From a cross between a seismically reinforced humanoid cockroach named Chewy, to a Giant Silverback ape Android whose programming keeps him stuck in the 1920’s talking like a gangster, Gamma World’s random character generation tables provide for a unique and hilarious method of creating your starting characters. In Gamma World players role 2d20’s and reference a table that assigns them two character origins. These origins essentially act as the characters mutant powers and provide for everything from the characters starting powers to their skill bonuses and even primary and secondary ability scores. What makes this the most exciting though, is coming up with an interesting and humorous way for the two origins to blend together to create a unique Gamma Terra denizen.
The reboot of Gamma looks to be a very exciting, humorous, and potentially deadly game world to play in. However, what isn’t so thrilling is the box set itself. The unveiling is a little anticlimactic and perhaps if I had watched one of the many videos available on the web I would have prevented myself some disappointment. However, I didn’t, and what I was left with was shock at how little content was in the box. Having the Game rules, character creations instructions, and adventure module all in one booklet is a hassle. This prevented the DM from preparing for the game until all characters were created using the one booklet. This in turn took several hours as you can imagine having everyone being new to the game. Fortunately, as I stated above, Gamma World’s character creation process is a riot in and of itself and made for some very amusing moments!
So, in part two of this two part article I will review what the combat system will run like as at a brief glance the games designers seem to have done a bit to make Gamma World’s combat run much smoother than the 4th edition Dungeon’s and Dragon’s engine otherwise does. In brief, they have vastly cut down on healing giving each character only a healing surge which works a little differently. There are no action points. There are also no feats, no multitudes of powers, and very few actions that cause chaining effects. See you back here then!















Comments
Steve,
From what I've read, opinions about the Gamma World are divided on two issues:
#1: Is the collectible card part of the game a rip-off?
#2: Is the tone of the game "too wacky?" Specifically, I understand that a character can gain new mutations during play and also use them up. Some people complain that this is too weird for them to create a serious story.
There seem to be some strong opinions both pro and con on these questions. What do you think?
Hey Despot, thanks for posting. I'd be more than happy to give you my opinions on the issues you have brought up concerning Gamma World.
First, I don't consider the collectible card part of the game a rip-off because it isn't a necessary addition. As with all RPG's the additional cards can be compared to the many splat books that are available for D&D and the various campaign settings. Gamma World is 100% ready to go without any need for the additional cards. This can be taken a step further in that they really do nothing to further the games mechanics at all. The additional cards only allow players and DM's to build up and further randomize their Alpha Mutation and Omega Tech decks. Omega Tech is Gamma Worlds equivalent of magic items and Alpha mutations are to Gamma World what powers are to D&D. To take this a step further, think of them more like extraordinary abilities that happened randomly because of Gamma Terra's crazy radioactive environment.
Second, yes the game is wacky. That is precisely what makes it enjoyable. The game is built on randomness and what to me appears to be the designers slapstick sense of humor. I couldn't help but at times be reminded of the old film Who Framed Roger Rabbit when I read some of the flavor text for The Alpha Mutations.
Third, at the outset of every encounter the players draw a new alpha mutation if they didn't already have one readied. Or they draw multiple alpha mutations, if appropriate for their level, to replace what they used previously. Alpha mutations remain readied until discharged via combat. At which time you draw a new one during the next encounter.
As far as creating a serious story, well, I find that Gamma World makes for a very deadly and almost inhospitable world. My brain has been flooded with storylines since I first started reading about the concept several months ago. Having our play test session this past Friday has almost driven me crazy with ideas! I love what the Gamma World has presented for possibilities. I think that the only limits to story are what people limit themselves too.
i hope this has helped clear some things up for you Despot. In the end everything comes down to personal tastes and opinions. Give it a try and see what you think! Then post back here and let us know.
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