Requesting advice on running the Adventure in the Book

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So I'm thinking of running Steading of the Iron King this weekend. Can anybody who has experienced it in play offer any general suggestions / things to watch out for?
Its really a little dry on the fluff, more a string of encounters then a real full fledged adventure.  So spend some time ahead of time building up some extra fluff of your own if your players like alot of exploration and RP.  Its also a very linear dungeon crawl, so if you'd like to give your players the choice to try more choices you'll probably need to make a few extra encounters yourself.  Not hard, but again you'll need some prep time.

Overall its not a bad little intro to Gamma World.
I agree that it's a bit fluff-light.

What I did was to re-read some of the older editions of GW to get more "in the mood" of the setting. (Of course, the background for the new GW is slightly different from the older ones, but the old books have more general information to get me thinking about a post-holocaust world.)

I'd like to find more novels that deal with this stuff. Brian Aldiss' Non Stop is a nice read for Metamorphosis Alpha, but it doesn't really pertain much to a disaster-on-earth setting. I'm sure there are some good GW-style books out there, and maybe someone has some suggestions? (I don't even need them to be slapstick comedy. Most of my GW games are more serious, anyhow.)

Marv (Finarvyn) Master of Mutants (MA and GW) Playing 5E D&D and liking it! OD&D player since 1975

The Hiero books are great, but they stop after the first two leaving a lot unfinished.

Here is some fluff that I am using:

The hoops are actually part of a cryptic alliance Called The National Socialists Party, lead by a possessed Teddy Ruxpin who is inhabited by an aspect of Hitler.  The Animal Nazi's have a hatred of humans because they destroyed the world.  The SS  hoops mission is two fold, get the robot part of the factory working and bring the badders under their control.  The badder warren is quite extensive, as is the stupendico factory.  The young badders are joining the Animal Nazi's and the older ones know it could mean the destruction of them all.  Characters need to go for the throat and kill the SS operatives, otherwise the larger plan starts to swing into action...
My angle is that the Iron King has gone messianic.  He believes he is the new messiah that bridges biological and robotic life forms and will bring Gamma Terra under his rule.  Putting on that robot control helmet drove him quite mad.

I may include some proselytizing disciples as an earlier non-combat type thing.  

"Once you repent and accept the Iron King's salvation and ask him to come into your heart, you'll have electro-redemption.  I can only begin to describe the peace you will feel once you are one of the electro-redeemed.  It's wonderful to be truly saved-- being able to be reloaded in case of data loss-- who but the Iron King can offer such a thing?"
Read the descriptions of the encounters thoroughly, there are many cool terrain features, humming machines, radioactive craters, beta moss, robotic arms and vats of nano goo.  Each of those terrain features have different game mechanics features.   There is a note in the barracks of, described in encounter 2.  It is a good rp artifact, It is a warning from the Iron King to his gaurds to leave his robots alone.  I would play the porkers, dabbers and other hoops as intimitated by the Iron King and his robot minions.  The Yexil seems to be a mercenary, I would allow a chance for Pcs to discover his motivation (payment?), and make a counter offer, especially if it is bloodied or the other guard have been defeated.   Then again maybe the Iron King treats the Yexil well and even at one time saved its life, makind it a loyal to the death. 

The Hoops and rocke robot, could have a rivalry.  The hoops have been followers for a long time and helped the Iron King take over the facility.  The robots are his new troops unquestiongly loyal.  They could exchange jibes and jeers as they fight the Pcs. 

Any villian called the Iron King is a meglomaniac, in the final show down have the Iron King refer to himself in third person, and reveal how the Pcs cannot stop the Iron Kings destiny to rule Gamma Terra.   
I'm running The Iron King as a possible subordinate of a greater threat, a sinister (And possibly fictional) entity known only as Number One. Number One is intending to expand their operations, and for that, they need reliable troops, not Badder thugs or Hoop lunatics. Hence them seizing a robot production facility.

But when the party defeat The Iron King and quite possibly trash the factory, where else will Number One look? And there you have a possible bridge. Maybe to another robotics factory. Or a genetics lab. Or for all you know, they're summoning the very hordes of Hell itself.
Will they have to do number two before they take on number one? Is that going to be their duty in the game?

The adventure in the rulebook will be a side quest in my overall campaign and I might even run the gameday adventure again but with changed up critters.
I fluffed up the "village" that is under siege rather than the Iron King and his motivations.  My village is an outpost built into a stadium - the villagers are self-sufficient, have got a good thing going, and generally don't go outside much.  So, when these explodey things start rolling up and exploding, they're in a bit of a quandary.

So, it sure was lucky that this handy group of adventurers showed up!  I gave them the backstory that all the PCs were members of a roving entertainment group, a Circus Mobilis, if you will - however, negotiations with the villagers went awry and they ended up being ordered to remove the robot threat.

From there it's just "on the rails" through the book encounter, although I've been juggling with the effects and creatures a bit to keep things moving.
Thanks for the advice so far, and more is of course welcome. The game was postponed do to work scheduling (to many 12 hour days in a row) but will probably happen a later week, so its giving me a lot of time to reread the material with all this in mind.
I did flavored the village as well.  It was the middle of summer and the town of Deerpoint was holding a Star Wars under the Stars; Midsummer movie festival.  A digital copy of the movie, being on of the few artifacts from the ancients left, brought hope to the town folks and farmers of the surrounding area.  The town lied near the Mississippi and had a refinery producing biodeisel, important to the re-emerging mercantile trade on the mighty river.

Anyway, I had the errant missile from the defective robot hit fly over the crowd watching the Star Wars movie and slam into the granary a few hundred yards beyond the movie screen just as the Death Star explodes.  Byt the time the Chewbaca roars and the credits roll, the towns granary is on fire.

The other night, Elvis found the note in the badder's barrcks from the Iron King.  He made a conspiracy theory check, on the spot, I told him about how the Iron King, was a hoop who terrorized human towns with an army of mutant humanoid animals.  They were defeated a few years ago, but no one recovered the body of the Iron King. 
Have the players be prepared to roll up a new character if they die.  GW can be deadly if you play it strictly according to the stats as presented.  And do them a favor and allow them to bring a new character in at the same level as the rest of the group.  And optionally, let them level up in mid adventure if you think it's necessary.

I found that the Iron King encounter at the end was fairly nasty.  Keep an eye on the difficulty level on that one.

OD&D, 1E and 2E challenged the player. 3E challenged the character, not the player. Now 4E takes it a step further by challenging a GROUP OF PLAYERS to work together as a TEAM. That's why I love 4E.

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"People treat their lack of imagination as if it's the measure of what's silly. Which is silly." - Noon

"Challenge" is overrated.  "Immersion" is usually just a more pretentious way of saying "having fun playing D&D."

"Falling down is how you grow.  Staying down is how you die.  It's not what happens to you, it's what you do after it happens.”

I'm quite enjoying Steading of the Iron King - been running one or two encounters per game night for the last three weeks for my players. As written it is pretty dry, but it's the DMs job to expand on the bare bones.

I've hit a snag with S7: Restricted Area though, and I'm not sure if it's because I'm misreading the trap or not. If I'm right, when the laser mesh attacks it creates a close burst 5 centered on the triggering character. This burst would cover virtually every square in the room, potentially hitting everyone including the hoops & guardbots for 2d8+4 damage. This room massacred both my players and the defenders, who were within the attack range of the trap in their default positions. Am I misreading something here?
It's a burst that targets the triggering creature (and only the triggering creature).

so it looks like this:

[                *                   ]

But only hits the *

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when the laser mesh attacks it creates a close burst 5 centered on the triggering character.

There's your problem... twice over.
A: Close bursts are always centered on the ATTACKER - in this case, the trap
B: Nothing in the description says it attacks "all ____ in burst". Every burst specifies what in the area is affected... all creatures, all enemies, one ally, etc etc.
It says "triggering creature in burst". That's the target - "triggering creature" (singular)

The close burst is the area it covers. This also establishes range if the target has a reaction power to move away... if they move but end within 5 squares, they're still in range and get hit.
It's also a close burst because Rat Swarms are vulnerable to that, and anything that triggers on a Ranged or Melee attack is not valid.

There are lots of bursts in D&D that only affect one target in the burst - healing word is the most common.
AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
Something that's been on my mind about the S7 map - does the trap re-fire after the creature slides down towards the center due to the slippery floor (creature fails check)?  Or is it a "once per turn" action, like an opportunity action?

Now that I spell it out I think I will go with once-per-turn so as not to make smoking shadows of my PCs, but.... 
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