Category: Gamma World
Gamma World is the Gateway RPG to D&D
So Gamma World has been released for a while now. I’m certain a lot of folks since it’s release have taken some time to put down the sword and shield, and taken a swing at wielding a vibroblade and suiting up in Mk. 2 power armor. Something I have come to realize playing Gamma World a bit, it’s a great way to get folks into RPGs and I think works wonders as a quick tutorial for 4E D&D mechanics as well. There are a couple of reasons why…
Few character generation choices – Just about every thing when making up a character is done randomly. You roll on a table and this is what you get. Instead of having to figure out what at will and encounter powers you want, the choice is made for you. Unsure about how to assign ability scores? No worries! You get a bonus to some and just roll for the others.
Best of all everyone else is going through the same process. So that new guy is not stuck thinking he made a bad choice (or feeling lost as a more ‘knowledgeable’ player picks them out). Also as many of the additional powers and gear are random items represented as cards that are drawn and discarded, at most the player just has to decide whether to use a power during a fight. Which leaves more time to dwell on the…
Simplified mechanics – The core of the 4E game is there, but the math and book keeping is easier. No need to write down how many arrows you fired, you either have ammunition or you go hog wild and run out after a fight. No healing surges to muck around with during a rest. You heal up to full hit points. The bonus for hitting and dealing damage with a weapon is easier to calculate. The framework for D&D rules are there, things are just more simple.
Easier setting to grasp – I really think with TV shows and with movies, sci-fi is a little more easier for people to pick up compared to fantasy. Gamma World is envisioned to be 150 years after a sudden blending of alternate realities from a scientific experiment that went awry in 2012. The world is wild and crazy with all sorts of mutated creatures and technology, but the backdrop is a run down civilization taken from the vista of someone’s home city that they currently see around them.
Likely you’d have to explain to a new player what a glaive is. You most likely wouldn’t have to do the same talking about an automatic rifle. I think even the most fantastic futuristic artifact might be easier for a person to understand compared to many fantasy-centric items. When the GM talks of a fur covered beast wielding a stop sign and a trashcan lid for a shield, they get it. This helps with getting the player more relaxed and open to trying more creative ideas and actions.
Creativity is encouraged – How exactly is a player a pyrotechnic rat swarm? With all the random chart rolling, I think Gamma World really ends up pushing players from the start to think about their character. I feel the player has ample opportunity to describe their looks and how they utilize their powers. Much of the mechanics for abilities and powers are handled through such an abstract way, it gives the player a lot of freedom to describe how these abilities look and feel in the world. This freedom to envision what their character looks and acts like is further reinforced by the game philosophy…
Things are fun and temporary – You want loot and high quality gear, but you only get to use it a few times before you have to junk it. You might have this great mutant power, but shortly you will get something else to replace it. The game is made to be zany fun with things constantly being in flux.
Also, you don’t need to be mired down in some elaborate quest to save a kingdom. The game seems to work best as a few short sessions with a lot of action. You aren’t after a pile of gold pieces and gems, or to stop a ritual from being cast by an evil cult. You are after some weird technology hidden away in some ruins (being represented by drawing a card from a deck).
Your character is assembled quickly and randomly. If you get wiped out simply pull out another sheet, roll a few dice, and keep playing. The lethality of the game reinforces how disposable your character is. You don’t have this pressure to work up some elaborate past for your character, mostly because the next fight might result in him being only a pile of ash. I think this all reinforces how much the game should be a lighthearted stab at adventure and having a good time. No need for the heavy campaign story, just sit down, roll some dice, and pray that leaky fusion rifle doesn’t obliterate your character when it’s fired.
So the next time someone wants to know more about D&D, and possibly thinking about sitting in on a session, consider making that first jump with Gamma World. As I mentioned I think it’s a great game all in one box. It has a frivolous theme and a lot of crazy random mechanics to illustrate how much fun RPGs can be. That idea of fun is something every new gamer should take away from their first sitting, and I think Gamma World does that very well.
Suggested gift RPGs in a single box
With last minute shopping or that potential gift certificate burning a hole in someone’s pocket by next week, what kind of RPG would be a good buy for getting a person into the hobby? Both Pathfinder and D&D have some nice boxed sets. However both also have a looming library of other books associated with them. Some potential RPG fans might be a little leery of getting into a game with so much out there. So what about other games that are a full ruleset right out of the box, or a complete game between the covers of a single book. I’ve got a few suggestions for folks then.
Mouse Guard – An adorable setting where mice have their own simple medieval society fighting for survival in the wild. This is the game for a group of storytellers. Using a simplified Burning Wheels mechanic, players select goals and traits rolling regular 6-sided dice to gain successes against the game master, or against each other. Failure usually means more complications and setbacks in achieving goals rather than simply not completing a task.
I feel this game works better with an experienced GM that is confident enough to lay out a framework for adventures and able to adjudicate fairly on the fly. However given the collaborative nature of the game, if you have a group full of imaginative players that burden of coming up with adventure ideas can be shared. Mouse Guard is a great buy for players that enjoy telling a story, although the setting might be a bit limited. I’d also heartily recommend passing one of the graphic novels around as inspired reading before running a game.
Savage Worlds Deluxe – The Explorer’s Edition was a steal at $10 USD. The price of the book has gone up but I still think this is a solid buy for a very flexible RPG game. The core mechanic is based on rolling a single polyhedral die to beat a fixed target number. The better the skill or ability, the bigger the die. PCs usually start out rolling a lowly D4 or D6, but with emphasis on select skills and improved natural ability, they can move up to rolling a D10 or D12. Of course all of these rolls are coupled with an extra D6, allowing a player to choose the best of either die roll.
It is a very quick and dirty mechanic that leads to fast gameplay and is a ton of fun. Best of all, you can play just about any adventurous setting imaginable. From pulp action, supernatural horror, fantasy, superhero, western, or sci-fi, Savage Worlds gives the GM tools to run just about anything. Better yet, it is able to do so with fluid rules that doesn’t get bogged down relying on a difficult, convoluted tome of a rulebook. The emphasis of the game is on imaginative, cinematic, over-the-top action. What results is a very fun game that encourages players to commit heroic acts, with a fair amount of uncertainty for success. Consider throwing in 3-4 sets of polyhedral dice for a complete gift.
Gamma World – The latest edition of Gamma World is a hoot. Just about everything needed to play is in the box. It is a lighter toned take on the radioactive post apocalypse setting compared to other games. The game offers a streamlined version of the 4E D&D rules that plays very fast and is surprisingly light. Combats can be a little regimented, but can be quite deadly adding some brutal tension to fights.
Fortunately character generation is a snap revolving around random die rolls for abilities and powers. I was a little skeptical at first about this. But somehow it just clicks and I’ve found my players loving this process which, oddly enough, seems to generate more character roleplaying ideas than expected. People have lamented quite a bit about the cards in the game. However if you really wanted to shoot for a personal alpha mutation deck, you could still get 6 PCs around the table and have a few extra (in a pinch you could do a draft and allow for up to 8 players with 5 cards each). Don’t buy into the hate rumors, you don’t need to continually buy more cards for the game. In fact you don’t need to ever pick up any cards other than what you get in the box set.
What you do need however for a complete gift is a few sets of polyhedral dice (blows my mind WotC didn’t throw in a cheap set). I’d add that you might want to consider a dry erase battlemap also, but a few printed blank 1” x 1” sheets does wonders too. It is a surprisingly fun game and light hearted enough to get even the most stiff-backed player into a roleplaying mood. Good fun there right out of the box.
So those are my picks for someone getting into RPGs. Each has something folks could likely pick up, start playing, and best of all comes in a single book (or box).
Where is the WotC love for Gamma World?
I’ve been debating about renewing my DDI subscription. I find myself struggling to justify keeping it active. One thing in particular I’ve noticed is the absence of content for Gamma World with their online material. A few months ago WotC did have a great vehicle rules article and had a pretty good article on making your town a backdrop in Dragon magazine (way back in December). However the amount of other material out there for Gamma World is rather sparse.
I really like Gamma World (GW) and found it to be a fun game. I think it captures a really light-hearted feeling of just providing a wacky game experience. Something missing a bit in the recent RPG market it seems. While it might be a stretch to get a serious game out of it, that can be done. So I think it straddles different campaign playstyles fairly well.
I understand that the printed material for Gamma World is pretty much done. They’ve released the boxed sets and I think we can expect that is just about it for the game. I don’t think it’s a bad idea. I actually think it helps in promoting the sales of the game. You don’t have to feel like you are overwhelmed with stuff if you decide to pick it up. Each extra boxed set adds a little to the main game, and that is entirely optional (plus they seem reasonably priced).
What I don’t get is the lack of support for the game, especially with DDI. Gamma World seemed to be a hot item. I do think the excitement has waned a bit with each successive expansion release. As I said, I get that WotC will likely not release any more printed material for the game. Its print cycle is complete. Yet, I do wish they provided additional support for the game through their digital products.
Having some new adventures, a few new monsters, and maybe some additional vocations available through the online magazines would be nice. How about a little more fluff for some of the cryptic alliances? What about a detailed city or region with descriptive NPCs and some adventure ideas? They have an interactive character sheet which works as a functional online character generator. What about a mini compendium just for the monsters in the GW universe?
GW is so tied into 4E, I really wish there were more of an effort to have additional material for the game through DDI. Personally, I would see that as a greater incentive to maintain my subscription. I’ve got some thoughts on other old TSR properties, and if they will get a 4E treatment (more to post about later). However it seems like Gamma World was so much a flash in the pan for WotC, I wonder how other games would fare given the lack of added online support for GW.
I hope at least WotC does make a push for more GW articles in Dragon and Dungeon. I’m unsure if they’ve put out a call for articles related to the game. I think it’s a shame for WotC that so many people in the community have made a greater effort to get material out there to support it. As to whether more stuff will come down the pipe, I guess we’ll see provided (in my case at least) folks are keeping their DDI subscription going.
An alternate timeline for Gamma World
I like the new gamma world. It’s a fun game and a great way to get new players familiar with the combat mechanics for 4E. Not to mention a great game in its own right for something to run once in a while. The entire random character generation and throw caution to the wind playstyle really kept my group’s attention.
One thing I did miss though was the classic idea of people surviving some huge nuclear calamity, surrounded by technological wonders of some long lost race of ancestors. In fact D&D was a lot like the older Gamma World in that flavor of exploring old ruins, except you are running around with assault rifles and vibro swords.
So the new idea of all these alternate realities converging into one with the newest version of 4E fell a little short for me. One aspect I liked was the utter craziness you could come up with and it could fit in a sudden collapse of the world today. But I liked the idea of most societies being highly advanced, surrounded by wondrous technology, and then that world suddenly falling apart at the doom of a nuclear war.
So I worked a new timeline into my game. I wanted to move things ahead, but not so much that our entire concept of societies and communities were lost. I wanted the individual homes, high rise apartments, and a corner store still there, just surrounded in the trappings of high tech. You could still find some older technology around. Maybe things weren’t that advanced for everyone, with some countries in the third world still lagging behind a little.
Most knowledge would be lost, but you could have pockets of people that could hold onto those secrets. I also wanted the potential to throw something in from space, so you have colonies on Mars and the moon. Who knows if some of the colonists have returned and set themselves up as gods.
I wanted some kind of explanation why everyone gets a sudden mutation at the drop of the hat. So what if in the near future just about everyone incorporated some manner of genetic engineering? The systems and vectors for inserting selected genes then becomes a key target for random mutation. Be exposed to some potent chemical mutagen or a high dose of radiation and this pliable genome goes wild. It’s fantasy, but a serviceable explanation.
Lastly, I still wanted something to allow for the introduction of crazy creatures, mutated animals just wasn’t enough. I wanted something even more out there. I then remembered the short story (and horror movie too) by Steven King, The Mist. What about some great accident that opens up a hole into another dimension? And through that hole I could allow for all manner of monsters and wild beasts to pour into our own world.
It might serve as a way to explain a sudden collapse for Earth. It also might explain the use of nuclear weapons, some event so drastic it would require deploying these destructive weapons. Not to mention the possibility these dimensional holes might pop up repeatedly, allowing for another potential adventure idea. Yeah, I needed a different timeline. So below is what I use for my game.
Common History
None can remember the cause, but tales tell of two great tribes that went to war with such savagery and horrible weapons, they blotted out of the sun and scorched the earth. They had put a curse on the land and it twisted and contorted the life that sprung there for generations to come. Those that were able to survive crawled among the wreckage of great cities and slowly found their senses. The beings in this altered earth rebuilt and grew prosperous on the bones of the old world.
Some claim to know old speak, but many feel they are simply spinning tales of fancy. Others claim that some of the old race exists, hidden away in deep holes in the ground or even fallen from the sky. Again, many in the world think these legends and tall tales to pass time at the fireside. But no one can deny that a great race of man had existed. They had flourished and created a fantastic world of marvelous magical items. What happened to them, what was the cause of the Great War, no one can say. The people of the world only hope that they can avoid a similar fate…
True History
2015
The creation of a nano multi-lightwave emitter and photo detector is developed laying the foundation of organic computers. Now computer data does not have to be binary code, but can transmit different active states of information. Coupled with the ability to reliably synthesize one atom diameter gold nanowires using bacteria, computer processing power makes a quantum leap forward.
2030
Small scale cold fusion is developed. The creation of nanobots is now a distinct possibility. The advances in computer science have allowed for the sequencing of nearly every living organism on the planet. Advances are made in gene therapy. Genetic engineering of animals and plants become commonplace.
2035
Greater understanding of developmental biology has lead to the discovery of selective tissue cloning. This allows for rapid regeneration of tissues and leads the way for stunning medical advances, allowing doctors to selectively turn off (and on) genes, almost eliminating many forms of cancer.
2040
Solar powered nanobots are successfully developed to handle a multitude of tasks. Fusion power replaces the internal combustion engine (except in the most under developed countries) and advances are made to miniaturize fusion reactors.
2055
Wide scale gene manipulation becomes common for most developed countries. Nearly 1/5 of all children in the world are altered to express selected traits. AgriPepsiCo becomes the first company to successfully patent and release a genetically modified animal fit for human consumption, PigBox, a square shaped pig. Sentient AI is achieved in large super computers. Human cloning is banned worldwide, but many countries begin to develop secret military programs covertly. The first international colony on the moon is established.
2075
Fusion technology is refined to power many handheld devices. Automated robots with limited AI are commonplace. The development of cybernetic implants becomes a reality with the first quadra-transplant conducted on military volunteers. Genetically modified crops and livestock are the norm. Unique designer animal pets become the rage for many people of developed countries.
2085
Almost 1/2 the world’s population is either genetically modified or have cybernetic implants. Many genetic modifications include the incorporation of animal and/or plant genes. Mars is colonized by competing individual nations. The United States, desperate to keep up with the greater superpowers of China and the United Federation of Asia, uses genetically modified human clones extensively for this endeavor.
2090
In an attempt to develop faster-than-light travel a warp field generator is tested in Russia. This creates an rift into an unknown dimension. Hordes of creatures from this other world pour into Earth. Most of Asia falls into chaos with this rapid invasion of wild beasts.
2091
A large scale nuclear strike into Russia from the United States and Europe is done in attempt to close the interdimensional rift (some claim it was an excuse to strike at the greater neighboring superpower, China). As a response, the remaining Chinese provinces and remnants of India launch a counter strike to the US and European countries. It is unknown if the nuclear strike was successful in closing the rift. The great decline begins.
2100
Records are unclear, but some claim the worldwide nuclear winter finally lifts. Society has collapsed and the world man has known is gone.
2175?
Very little knowledge of the past is retained. Mankind is forever altered with pliable genomes susceptible to sudden mutations from intense radiation and chemical mutagens. Mutants stand side-by-side with the remaining humans in this strange new world.


