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What we can gleam from the Gamma World tidbits!

Started by Spinachcat, October 12, 2010, 06:14:24 PM

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Benoist

Quote from: thedungeondelver;409476Hi, welcome to Gamma World.  It's been here since 1978.  Where the fuck have you been, Cartoon Boy Tycho?

:D
I have an excuse, personally! Gamma World actually completely flopped in France back in the day (IF it ever was translated, which I now doubt, somehow), so I never had the occasion to know about it! :D

thedungeondelver

Quote from: Benoist;409481I have an excuse, personally! Gamma World actually completely flopped in France back in the day (IF it ever was translated, which I now doubt, somehow), so I never had the occasion to know about it! :D

Oh!  No, I meant him, not you :)

also: This had better not be a gateway game for Furries >:(
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l

Benoist

Quote from: thedungeondelver;409482Oh!  No, I meant him, not you :)
I know. But I had to answer it anyway. You know. Defense reflex and everything. ;)

Benoist

Quote from: thedungeondelver;409482also: This had better not be a gateway game for Furries >:(
I CAN'T wait to get my hands on this puppy and start building a GW British Columbia with it. Psychic killer whales. Thla-thla (the local Sasquatch). Ray-gun sea lions. I even have an idea to get the Black Abbey working with all this shit. That is going to be awesome. :D

ggroy

Quote from: Benoist;409484I CAN'T wait to get my hands on this puppy and start building a GW British Columbia with it. Psychic killer whales. Thla-thla (the local Sasquatch). Ray-gun sea lions. I even have an idea to get the Black Abbey working with all this shit. That is going to be awesome. :D

The Space Needle shooting laser blasts which cause automatic death.  ;)

Benoist

Quote from: ggroy;409487The Space Needle shooting laser blasts which cause automatic death.  ;)
Imagine it surrounded by a jungle and worshipped by a tribe of apemen lead by a cybernetically modified Mandrill, and you're on the right track. :D


Soylent Green

Quote from: Cylonophile;409400Actually, sport, most of the systems I like tend to have wound modifiers so that sort of BS doesn't happen.

I'm not a d20 player, but I would still have been sort of happy if star frontiers had gotten a reboot, until I saw how they'd dumbed down the system

I'm not a D20 fan either. And even simple games like D6 or FUDGE were able to incorporate in the rules that getting wounded might just affect performance a long time ago.

All I was saying, in this instance, is that with a classic hit point system whether you go for "I was shot in the chast but after a short rest I am better" or "I was shot in the chest, but it doesn't slow me don in the least" your still in abstraction hell. Neither approach is in herently more sensible than the other - it's just way to make the game more playable. In that sense GW has not made hit points as a concept any worse than they ever were.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

Benoist

Quote from: Soylent Green;409501Neither approach is in herently more sensible than the other - it's just way to make the game more playable. In that sense GW has not made hit points as a concept any worse than they ever were.
I agree that the hit points system in GW isn't any better or worse than other HP abstractions. But it is very different, and I disagree with with the concept that it "makes the game more playable". It just alters the game flow dramatically, which will make it more enjoyable for some people, and more frustrating for others. From a game of HP attrition over a day (in 4e) or days (in other editions) of adventuring, what you've got in effect here is an encounter based attrition system. This makes the encounter the ultimate center piece of GW, in the sense that all that matters is the immediate consequences of your decision-making. Mid and Long term decision making is purely incidental, or worse, irrelevant to the encounter at hand. It's completely obliterated from the game, in other words.

I don't know if I can get along with this. Especially when considering some exploration stringing several encounters together, and the lack of tension it presupposes, when, if you make it through this fight, you're all fine and good with the next, and all that matters from then on is massive amounts of damage dealt right now NOW NOW NOW, which makes the strategic and tactical considerations of game play even more limited than they already were previously. I'll see if my fears are confirmed when I get to read the game.

Soylent Green

Agreed, which is why I  made disclaimer in my original response - classic hit points makes gameplay sense in an attritional game, like in a dungeon crawl.
New! Cyberblues City - like cyberpunk, only more mellow. Free, fully illustrated roleplaying game based on the Fudge system
Bounty Hunters of the Atomic Wastelands, a post-apocalyptic western game based on Fate. It\'s simple, it\'s free and it\'s in colour!

Benoist


Peregrin

*reads Gabe's post on PA*

Ga-what?!  3.99 for 8 cards?  Holy bejesus.  And I thought the new Shadowrun supplements were overpriced.

Guess if I do get this, I won't be buying the booster packs.
"In a way, the Lands of Dream are far more brutal than the worlds of most mainstream games. All of the games set there have a bittersweetness that I find much harder to take than the ridiculous adolescent posturing of so-called \'grittily realistic\' games. So maybe one reason I like them as a setting is because they are far more like the real world: colourful, crazy, full of strange creatures and people, eternal and yet changing, deeply beautiful and sometimes profoundly bitter."

Werekoala

Quote from: Peregrin;409517*reads Gabe's post on PA*

QuoteGamma world uses two decks of cards that come with the starter set to help add some flavor to what is essentially pretty standard 4E rules. Each encounter you draw from a deck of Alpha Mutation cards that give your character a new power or buff. These get discarded at the end of each encounter and then you draw a new one. This makes for some really crazy fights as some characters grow mandibles or gain the ability to speak to fish.

The other deck is Omega Tech cards and these are gear and weapons left over from past civilizations. The DM will tell you when you get to draw from this deck and again they really make for some fun encounters. At one point our empathic cat-man found a leaky fusion rifle that exploded when he tried to shoot it. Then the Yeti discovered a belt that dispensed little pills which he decided to eat.

Really... that sounds more like Toon than Gamma World to me. New powers and mutations with each encounter? Hm...

When I used to play, although the world itself was somewhat absurd, it was played quite seriously, so maybe that's just a matter of style.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Benoist

I think that part sounds totally awesome, actually. :D

It gives an occasion to the players to improvise new situations in the same way a GM would by adding unexpected twists to the game while not giving in to some authorial OOC narrative bullshit in the process. It's super cool.

Werekoala

....

Well, let me know how it works out. Still sounds a bit silly.
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Silverlion

Quote from: Werekoala;409527....

Well, let me know how it works out. Still sounds a bit silly.



Much the same to me.
 For every good thing I think might be awesome in GW7th Edition. There is some other ideas that just doesn't work for me. I love the idea of Gamma World. Mad, strange, ands more to do with a post-apocalyptic version of  Marvel universe than the real world, but that's alright.
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