Gawain_VIII wrote:Since I've never played Gamma World, could someone post an introduction. I think what would be best would be similar to what was posted for Eberron here: viewtopic.php?f=16&t=126
Thanks ahead of time,
Roger
mod note: link fixed
Gawain_VIII wrote:Since I've never played Gamma World, could someone post an introduction. I think what would be best would be similar to what was posted for Eberron here: viewtopic.php?f=16&t=126
Thanks ahead of time,
Roger
Gamma Master wrote:I found that the Wikipedia entry for Gamma World was above average.
http://en.wikipedia.org/wiki/Gamma_World
However, if you've already looked there and wanted one of us to sort of break it down for you, I don't mind putting something - in my own words and off the cuff.
TSR created Dungeons & Dragons, the first RPG, in 1974. Two years later, in 1976, another game was created called Metamorphosis Alpha, which was about life on board a gargantuan spaceship after everyone who knew the purpose of the ship, how anything worked, or that they even were on board a spaceship, had died long ago in a huge, unknown catastrophe. Two years after that, in 1978, TSR decided to run with that idea, but instead of making it just a ship, they made it the world itself. Thus, Gamma World was born
Now, Gamma World is science fiction only in the broadest sense of the word. It would be better to describe it as more like super science, or my personal favorite, post-holocaust science-fantasy. Think Thundarr the Barbarian, Visionaries: Knights of the Magical Light, Hell Comes to Frogtown, and Radioactive Dreams, but more cool. If you know the video games, think Bioshock, Wasteland and the Fallout series.
In the game of Gamma World, the heroes explore a post-apocalyptic nuclear wasteland chock full of mutants, ruins and radiation in the far future.
Races have varied, but have usually been:
Pure Strain Humans - humans who are of such awesome stock, they have immensely strong immunities and no mutations
Altered Humans - the average joes who weren't so lucky - mutations abound!
Mutated Animals - think Teenage Mutant Ninja Turtles - in the future! Some mutated strains of animals ended up as seperate races.
Mutated Plants - probably the coolest idea the game ever had - sentient plant life with mutations which actually make them a perfect fit in a mixed party. A good challenge for any experienced role-player. Strangely and sadly absent from the last two editions.
Androids - playing a robot has always been cool.
The classes have also varied with the editions, and I think the only thing to say about them is that they didn't ever just take the D&D classes. New classes were made to fit the setting. Obviously, each class was a basic makeup or build around a certain strength the character had.
However, the thing about Gamma World that stands out is the mutations. Mutations are kind of like super powers - and super weaknesses, in some cases. And everybody could end up having them. They have usually been broken down by physical, mental and plant. That's how cool plants were - they had their own list of mutations!
A common situation that occurs within Gamma World is that after you would find technological items, odds are good that nobody knows how they worked. The way GMs handled this situation varied, though. Some of them would make the players experiment with them. Example: stick a fork into a robotic toaster. Kinder GMs would have them find less dangerous ways of figuring them out - either by taking them to someone who could tell them, having a basic knowledge of the item, or finding the instruction manual.
Another key part of the game are the Cryptic Alliances, which are allegiances a player may join during the course of a campaign. Think of the philosophical groups of the Planescape setting, only more cool. Each would have different goals in what they wanted to achieve and/or how they wanted to achieve it, but their purpose usually revolved around creating their vision of what they wanted the world to be like.
Now, I'll go into the editions. Just a bit of a warning: From 1st to 3rd, I'm going off of extremely limited knowledge, so I probably won't say much. I didn't get into it until 4th Edition, although I have dabbled in converting the modules and love the setting info of all the editions and adventure modules.
1st Edition (1978) - The main writer was James M. Ward. The basic stuff. It doesn't get more "old school" than this. Two excellent modules were written - one of which Gary Gygax was a co-writer.
2nd Edition (1983) - James M. Ward again. It has expanded a bit from the 1st Edition. The artwork improved a lot. Two modules and a mini-module were written, followed by a fan-created module years later based off of the little known of an unreleased module.
3rd Edition (1985) - The James M. Ward trifecta. The art improved and information expanded greatly with this edition. The rules set changed with the Action Control Table, a color coded table used to determine all actions in the game. The opinions on the rules system are mixed. Five modules were written, followed by a sixth fan-written module years later, in order to tie up the campaign, that the modules for this edition could make if combined, about building a spaceship.
4th Edition (1992) - James M. Ward can now write this game with his eyes closed. The art stayed on par with 3rd Edition. The rules completely changed to a variant of Dungeons & Dragons, 2nd Edition. Five modules were created, of which most I believe are tied together. The last time we see sentient and mutated plant life as a playable race. A young gamer in Wisconsin discovers Gamma World for the first time.
5th Edition (2000) - TSR out. WotC in. James M. Ward MIA. Andy Collins and Jeff Grubb combine their powers to fill the massive void left by James M. Ward, giving the setting a slight gritty feel. Raven Mimura is contracted to help by providing dazzling art. The mutant plants go missing on their way from Lake Geneva to Seattle. Someone says that the Alternity rules are still good, and Gamma World is released with the Alternity rules system a month after the closing of the Alternity line was announced. Gamma World fans are pleased, then confused, then thankful that the game is alive again. No modules are produced. A stubborn gamer in Wisconsin makes his own rules for sentient, mutated plants for 5th Edition.
Omega World (2002) - D&D Third Edition is out. Jonathan Tweet gives up on 5th Edition and writes his own, slightly humorous version of Gamma World based off of the d20 rules. Time with family and friends is wisely sacrificed. The best WotC does with it all is put it in an issue of Polyhedron magazine (#153) with a different name. Gamma World fans are happy, anyway. A gamer in Wisconsin will have no idea this even exists until 2006.
6th Edition (2003) - WotC sells the Gamma World license away to a White Wolf imprint. A table full of writers are called in. Fans of Gamma World celebrate that it is given its first royal treatment as an RPG - three hardcovers similar to the Player's Handbook, Dungeon Master's Guide and Monster Manual of D&D - followed by three softcover sourcebooks. One adventure is offered online for free. The 6th Edition is based off of d20 Modern and is made even more gritty than 5th Edition. The lead author is rumored to ignore all posts that fans make on the internet regarding what they want to see in 6th Edition. Nanotechnology enters the game. Fans of the previous editions complain that the rules in the books are inconsistent, the editing and art is substandard, the products are overpriced for the small amount of content they contain, and are failing to capture the fun feeling of the setting. The Gamma World license reverts back to Wizards of the Coast.
d20 Apocalypse (2005) - WotC makes a rules and setting guide for an apocalyptic setting for use with d20 Modern/d20 Future. The fans of Gamma World are thankful for anything good they can get regarding Gamma World at this point, and accept it as their own.
7th Edition (wishful thinking of Christmas, 2008) - Jonathan Tweet, Andy Collins and Raven Mimura stand atop of the Wizards of the Coast building and shout "Once more into the breech, dear friends!" The three then hop into Santa's sleigh and fly to a gamer in Wisconsin to deliver Gamma World, 7th Edition, which uses the new d20 rules system of D&D, 4th Edition - complete with sentient, mutated plants.
In order to play, all you really need is a copy of the rules, obviously. While any edition would do, and I like the background of all of the editions, my rules system preference is towards 4th Edition and on, with the exception of Mutant Future, which I'll mention now.
If you are looking for some free rules, Goblinoid Games is currently giving away their online, slightly modified version of old-school Gamma World for free called Mutant Future.
http://www.goblinoidgames.com/mutantfuture.htm
I hope this answers your questions, doesn't annoy you, etc.
Hugin wrote:Thanks for overview! Very good to give me a background on the game. I have to say, playing a mutated plant has a certain amount of intrigue for me.
Big Mac wrote:Hmm...is Metamorphosis Alpha actually connected by canon to Gamma World, or is it just similar in feel?
Dread Delgath wrote:Big Mac wrote:Hmm...is Metamorphosis Alpha actually connected by canon to Gamma World, or is it just similar in feel?
I would not say that they are connected by canon but they were both the brainchild of James Ward, and similar in feel, if not mechanics. Mechanically, they differ in a few respects, (actual books not close at the moment, so I cannot give you an actual account) from character stats, abilities, racial genotypes to actual concepts like "Levels" & XP. Gamma World 1st edition had no character levels. Gaining loot was the characters' reward. Later editions added XP & levels, although in the 2nd & 3rd editions, they were called "Ranks" I believe.
Dread Delgath wrote:Hope this helps.
Big Mac wrote:I'm surprised that WotC didn't try to make Metamorphosis Alpha and Gamma World into two d20 Modern campaign settings. If I was in charge, I'd have done that to suck in the existing customer bases.
Dread Delgath wrote:Big Mac wrote:I'm surprised that WotC didn't try to make Metamorphosis Alpha and Gamma World into two d20 Modern campaign settings. If I was in charge, I'd have done that to suck in the existing customer bases.
James Ward still owns all rights to Metamorphosis Alpha, and more MA4 products from his company Mudpuppy Games are planned, so WotC are unable to link GW & MA.
I don't see this happening anytime soon. Cthulhudrew wrote:Also, the non-canonical (ie, not TSR published) GW11: Omega Project module ends with, essentially, a Metamorphosis Alpha scenario, thus tying the two games together unofficially.
Big Mac wrote:Hmm...is Metamorphosis Alpha actually connected by canon to Gamma World, or is it just similar in feel?
Craig_in_ACT wrote:Big Mac wrote:Hmm...is Metamorphosis Alpha actually connected by canon to Gamma World, or is it just similar in feel?
Actually, Metamorphosis Alpha was linked to Gamma World from editions 1 to 4. Page 64 of the GW4e adventure "Home Before The Sky Falls" even suggests a possible adventure upon the Starship Warden.
P.S. Sorry for bringing this thread back to life, but I just found this interesting question
Craig_in_ACT wrote:When Slade Henderson was designing MA2e, it was supposed to be a GW boxed set supplement, and was converted to use the Amazing Engine rules at the last moment. Funny how these things work out, eh?
Craig J. Brain
Dread Delgath wrote:Craig_in_ACT wrote:When Slade Henderson was designing MA2e, it was supposed to be a GW boxed set supplement, and was converted to use the Amazing Engine rules at the last moment. Funny how these things work out, eh?
Craig J. Brain
I had heard that before. Unfortunately, I never did pick this AE setting up, although For Faerie, Queen & Country and Bughunters copies were plentiful, available in several game stores at the time of release...![]()
(Was the designer named Henderson or do you mean Dale "Slade" Henson? I have some 4e stuff by "Slade" Henson, as well as some Buck Rogers supplements that are very closely detailed...)
Craig_in_ACT wrote:P.S. Sorry for bringing this thread back to life, but I just found this interesting question

Dread Delgath wrote:Craig_in_ACT wrote:(Was the designer named Henderson or do you mean Dale "Slade" Henson? I have some 4e stuff by "Slade" Henson, as well as some Buck Rogers supplements that are very closely detailed...)
Craig_in_ACT wrote:Dread Delgath wrote:Craig_in_ACT wrote:(Was the designer named Henderson or do you mean Dale "Slade" Henson? I have some 4e stuff by "Slade" Henson, as well as some Buck Rogers supplements that are very closely detailed...)
Or was it Shane Lacy Hensley? I'll have to travel interstate on the weekend to get my copy of the book![]()
Craig_in_ACT wrote:Thanks - I just saw that fuel has gone up again. I like your idea better.
Big Mac wrote:Craig_in_ACT wrote:Thanks - I just saw that fuel has gone up again. I like your idea better.
Well, if you enjoy making long voyages to find out obscure Gamma World facts, you could save cash by roller skating across the USA.

Dread Delgath wrote:Big Mac wrote:Well, if you enjoy making long voyages to find out obscure Gamma World facts, you could save cash by roller skating across the USA.
Let's stay on topic, shall we folks? This is Gamma World we're talking about. The roller skates in question would be upgraded to rocket skates!
Big Mac wrote:Dread Delgath wrote:Big Mac wrote:Well, if you enjoy making long voyages to find out obscure Gamma World facts, you could save cash by roller skating across the USA.
Let's stay on topic, shall we folks? This is Gamma World we're talking about. The roller skates in question would be upgraded to rocket skates!
Groan!![]()
Anyhoo, moving back to the topic, what was the connection with Buck Rogers and Gamma World going to be? Did TSR use any sci-fi gadgets in both settings?
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