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5e Gamma World

Started by RPGPundit, December 07, 2014, 11:59:54 PM

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RPGPundit

I think we can assume that, sooner or later, there'll be a "5e" version of Gamma World.

What do you want it to look like?
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James Gillen

The 4E-mechanic one worked for what it was- better than it worked for D&D, in my opinion- but it could stand to be less jokey and more in line with '70s science fiction.  Back to the roots.

JG
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Will

Whomever does it, read lots and lots of Philip K Dick.

(Lots of his stories are post-apocalyptic)
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Silverlion

Quote from: James Gillen;803074The 4E-mechanic one worked for what it was- better than it worked for D&D, in my opinion- but it could stand to be less jokey and more in line with '70s science fiction.  Back to the roots.

JG


Wild and Wahoo doesn't have to be silly, and the D&D4E one was...the collectable cards made it even worse, and harder to both use and convince others to try. (Even if I'd been a D&D4E fan.)

My favorite iteration was actually the Gamma World 4E, which had a lot of solid elements that could be carried forwards and fit neatly into 5th editions mechanics.

I want it to treat the material without trying to make it make sense, or rewrite it to some newfangled "magic" to explain why mutations worked. Let's just assume its the future of the Marvel Universe (or similar universe where radiation does work that way) and treat it with a friendly, yet bold seriousness that doesn't belittle fans of the craziness, while keeping the craziness.


Honestly, though, I'd like to see it be its own thing.  So far, all attempts to fit it into pre-existing mechanics have kinda failed somewhat. It needs something that is uniquely its own, uniquely envisioned to empower a game about survival and exploration in a world where radiation can give you virtual superpowers.  Now, that doesn't mean I'm adverse to them using 5E as a starting point. I just don't want it to be a point for point copy with Gamma World mutations slathered into "spells" or "abilities" places.
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Phillip

#4
Probably like the 2nd ed., which looks like a more polished version of the original (which is the only one I've actually played). Or Mutant Future (Labyrinth Lord spinoff).

Erol Otus art would be groovy, if it's to be had.

Basically don't mess too much with the original, which worked surprisingly well for a right mashup of inspirations (as opposed to aspirations) ranging from Hiero Desteen to Empire of the East, Starman's Son to Long Afternoon of Earth, Damnation Alley to I Am Legion, Hawkmoon to Horseclans, Planet of the Apes to Logan's Run, Simak's City to Clarke's The City and the Stars, Empire of the Atom to Alpha Ralpha Boulevard.

If you can make it more easily adaptable, great; nice rules for Road Warrior action would be welcome for instance.

Then again, the really versatile post-apoc game is FGU's AFTERMATH. Gamma World is even more its own 'world' than D&D.

Back to "Spiff up the original, don't think you'll create a new classic by 're-imagining' it beyond  recognition." But I'm not holding my breath.
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Soylent Green

#5
I've not looked into the new edition of D&D yet so I can't comment on that specifically.

I agree with Silverlion, there is good stuff in the 1992 4th edition of the game.   There are also a lot of great features in Omega World. I think the two combined could provide a excellent starting point for a strong, modern version of Gamma World.

I don't really care for the current D&D4e version. While the presentation and trappings of the game would suggest it's a goofy, beer and pretzel game it remains a tactical and unforgiving sort of game. The tone might seem "wild and wahoo" but if you try and play it in a wild and wahoo fashion your character will die in the very first encounter. I find that misleading, in the same way Star Wars Monopoly or pinball aren't really about playing Star Wars (okay, I haven't actually played Star War Monopoly, just guessing about that).
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Just Another Snake Cult

I played the 4E-era big box version version of GW a coupla times and really enjoyed it, despite usually being quite cold to D&D4. The structure of the game (The cards, etc.) seemed like it would be very helpful for new or time-strapped GMs. I think it could have been a crossover hit if WotC had put some promotion behind it.
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Artifacts of Amber

One of my favorite games. Once Christmas is over I will be working on a 5th edition version. Based primarily on GW 4th edition which was my favorite.

The ? edition that mimicked 4th edition D&D was not one I got until I read the fiction based on it then it made a lot more sense in how the world was perceived by the people in it. Didn't want me to run it a lot more but I got it. I imagine it would be a nice light hearted game to tun for a short campaign.

I kind of believe with the track record they have that they will make another edition again. Gamma world seems to be the undying brand attached to D&D.

Spinachcat

They should not do GW with 5e. Instead, they should relaunch Star Frontiers since they no longer have the Star Wars license.

My fav GW versions are the 1e/2e original and the last 4e-ish version. The last version was a great RPG/board hybrid with a wonderfully open chargen. The problem with the last version was the default was Full Gonzo, and while an experienced GM could easily temper that down to Fallout or Rifts level gonzo, the default game did not explain how or discuss genre options. This was a mistake.

Will

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This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Silverlion

Quote from: Will;803384"Tell me, why is a Dralasite big, wrinkled, and gray?"
   "Because if it were small, smooth, and white, you might mistake it for an aspirin."

In my head cannon they are colored like Gleep from the Herculoids.
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Bren

I want it to look like this.
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Bloody Stupid Johnson

I think Mutant Epoch is nearly everything I want in a post-apocalyptic game, apart from too many tables.
In particular it wins on the big list of races (humans, clones, transhumans, mutant animals, cyborgs, and mutant humans in four different grades of mutatedness (mild, moderate, severe and undetectable 'ghost' mutants). And has lots of mutations.

RPGPundit

Quote from: Korgul;803224There's already a fan made mini version.
http://community.wizards.com/content/blog/4113536

Wow. That was fucking fast.
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Also, now with the CULTS OF CHAOS cult-generation sourcebook

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NOW AVAILABLE: AoI in print form

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