...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.
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Ironically, most of the people I know who hate D&D 4e for being too streamlined and tactically-focused love the new Gamma World. Which just reinforces my opinion that a lot of people who dislike 4e would have no problem with it if it just weren't called D&D. (Not that I'm particularly fond of 4e or D&D in general, but still.)
It is a stripped-down, streamlined variant of D&D 4th edition, and it plays like a miniature strategy game.
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As for Gamma World, I'm strongly considering picking it up. My we-just-want-to-have-fun-and-kill-some-stuff group would probably love it, the rping-is-okay-but-we-just-want-to-fight group could play it from time to time between campaigns, and the all-rp-all-the-time group needs something to do one-shots of to unwind now and then.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
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Only at HasbroWoTCTSR. I can assure you that there are quire a few companies that still remember what RPGs were and are. Check out your FLGS.
The concept of D&D role-playing is dead. Get used to miniatures.
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Back to the OP: I've played since the first version. This new Gamma World is GW in name only. HasbroWoTCTSR, in their finite wisdom has pretty much turned it into a beer-n-pretzels game, with a 4th Ed Core and a random "not-collectible-but-really-is" card mechanic.
Oh.... And they forgot how to count as well... this would be Edition Number 8 (including Omega World). 8D
If you want to try it out, I'm sure you'll be able to find it on ebay in the next year fairly cheap. In the mean time... try Mutant Future, The free Hair-apparent to Gamma World (http://www.goblinoidgames.com/mutantfuture.html) or Atomic Highway (http://radioactiveapedesigns.com/games.php) for a little bit more Rules light Mad-Max-y kind of PA Fun.
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Are the humans secretly aliens that were trying to take over the world? (God that was a dumb story line.) |
It's 106 miles to Grandville, we got a full tank of gas, half a pack of cigarettes, it's dark and we're wearing faceless helmets
... Hit it ...
... Hit it ...
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Yes, but in this thread we're discussing Gamma World and by extension 4e D&D. Even more to the point, I don't have any play groups, so I only play at these game events that WotC puts on.
Only at HasbroWoTCTSR. I can assure you that there are quire a few companies that still remember what RPGs were and are. Check out your FLGS.
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I wish I could get a new job somewhere near civilization. Someday. Then maybe I'll find some gamers and I'll GM my old Gamma World setting, which focused on an E.L.F. (Extended Learning Facility). I think it will translate to the new rules with only some minor tweaks.
...
New Webcomic -- Genocide Man
Life is funny. Death is funnier. Mass slaughter can be hilarious.
Will one deck be able to handle a group or does everyone in the group need to buy the game and get their own deck?
Ok, did anyone buy this pnp game? I have been curious about some of the facets of the game, and I was hoping there would be some chatter about it.
What are the 'races' allowed in the game?
Are the mutations more in line with the first 3 editions, or more in line with the D20 and Alternity settings? (ie No fantastic mutations such as radiation eyes or sonic blast)
Is the game human centric where mutants are not allowed to use any hi-technology?
Are the humans secretly aliens that were trying to take over the world? (God that was a dumb story line.)