1001 Gamma World Game Ideas

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0001 - You are part of a circus cross-crossing the USAs. The circus has a secret mission only a few members are aware of. You want in but they won't for now. You have to do a couple of missions before you can learn the big secret...

Currently playing :: D&D5E :: Numenera by Monte Cook :: Infinity Sci-Fi Miniature Game

0002 - Living in a community on the outskirts of a great ruined city, the elders tell tales of a special place where anything immaginable could be found and the great King Sale Price ruled from his court surrounded by all kinds of fine foods.  To become of age you must travel to this place and recover an item labeled by the King.  (Mall and food court)
0003 - You're recruited by an A.I. who who wants an organic body to download its consciouness into.  In exchange, it will provide a cure for the plague that is moving across the countryside and towards your village.  Oh, did it mention that the body it wants belongs to the hulking mutant leader of a biker gang?  This may take a few levels before you're ready.
0004 - While Reno, Nevada seems to have survived  relatively unscathed, they still have problems.  Specifically, it seems as if their Sheriff's Department does more harm than good.  Can you help rid the town of these pests - and find some competent replacements?
0005 - You have arrived at the gigantic, ancient Hostess Factory. Two rival factions have locked themselves inside the factory and have been there for generations, battling it out, trying to gain control of the entire factory and its prized supply of yellow creme-filled sponge cakes. The factions will not let you leave; Each faction sees your group as the final key to a final confrontation. Will you choose a side? Will you try to escape? Or will you try to win the sweet spongy gold for yourselves?

(This is the plot to Robert E. Howard's Conan tale, "Red Nails," with a little bit of Family Guy inspiration.) 
0006 - Your village leaders are winding up to have a major argument.  You younger folk think it is about something stupid, but nobody actually listens to you.  In order to impress people, you need to do something big.  Old taboo ruins lie a few days away.  Let's go to them, find something attention-getting, come back with it, and make the elders quit fussing around.

If you had been paying attention during council, you might have learned that the argument is about whether or not the ruins are safe to go exploring in.

Best complements I have yet received

Making it up as I go along:

{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.

{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.

 

{BRJN} If Bhaal approves of The Joker, does he approve of Jack Nicholson's portrayal or Heath Ledger's protrayal more?

{Stigger} That question is utterly classic, and completely on target.

 

Prepped ahead of time:

I started the 4e thread "1001 Failed Interrogation Results" (now lost in that great electronic goodnight, alas)

{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.

 

(News bulletin: Updated thread to be posted after I review the 5e DMG)

 

My 5e characters

Active:

none yet - gotta find a group !

Character Ready-to-go:

Erevyn Meliamne, Wood elf Monk1, inspired by "Radar O'Reilley" from M*A*S*H

Concepts I'm kicking around:

Barbarian w/Tough feat, to be nearly indestructible

"Truenamer" cleric - all spells are Verbal

"Buggy" Wizard - insect flavor on everything.  His DMPC / BBEG version is going to become a beetle version of a Worm That Walks.  (See the 4e Lamia.)  Because lichdom is so cliche.

0007- The Christmas riots are raging in old Chicago. City leaders have asked you to calm the uprising, with promises of hoards of Omega tech.
0008 - Your family is bringing pies to the block party next week. Unfortunately the secret family recipe calls for a spice you just ran out of. Now you have to bust open the abandoned bunker outside town in search of Draino, otherwise you'll be fed to the Badders. This village takes its block parties seriously.
0009 - A number of precious items from your compound turned up missing.  A few days later, these itmes are found stashed in your barracks room.  You've been framed!  You are drummed out of "The Corps" and turned out into the wasteland, which, frankly, is more than your sorry butts deserve. ( It's a good thing the Sergeant Major always liked you.)

After barely surviving a few rough days in the wilderness, you are approached by a super-intelligent rat colony who offers you work.  A few pairs of prehensile hands/tentacles come in pretty handy, it seems.

Here's the catch, it was the colony that the party up in the first place!  Will the PCs manage to find out.  And if they do, what then?  Do they try to clear their names?  Seek revenge on the colony?  Both?  Neither?  Or do they just bide their time for now?
0010 - An area is covered by a white foam rubber for a mile (radius or square) it is a lot of fun to bounce on. Hacking out a chunk to take a long on the road, seems possible. As the foam is carried out of the area in slowly vaporises and flows bach to the area. Trying to dug deep will not reach a bottom.
GAMMA WORLD Wuv D&D: Beyond the RPG - Transcript This is a complete transcript. http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390668593 The audio file is in this News Archive http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/DNDXP 2010 D&D Product Overview (47 minutes into the Audio) http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390928045
0011 - Your village has more mutant kids than it can feed.  Their solution: send them on a dangerous right of passage into 'Lect City,' a nearby Tomb of the Ancients (an old power plant, with a sign that says Danger: Electricity, none too legibly).  Your objective is to prove yourself by finding a 'color band' (ID card) that the shaman will use to interpret your rightful place in the village, or other Omega Tech sufficiently awesome enough to be worth keeping you around for a while.

 

 

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0012 - Your village is at war with another nearby village over use of the watering hole. Fed up with the interminable fued, the elders send you on a top secret mission - to seek out the legendary BesBy and recover a "Ghetto Blaster" with which to blow up the other village.
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
0013 - On their way to a safe village they have visited before, the players find the corpses of other travelers and get the feeling they are being watched. They reach town only to discover it has been put under siege by packs of humanoid "mutants" who run on all fours and kill with enormous jaws and sharp claws. The creatures came from a nearby swamp and don't attack animals, only Pure Strains, Engineered Humans, and Mutant Humans. Farmers have had to flee their fields, no merchant has gotten through in weeks, and now people are being taken from their homes at night. The village is under attack by Shockleys, genetically engineered super-predators.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
0014 - The youth of the town have begun acting strangely from daydreaming to wandering off in the night. The local priest has blamed it on the radio station in the ruins. When a scout investigated the station he discovered it was run by a Serf and protected by his thanes, the town youth. Some one needs to stop this Thought Master before he can control everyone's mind with the radio waves.
0015-
You first a new city that is split by multiple factions of survivors. You must pick and assert yourselves into on of the gangs and make a rise to the top.
0016- An ancestor bequeths to you an Ipad.  You find files with video and pictures of Aunt Lynn's great American Tour.  YOu get a glimpse of the last page, Aunt Lynn's Paradise Village Condo on Maui.   It looks like a great place to live.  Yu and your friends follow Aunt' Lynn's Ipad across America.  Of course, there is a ot of changes since Aunt Lnn took her tour.  Also, the Ipad information may change during an Alpha flux, reflecting the new reality as it presently exists.

0017-  The Alpha flux background.  The Pcs walk into a new town, one of the Pcs is greeted as "Mr President."  All the people and the place seems very familier to the Pc, but he has never been thier..., Deja vu or Alpha flux and the Pc is living an alternate reality, both familiar and unfamiliar. 
0018: Your group stumbles upon a village (filled with whatever you would like, I used androids that all thought they were 14th century serfs) under the shadow of The Factory, in reality an ancient Twinkie factory. In recent days the factory has come to life, emitting strange noises and lights at all hours of the night. Naturally the villagers fear it is haunted, and you are tasked with banishing the evil from the place.

Approaching the Factory the group is ambushed by a roving gang of mercenary Badders, apparently hired to keep unwelcome guests away: a clue that it may be more than a haunting. Upon exploring The Factory (something that can be as long or short as the GM wishes), they learn that it is inhabited by a race of mutant cockroach scientists attempting to ressurect thier deity. This revelation will lead to a dramatic encounter with laser wielding cockroach scientists and, ultimately, the deity himself: a monsterous mutant pastry snack.

Everyone knows the only thing that can survive a nuclear holocaust is cockroach's and twinkies, after all.
0020 - The party is hired/tricked/pressed-into-service by the Iron Society (a Cryptic Alliance that is kinda the opposite number of the Knights of Genetic Purity, they want to do away with humans - this particular faction is also avidly Marxist).  They're mission is to infiltrate a domed, computer-controlled, Pure-Strain-Human enclave.  Of course, the inhabitants of the enclave are all clones - Engineered humans as mutated as the next denizen of Gamma Terra, but they can't let the computer know that.

 

 

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0021-  The party enters a not so sleepy coastal town with an amusement park with a rollercoaster a ferris wheel, ring toss games for teddy bears and cotton candy.   Gamma folk from miles arround come to enjoy the thrills and entertainment of the towns "board walk".  The town is under the thrall of an Alien mind flayer and it's pet Kraken.  The mindflayer is busy exploring the nearby radioactive ruins a formal ancient naval base, looking for tech to "get off this mad world"
0022 - Your party has been travelling the wastes for months and have encountered far more bizarre creatures than even your constantly Alpha-Fluxing self had thought possible.  Therefore, you found it quite a welcome change to stumble upon an idyllic, forested oasis literally in the middle of nowhere and what appears to be a simple, non-mutated, fluffy little bunny in a quiet meadow.

As you approach out of curiosity, the bunny suddenly stands erect and points an accusing finger in your direction.

"Stranger danger! Stranger danger!"  It shouts while running away into the dense foliage.

You barely have time to process that bizarre incident before the same bunny returns with a host of very large, angry, gun-toting bunnies who explain to you in no uncertain terms that you have defiled the last child of their community you ever will...
http://l81corvette.wordpress.com/
0023- Battle of the Bands: When the characters are invited to play a club in the naboring city, the chance seems like there big break! What they dont know is at "Club Thunderdome" Two bands enter, one band leaves!


0024- Invasion!!!  The home town is invaded by an army of gigantic  Devestator-Bots 2500 XLS by Catapillar!  Run!  Run for your lives!  Run for the hills!!!
0025- You and your team have entered the Gamma Terra Coast to Coast and Back Again Rally Race 5000.  On your marks.  Get set!  Go!!!! 
0026- The party has entered a small farm town in Nebraska.  Farmers have prospered from trade with New St. Louis and a cache of ancient Omega Tech. Towns people and neighboring farmers have been harrassed by ghosts. Vengful wraiths bend on destroying the town on moonless nights.  The wraiths are vengful spirits, hunting for a solenoid to start a diesel generator at an ancient missile silo.  The Pc will have to destroy the wraiths and stop thier diabolical plan to nuke those commie pinko living, in order to retrieve the cool Omega tech lost on the missile base.
0026- The party has entered a small farm town in Nebraska.


As opposed to... ?  Cool

For a real-life reference point, consider: SAC.
0027 - A surviving neural network's creator and mater is gone, but its mission remains - it must catalog and commodify everything.  To that end, it captures the party and forces them to record everything they see and/or experience by way of neural tranceivers.  It also pesters them to identify which of these things they 'like' and incessently demands that they update their 'status' every few hours, even if - especially if - they've nothing to report but the most banal details.  As annoying as all of this is, it does allow the party to gather some occasionally useful intelligence.  The downside is that if they don't post their thoughts/findings/results regularly enough, the AI pesters them with a series of increasingly painful 'pokes' that will eventully force them to comply.
0026- The party has entered a small farm town in Nebraska.


As opposed to... ?  Cool

For a real-life reference point, consider: SAC.


 A small town in Hawaii?  Does it really matter?
A small town in Hawaii?  Does it really matter?


Sorry, that apparently came out wrong.  It was a good natured jibe at my home state, in which all towns are small farm towns.  The idea is great, and I was suggesting a locale for the aforementioned missile base.

0028 - The party stumbles upon (is sent to investigate/finds at the end of a long quest/ is exiled to/whatever) a hidden alpine valley containing a small city.  It is an outpost of the Ishtar civilization (which, personally, I can't help but picture as an ancient matriarchal 'lost civilization' like Kôr) that survived the collapse of worldlines relatively intact.  As such it is a potential source of tons of Omega Tech, but also an oasis of relative  (perhaps deceptive) peace and safety.  The players could seek to loot the place, or to keep it's secret and 'retire' there, open up trade, or simply to gain knowledge (and tech) more peacefully.  However, the Ishtarans are a subtle, politically sophisticated people, and there are wheels within wheels and plots that might ensnare these 'strange visitors...'

 

 

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A small town in Hawaii?  Does it really matter?


Sorry, that apparently came out wrong.  It was a good natured jibe at my home state, in which all towns are small farm towns.  The idea is great, and I was suggesting a locale for the aforementioned missile base.



Got you.  Thanks for the clarification.
0029- The party is traveling at night, through the deserts of the south west, when they see a light streak across the sky.  It crashes in a valley just over the next hill.  After investigating, the party finds a crashed UFO full of Area 52 Omega Tech and two dead gray aliens.  Two days latter, at the next town, the party is chillin' in a bar, bragging about their good fortune and the cache of Omega Tech they just found.  When walks in a gang of Grays, all of 4' tall with ten gallon cowboy hats, laser pistols at thier sides and bad attitudes.  They are looking for their lost cousins' stuff.  Who are the fools that robbed thier family?  Where did you get that Black Ray Pistol?
0030 - The party encounters a very charismatic 'Pure Strain Human' or 'Engineered Human' with a cybernetic hand, who is trying to re-build civilization.  He may offer them Omega tech artifacts in exchange for their help, aid them in a mission, or send them on missions.  His Conspiracy checks are off the charts, and anything he doesn't know, his talking hand seems to.  (Yes, it's Robert Culp as the Demon With a Glass Hand).   For several sessions he seems like a very honest, trustworthy, and useful ally.  Until the party finds out (perhaps when he's bloodied) that he's actually a masterfully-crafted android simulacrum.  The problem is, he's in psychotic denial of his nature...

 

 

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0031 - Dr. Smiley has created 8 robots with different elemental powers, and sometimes boomerangs or scissors.... and has taken over the ruined city of Chigo. It's up to you to defeat Dr. Smiley and his robot masters to bring peace in the year 2XD6....
0032- The party has just caught 30 winks of sleep in a small Inn in a one road town.  They are enjoying breakfast in the Inns Diner, flapjacks with maple syrup, bacon, strawberry jam on whole wheat toast.  While enjoying breakfast, the party hears a thunderous roar out on the road.  It is the "Hogs" motorcycle gang on thier choppers, that could only mean one thing, trouble.  A few minutes latter the party hears the laud whine of scores of small fast street motor bikes its the Hoops another motorcycle gang.  The players exit the Inn, when its a rumble!  The Hogs and the Hoops begin shooting at each other from across town, with the little Inn and Pcs right in the middle.  The bike gangs mean business as they are armed with lots of Omega tech.  Where did they get all that bling?  Can the party capture some for themselves?   
0020 - The party is hired/tricked/pressed-into-service by the Iron Society (a Cryptic Alliance that is kinda the opposite number of the Knights of Genetic Purity, they want to do away with humans - this particular faction is also avidly Marxist).  They're mission is to infiltrate a domed, computer-controlled, Pure-Strain-Human enclave.  Of course, the inhabitants of the enclave are all clones - Engineered humans as mutated as the next denizen of Gamma Terra, but they can't let the computer know that.

0033 - The Iron Society has taken over a television station and need to find certain items to get it working again to broadcast their propaganda.  They have once again tricked the party into helping them find cameras, microphones, lights etc.
0031 - Dr. Smiley has created 8 robots with different elemental powers, and sometimes boomerangs or scissors.... and has taken over the ruined city of Chigo. It's up to you to defeat Dr. Smiley and his robot masters to bring peace in the year 2XD6....


This one is so painfully obvious, I think I have to run it. I can't believe it had never occured to me.


0034: A group of green mutants known as the "Mints" lives in the tunnels under [City]. They have tough carapaces and exceptional hand to hand skills. They emerge from the tunnels to battle anyone they consider "evil-doers" (this means the party), and to search for the "'Za Lord" who will lead them to the promised land of plenty. They will attack anyone with the Enormous Feet mutation on sight.
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
0035 - A cryogenically preserved Bob Barker has been unfrozen.  He's now been rejuvianted thanks to the magic of Omega Tech and went back to the thing he did best - host the Price is Right.  His reasoning was that in a world so beset with chaos and tragedy that a little fun is what is needed to make it a better place.  It was a great idea until he ended his first broadcast with his traditional plea to 'please have your pets spayed or neutered.' 

The Hoops and Badders have been storming the city gates ever since. 

0036 - Your entire hometown is about to be ruptured by a gravity flux. You need some type of magical item that can manipulate or defy gravity. Legends tell of an orb that can do just that. It is known as... the fushigi ball.

0037: The town the party is from comes under attack by droves of androids who begin to capture and teleport people away. The party is captured and brought to a plant that the androids have converted to "assimilate" all mutants and humans, making them cyborgs to expand themselves. Can the party escape and stop the sinister androids before all thier friends and family are turned into an army of cyborgs?
0037: The town the party is from comes under attack by droves of androids who begin to capture and teleport people away. The party is captured and brought to a plant that the androids have converted to "assimilate" all mutants and humans, making them cyborgs to expand themselves. Can the party escape and stop the sinister androids before all thier friends and family are turned into an army of cyborgs?



OMG ... I just have to do this ... the party eventually find out that the androids, who collectively call themselves 'Daborg', base their whole existance on the 'docrtine' of 'The Creator' ... by a fluxed out corrupted mega computer who has been infused with episodes of Star Trek specifically relating to the successes of The Borg.

Thx heaps!!!! Cool
GMT +10 (Aussie, Aussie, Aussie ....)
0037: The town the party is from comes under attack by droves of androids who begin to capture and teleport people away. The party is captured and brought to a plant that the androids have converted to "assimilate" all mutants and humans, making them cyborgs to expand themselves. Can the party escape and stop the sinister androids before all thier friends and family are turned into an army of cyborgs?



OMG ... I just have to do this ... the party eventually find out that the androids, who collectively call themselves 'Daborg', base their whole existance on the 'docrtine' of 'The Creator' ... by a fluxed out corrupted mega computer who has been infused with episodes of Star Trek specifically relating to the successes of The Borg.

Thx heaps!!!!




No problem, the borg are perfect for gamma world.

You are so right, Ravenblood

The adventure is in production as we speak!
GMT +10 (Aussie, Aussie, Aussie ....)

0038 - When a PC flys unusually high - perhaps a hawkoid, or via Omega Tech like a jetpack or skycycle - over or near a previously explored, uninterresting area, he notices a subtle circular distortion or whorl in the terrain about a hundred meters across.  It's only visible from the air, like a crop circle, but more subtle.  It's of alien origin: it may turn out to be a 'signal' from an alien explorer awaiting rescue near the center, or the outline of burried saucer.  Either way, Area52 tech (and alien danger) await the PCs.

 

 

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0039 - Your party has recently uncovered an old ripped book. It appears to be the beginnings of a story about an event like the Big Mistake. Multiple earths were being merged together. Another book took place after the "Crisis" but the world was relatively unscarred by the merging of multiple realities. Sheajud, an elder in the community, argued that we should discover the secrets of their success but most people didn't want to waste the time. She has asked you to go to IJ ollect, an archivist stronghold. They have many similar types of books.

(For those who don't recognize it, they found an issue of Crisis of Inifinite Earths.)

Identical Games

D&D Published World foums at The Piazza (Dark Sun, Mystara, Spelljammer, Planescape, and more); Core Coliseum; D&D Material including my Master/Expert DM Competition entries

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