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Gamma World comes back ahead of competators!
2 years ago  ::  Jan 30, 2010 - 12:32AM #1
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025
It is comming back in Three parts. This is the Third.

D&D Gamma World Expansion Kit 2: Legion of Gold
A D&D Gamma World Roleplaying Game Expansion
Richard Baker

The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain.
This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented herein can also be pulled over and used in the Dungeons & Dragons Fantasy Roleplaying Game.

This product includes:
160-page adventure book,
including new mutant monsters and
4 sheets of die-cut mutant monster tokens
A fold-out battle map

Item Details
Item Code: 254620000
Release Date: December 21, 2010
Format: Box - 10" x 10"
Page Count: 160 - 6" X 9"
Price: $29.99
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
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2 years ago  ::  Jan 30, 2010 - 12:55AM #2
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025

D&D Gamma World Roleplaying Game


A D&D Roleplaying Game
Richard Baker and Bruce R. Cordell

A wacky, wily roleplaying game of post-apocalyptic peril.Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.


The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils.


This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.

  • 160-page book with rules for character creation, game rules, and an adventure
  • 2 sheets of die-cut character and monster tokens
  • 2 double-sided battle maps
  • Cardstock character sheets and mutation power cards
  • Mutation power card deck
  • Loot power card deck

Item Details
Item Code: 254600000
Release Date: October 19, 2010
Format: Box
Page Count: 160
Price: $39.99




D&D Gamma World Expansion Kit: Famine in Far-go



A D&D Gamma World Roleplaying Game Expansion
Robert J. Schwalb

A new adventure and more monstrous mutants for your D&D Gamma World game!


The radioactive wastelands of Earth are home to many bizarre and barbaric creatures. The apocalypse hasn’t exactly made the world a better place. It’s survival of the fittest. Time to build a new food chain.


This game expansion presents a menagerie of mutant creatures and a ready-to-play adventure. The monsters presented herein can also be pulled over and used in the Dungeons & Dragons Fantasy Roleplaying Game.


This product includes:

  • 160-page adventure book, including new mutant monsters
  • 4 sheets of die-cut mutant monster tokens
  • A fold-out battle map

Item Details
Item Code: 254610000
Release Date: November 16, 2010
Format: Box
Page Count: 160
Price: $29.99

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
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2 years ago  ::  Feb 11, 2010 - 11:03AM #3
BryanLeeDavidson
Date Joined: Sep 14, 2007
Posts: 4
Will Gamma World have it's own page soon?   How is DND insider going to be involed in this? Will there be anything in Dragon or Dungeon articles?

I love this game so much.  I think I'll go back and read the old, Gamma World endless quest books I have.
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2 years ago  ::  Feb 13, 2010 - 4:54PM #4
dulsi
  • Heroic Dungeon Master
Date Joined: Aug 27, 2006
Posts: 1,490

Feb 11, 2010 -- 11:03AM, BryanLeeDavidson wrote:

Will Gamma World have it's own page soon?   How is DND insider going to be involed in this? Will there be anything in Dragon or Dungeon articles?

I love this game so much.  I think I'll go back and read the old, Gamma World endless quest books I have.



They don't currently expect to support Gamma World in the Character Builder/Compendium/etc.  I don't think they have explicitly said anything about Dragon/Dungeon.  I suspect it will be limited/none in the magazines.  The reasoning being that the mutations/loot are going to use cards.  Since people won't be able to print cards that are indistinguishable from the physical products, I wouldn't expect them.  They could still do adventures or other material but I don't expect them to take that away from D&D.

I was excited to here of Gamma World coming back but I've grown disenchanted with the current information.  If the game has a collectible card aspect, I'll probably avoid it.  I want to do a long term campaign which isn't what they are designing it for.

D&D Published World foums at The Piazza (Dark Sun, Mystara, Spelljammer, Planescape, and more)
Core Coliseum Characters: (Not Converted to Wiki yet) [3E] Morro Earthshaker - ECL 5, Orgauth - ECL 4; [4E] Epsilon-6 (Unfinished) L1
D&D Material including my Master/Expert DM Competition entries
Identical Games
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2 years ago  ::  Feb 13, 2010 - 7:09PM #5
BryanLeeDavidson
Date Joined: Sep 14, 2007
Posts: 4
Well I'm still excited about it.  I think there is going to be a lot of potential with it.  I just read "light on quest mountain" and am looking forward to some more Gammarauden .  The design teams I think have been rather on top of it with 4th ed D&D and I have faith that we'll be able to get a lot of good play out this set.  I don't think this is going to be like a CCG really, I do think if i want to do a "Red Steel" campaign with 4th ed it just got a lot easier.  I can alway make my own cards too.

Gamma World has been a game that you could run seriously or wacky, I think both options are going to be there for GMs and if you want al little both they both it will be there for us.  .

Thanks Wizads fun guys!
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2 years ago  ::  Feb 17, 2010 - 12:53AM #6
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025

This is a complete transcript of supplied Gamma World information.



D&D: Beyond the RPG - TranscriptThe audio file is in this News Archive
www.wizards.com/DnD/Article.aspx?x=dnd/4...


Introduction to Gamma World - Rich Baker talks. Host Bart Carol

BC: You are going to be presenting the seminar about Beyond D&D. Part of which is going to be about GW. Can you give us a quick introduction?


Gamma World is a game setting that has been around almost as long as D&D. It is a Sci-fantasy world. Sort of in-between The Road Warrior and Star Wars and generally post-apocalypse fiction.


It’s a mix of incredibly high-tech, power-armor, fusion rifles, people with awesomely powerful mutations, weird bizarre monsters. An America that‘s, the entire world really, that’s been utterly destroyed and laid waste by radiation and mutagenic diseases and all sorts of stuff. It is essentially a role-playing in a D&D style adventure, in a futuristic post-apocalyptic world. It a…


B.C.: Sounds a little dark, but from what I’m gleaning it has a fun, quirky element to it.


Absolutely. The setting is one that has always kind’s lent itself to a certain amount of humor, because your characters often had powerful mutations and drawbacks of crazy things like…, sure you might be able to shoot lasers out of your eyes, but you have narcolepsy and you might fall asleep in the middle of a fight. Or hey, you might have the ability to control the minds of others and make them fight as your puppet slaves, but you happen to have no skeleton… so you have to be wheeled around in a cart by your friends. You might be a plant. You might be a mutated badger. So it is just a bit wacky what things you could be.


So in returning to GW now, after a little time away from it, we wanted to make sure we presented a game where a lot of these sorts of humorous touches were there, but it is still was a pretty good solid D&D style game.


BC: Well thanks for the primer and looking forward to more details in the following seminar.


My Pleasure.


__________


D&D: Beyond the RPG


Gamma World - seminar - Rich Baker talks. (?) - some other voices


October release for the core box.


Gamma World box set - It is not a hard bound book.


In the box is:
A 160 page rule book:

  • Character generation
  • How to play the game
  • How to Game Master in GW
  • A decent selection of monsters. About 30 classic GW monsters and a couple of new ones. Because we had to throw a few new ones in there.
  • You’re first adventure. Will get you to about level 3 or so. So, it is a pretty good, self contained way to get you started on your GW game.

In addition:
4 token sheets - All the monsters in the adventure plus PC tokens. The good thick heavy cardboard stock with the linen-like surfacing to it.


(?): They are also in the [essentials] role-playing game starter set.


A couple of poster maps.


Deck of 80 cards - “form what we call the starter deck or the GM deck.” Are split into 40 mutation cards and 40 tech cards.


When you create a GW character there is a lot of stuff you get to control. It depends on [what you’re used to] I suppose.


(?): But that is the fun part!


But there is stuff that stays the same about your character, more or less, throughout your character’s career. PC generally contains two themes of mutations. Themes of mutations might be like Android or Seismic powers - and your big and tough and rocky. Or Giant, you’re really big. Or Yeti. You are part Yeti. This was Ursonoid until a week ago.


(?): You like Yeti. Brought it up again.


I took a poll around the office on which [name] was more cool. Ursonoid or Yeti, in the office. Yeti is 2.33 times as cool as Ursonoid.


But those components of your character are pretty much what your character is. We don’t necessarily use classes.


But in addition you have a random of over-the-top mutations. Which may be good or may be bad. That are reflected by these cards.


Also your really high-tech, crazy sci-fi artifacts are reflected by the Omega-tech as we call it. You might be able to arm yourself with an M-16, or a Stop-sign, or walk around in a bullet-proof-vest, or you maybe from a primitive part of the setting and walk around with a spear and leather armor. Whatever it is. But, as you find things, the really great crazy thing - like the Torque grenades, blaster rifles, Black Ray pistols, powered assault armor or things like that. Those all kind of live over in the card acquisition. So, the game comes with 80 cards for the GM which includes a full selection of these things. Plus we are going to create an entire deck of booster cards. 120 card set of booster cards, that will be sold 8 cards to a booster pack. Cost is $3.99 a pack.


With those cards you have the opportunity to customize you own deck of these specialty mutations and the special technology things. You don’t necessarily always know what your going to find these special things off your deck, because you might be drawing off the GMs deck. So you might say, I know I‘ve got disintegrating touch in my personal deck, but it turns out I have to draw from the GMs deck, and though I wanted disintegrating touch, and I got Big Floppy Feet.


(?): If you’re walking on snow your good.


If surviving the scenario absolutely depends on you not taking a penalty for running around a difficult terrain, of mud or snow, then big floppy feat will save your life. (Ha, ha, ha!) It is true that it might be a bit of a narrow power.


(?): You can do crazy things like that when you have the GM’s deck and the player’s deck.


That’s the Core rule set for GW.


We’re also going to do another, uh… two adventures/expansions that follow after that. The first is Famine at Fargo. Which sort of reprises the classic GW adventure that involved the dreaded Gallus-Gallus 13. Which was actually a giant mutant one-eyed chicken, with a bad attitude. The expansion has pretty much the same stuff as the core has. But it only has 10 cards, included with the expansion.


Then we have another expansion coming up in 2011. Because it is in 2011 I don’t think I can say what it is yet. But we are hard at work at that right now.


(?): Are the expansions in box sets.


Yes, the expansions are in boxes and they have much more adventure content than the base set. Because the basic set had to have all the rules.


We expect that probably 90% of the people who pick this up will very familiar with D&D. But we still have to include the starter rules. Explains things like this is what AC is, this is what Defense is, this is how you take a turn, all that sort of stuff.


And by the way, I do want to mention that the game is very compatible with D&D. For the first time in GW‘s history you could play D&D and GW pretty much inter changeably. There are a couple of rules that need a little adjustment. The skill list is a little different. You can drop D&D monsters in GW and they work just fine. You can drop GW monsters in D&D and they work just fine. The artifacts would be spooky and scary in the D&D game. (Laughs!) But it is build on the same chassis as how D&D powers are described. So, you know here’s the Fusion rifle. It’s going to be +17 attack that does 6d10 radiation damage. Not many D&D monsters have resist radiation. (laughs!)


(?): I could see places where using the mutation deck in D&D. Like in the areas of the spell plague in Forgotten Realms. Temp-mutation while you’re in this area.


Yes, absolutely.


Question for R&D about first experiences with the original GW - Generally discussing whether it was humorous or serious originally, and how that effected what they were doing now. Some had played it straight up, not as a total gag. But other had not. So, there is a tradition in GW over whether it is serious or humorous.


We made sure that the skeleton of the rules were solid. The rules have a bit of a snarkier tone then D&D and make a few snide asides. We let the ton powers and theme combinations carry the humor. Because let’s face it, if you are playing a Yeti/Cockroach - that’s just funny. “I’m part Yeti and part Cockroach and I’ve got a fusion rifle. Stay out of My way!”


Q: On themes creating PCs features and how they make powers? By smashing them together or [do] all your powers [come] from mutant and tech cards? - Themes do include some powers.


In fact, all the themes lean you toward character roles. Yeti is a big strong guy, that leans toward defender. He likes to be in melee. Cockroach in a fast & nimble. So leaning toward striker and has a power that as a free action he can spit acid.


Another part of the game is that you get a two themes that just don’t seem to go together. Then watch people try to figure it out. Hawkoid (a flying bird-man) and seismic? Interpreting themes is a lot of fun. Heavy bird? Finally realized that this is a gargoyle.


We have 20 themes in the first set. We realized that we wish we had 40!


12 more in Famine In Far-go and maybe 8 more in the one after that. We’re making more. They are fun.


We intend GW as a change of pace campaign. If you have to take time off from D&D. If you play straight through all three boxes, it would support about 5 or 6 months, of play at once a week. We don’t look at this as, “You are going to start a years long campaign.” Which is what every designer always hopes for. Just have some fun, then go back to D&D. Or you could go ahead and build new adventures or a campaign.


I wouldn’t rule out that we might have DDI support. No reason that we might not make adventures, or you guys tell us what you want.


Q: The necessity of Booster packs/mutation cards? - You don’t have to buy boosters if you don‘t want to. If you don’t have your own cards, you can just draw off of the GMs Deck if you don‘t have your own. But the problem with the GM’s deck is you might get Big floppy feet.


(?): Or you could pool cards and make a central deck. Make it crazy. So you’ve got options.


Q: Do you want to talk about the random element in PC creation? - Yes, we wanted to make it different from D&D. We wanted to make it something easy to pick up and play as easily as possible. The default option that we use around the office for figuring out what your PCs themes are is throw two D20 & that’s what you get. If you don’t like it? You what to do it again? We call you a wose and make fun of you. Because the spirit of GW is you get what the chart tells you.


So, we had that and we were going to have assigned ability scores for everything else, and pick your skills. Our development team looked at that and said rolling for development is so much fun, we want to keep going. We want to roll our ability scores. We want to roll our skill choices.


(?): Sort of old school?


Yes. But if you do get a theme that has a required minimal ability, it becomes 18. But for anything else you are picking up 3d6 and rolling. So, you might have Constitution of 4. I had some problems with this at first, but they had to talk me down off the cliff.


(?): Let is go Rich. (Ha, ha!)


But, I had to tell myself that back in the day when you rolled characters, 33% of the mutations were defects. Some were like Brittle Bones - double all damage. So a Con 4 is kind of like that sometimes a 3d6 will do nasty things to you..


Also why an 18 charisma? I don’t know… it is what the dice said. It must be a charisma mutation. There it is!


(?): PC creation is super fast.


Because of the fact that you don’t spend any time evaluating options. You just do what the dice tell you. You can create PC in 15 minutes. And that’s if you take the time to really look at the weapons table. Do I like the great ax, katana, or the tire iron. (Laugh) And I probably have to change a tire too. (Laughs)


(?): That seems like it is going to lend itself to organized play events. No hand out characters, just roll them up.


Q: On the generation of themes ? - I was very clever, bragging about this for weeks. 20 themes and the Engineered Human theme sitting off to the side. How to generate 21 options with 2d20? Then it came to me, when you roll doubles, you’re an Engineered Human. So you get the [rolled] theme and Engineered Human [theme]. So this is how you make things that aren’t necessarily Pure Strain Human, but might work. So if you got Android and Engineered Human, than you’re a Terminator. That’s pretty cool. Looks like PSH, it’s not green or has tentacles.


There’s telekinetic theme, a hyper-cognitive theme (greater perception powers) and other themes that would not effect appearance. Other themes that would be hard to reconcile with PSH appearance.


(?): Could the Cognitive guy just be a huge floating eyeball?


No reason you couldn’t do that.


Q: Use of Cards? - The cards are essentially powers. Some times they are persistent (like carapace, +3 AC) is going to last until the next time you change cards. The Language is, “As long as this is your readied power.” We’re all going to draw a new card and see what you got. [this happens] after a long rest or at the beginning of the adventuring day. Some powers are one use and its gone (like Gamma Eye). The assumption is that you are going to change cards at the end of each encounter.


The tech stuff is a lot of fire and forget stuff as well. So if you draw the blaster pistol, it is only going to be good for a couple of shots, before it breaks. I am not going to tell you the mechanic that decides that. But you get a shot or two then it breaks and is done.


Tech does not disappear because you sleep. But it might just be junk. Most of the things are going to be like encounter powers. A Black Ray pistol is going to get off a deadly shot, but then you have to see if it will work again.


There is a mechanic to “salvage” tech and make it part of tour character permanently. [The item] will operate at a lower level of power. In GW you don’t get +3 bow, you get a “salvaged down” Plasma rifle. This will function about as good as a D&D magic item.


Also the stuff in the GM Deck is not the stuff that is going to persist. You’ll use it and it goes away. [They] Also have narrow usage.


Q: PC progression? - Level faster than in D&D. To tenth level and then we stop at that point. Obviously, a fully geared up level 10 GW character is probably going to be stronger the a 10th level D&D character because a fusion rifles are just righteous. There is an advancement chart, and it looks like the one in D&D. And tells you when you get to choose new powers from your themes.


Q: Difference between GW and D&D mechanics? - (?): I can see someone starting with GW and switching to D&D.


There are some little details. Like probably no action points. Right now only monsters use action points, so we will probably drop them because we don’t want to use the space in the rule explaining something that only monsters use. We want to keep the monsters simple.


Questions about the product:
DNDINSIDER@WIZARDS.COM

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
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2 years ago  ::  Feb 18, 2010 - 9:57PM #7
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025

2010 D&D Product Overview (47 minutes into the Audio)


October. Revisting Gamma World. Different product format.


10” x 10” box. Rule book 160 pages. 6” x 9” Includes everything you need. Strong ly rooted in D&D. If you know how to play D&D, you’re going to know how to play this pretty. Its got character gereation. A little inromation on how to Game Master. About 30 different Gamma World monsters. Including some of the classics, like the Badders, Arn, Blaashes and the this and that.


Also includes about a 10 encounter adventure. Which will get you close to pretty close to 2nd level worth of XP. All in the on package.


Also a couple of poster maps. Token sheet. And we didn’t include dice in this one? (Someone, “No.”) Once again, we figure you guys, most of you at least have your dice.


With GW the assumption is that your character is probably going to be a mutant. You are going to have a couple of different mutation themes. So, you might be part Cockroach/part Yeti, part Pyrokinetic/part Yeti, or Plant/Seismic. You know there’s these [21] different themes. That kind of group different powers together. The character in 2 themes and you bolt them together. Arm them up. And send the on their way.


It is a lot of fun to play.


And the biggest, craziest component of this thing is that it includes a card component.


In the starter box is a deck of 80 Cards. Which is 40 tech cards (thing you might find) & 40 Mutation cards. Weird unexpected mutations you might suddenly manifest. Those might range from things that are useful. Like, oh- Life leech. To things that are not so useful or narrow. Like anti-life leech, or things that are just comical. Like (I used to call until recently...) Big floppy feet. Not terribly useful, but if you’re fighting in mud or snow you don’t take a penalty because you stay on top of it.


In addition to the cards in the starter set, what we call GM cards. We also have the GW Booster cards. Which is a place where you have, as a player, a place to invest in making your character better, uh… giving yourself better options on the card draws. So, things like powered-armor, and fusion rifles, and really good kick-butt mutations. Like Gamma Eye and all sorts of fun things like that.


A lot of those are in the boosters and you have the chance to have your character basically composed to some extent of the thing that are always true about ‘you’. Like you’re a Yeti and a Cockroach, and the things that are going to change, because this is GW and radiation just does that!


Character generation is a snap by the way. You can generate a character in about 15 minutes and be playing with them.


-- - -- -- - -- -- - -- -- - --


December
(follows several items later.)


Famine in Fargo is also a box. Like the first GW box. This one is a little more adventure focused. There’s an adventure in there, that’s about 25 encounters, give or take. (mumble) What’s that? 16? My [garbled] 16 encounters.


160 page book.
A couple of sheets of tokens.
A couple of poster maps.
It does include 10 additional cards for GM’s cards deck.


Questions about the product:
DNDINSIDER@WIZARDS.COM

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
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2 years ago  ::  Feb 26, 2010 - 11:30PM #8
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025

Some new or slightly different information from:
rpg.brouhaha.us/?p=2300


QUESTIONS & ANSWERS


Q: Can you roll a “pure theme”? Like Seismic Seismic?


A: (Rich) I did something clever for this. There are 20 themes, and you roll twice to get Primary and Secondary.  Roll the same number twice? You’re option #21 – Engineered Human


Q: How does the card mechanic work?


A: Cards are basically (encounter) powers. Some are persistant, some are when you want to use them.  Carapace, for example, would be an always-on effect. At the beginning of your day/after a long rest – everyone draws a card to see what they’ve got.   Gamma Eye – fry something with Radiation. Use it and it’s gone.


Probably change cards for mutations at the end of every encounter.  Tech is only gonna last a while: Blaster only good for a few shots – then it breaks.  You don’t necessarily lose tech when you stop for a long rest. Most will be junk, and you’ll maybe be able to salvage down really good tech to make it a permanent part of your character. GMs deck tech would be like “Rusty Laser Pistol” – good for one shot.


Q: Will Gamma World see DDI / Character Builder support?


A: (Chris) No plans right now, but it depends on what the community wants. Certainly not on the books for 2010.


A: (Rich) Gamma World will be simple enough that Character Builder support may not be needed “you guys” will likely have it broken down into Excel Spreadsheets in no time.


Q: Does Wizards plan to keep branching out into genre games like this more?


A: I think the 4E rules system is universal enough that, yes, we should be able to do more of this. It’s also possible that players could start in Gamma World and move on to D&D.


Monsters (may) have action points, player’s don’t.  This sounds like it may be in flux right now – so don’t be surprised if this changes.

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
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2 years ago  ::  Mar 04, 2010 - 3:48AM #9
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025
BLOGS - 

Gamma Design
Wednesday, March 3, 2010, 09:54 AM PST [Dungeons & Dragons]


This week will be my last fulltime week on Gamma World. It's been a wild, fabulous ride, and I want to thank my co-designer Rich Baker for a wonderful experience, as well as Rob Schwalb and all the developers including Peter Schaefer, Andy Collins, and Stephen Schubert. I haven't had this much fun designing a game in a long time.


I've always been a fan of post-apocalyptic scenarios. Which is sort of odd, because if I really had to survive through one, I'm positive it'd be a nightmarish ordeal.


Of course, the aftermath scenarios I enjoy are the kind where some element of the fantastic is part-and-parcel with the experience. Plus, so far anyway, I've always been able to enjoy Armageddon from the comfy remove of my reading chair or game table.


So, you're in luck; the new Gamma World offers both these luxuries: you can expect superscience oddities to go with your nuclear fallout, and you don't have to suffer the death of most everything you hold dear. Win, win, eh?


Not to mention, if you're really lucky, you may get to shoot beams out of your eyes.


Viva La Gamma Terra!
- WotC_Bruce


 


Further Gamma World Playtest
Wednesday, March 3, 2010, 05:15 PM PST [Dungeons & Dragons]


This Sunday past, my house group played another round of Gamma World. We had another fun, rough-and-tumble romp through the wasteland.


Roll of HeroesMiscreants: The party consisted of the Master (Paul), a nightmare mind-breaker with great mental powers and an enormous way with people; Gregor the Jung-er (Doug), an empath with the ability to pull duplicates of himself from other worldlines; Frigidaire (Mike), a plastic mutant with cryokinetic powers; and Herb (Alan), a zombie ghost.


The players all decided that the Master was, in fact, the master, and all the others had worked for him before they mutated and went exploring: his gardener (Herb), an applaiance repairman (Frigidaire), and his therapist (Gregor). Besides, the Master's social checks were enormous enough to ensure that anyone would generally agree with his whim.


Short story shorter: The small town of Gasstop was being oppressed by mutants who were taking money and "selling" an addictive, mutagenic drug in exchange. The PCs got caught up in the conflict when they tried to get a peaceful drink when the mutants attacked Ol' Stoney's Bar. After being offered free drinks and half-price gasoline for all time, the heroesmiscreants chased the oppressors up the mountain to a blown-up ski-lift.


The Master died, and the game wrapped up before we could explore the ramifications of a team's mental master dying.


Oh, and yes, I ripped up Paul's character sheet.
- WotC_PeterS

GAMMA WORLD Wuv
D&D: Beyond the RPG - Transcript
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http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390668593

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http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/DNDXP

2010 D&D Product Overview (47 minutes into the Audio)
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2 years ago  ::  Mar 04, 2010 - 9:43PM #10
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025

Gamma World and Random Cards


Thursday, March 4, 2010, 03:18 PM MST



Old news now, but they're updating the after the bomb campaign world of Gamma World into 4e... kinda.


The big news that really caught the community's attention is that the game will include a small deck of cards, and that after the initial release there will be randomized booster sets of cards. Yes, collectible cards being added to a role-playing product.


Gamma World? Huh?


Gamma World dates back to the late '70s. It owes much of its origins to pulp science fantasy set in wasteland dystopian futures. The game was remarkable for its mix of comedy with gaming, with kooky and silly mutations being prevalent. This allowed campaigns in the game world to run the range from Tank Girl to Road Warrior to The Road. This is both the blessing and the curse of the game: it's sharply divided audience. The forthcoming product really has to balance these two elements very carefully or risk alienating half its playing audience.


Playing Cards


All earlier editions of Gamma World have had random mutation tables. The typically Gygaxian charts that require a d100 roll to randomly decide some outcome or result. Past editions of D&D used them for monsters, magic items, treasure, and more. Gamma World used them to determine character elements and mutations, which were essentially powers with a negative and/or positive effect.


The problem with charts is once they're printed they're hard to change. If I buy an monster expansion then the random monster charts in the DMG are incomplete. I have to use ones in the expansion, which is fine. But if I buy a second monster accessory then both the DMG and first expansion's charts are both wrong. True, the second book could have a new chart, but what if someone just buys the second book? The problem gets exponentially worse as more and more books are published. You can't have 3-4 variant charts depending on book combinations without publish a book entirely of charts.


And then there's the divided audience. If half the audience wants grim and serious action stories in a post-apocalyptic wasteland they're not going to like charts that include radiation-induced giant gerbil teeth.


But, if you add cards to the game, suddenly the table problem goes away. Instead of rolling on a table for loot or mutations you draw a card. It is continually up-datable with new content and all the required information is easily available. By removing cards you can customize the feel of your game making it sillier or more serious. I love this ability to actively customize the game. If this is how they're adding the cards then it's a great idea that really works. 


Cards as a random loot element also really add a positive element to random cards expansion sets. Unlike Magic: the Gathering, it doesn't matter how many trash cards you draw they can still find a place in your deck. Doubles are welcome as long as the player's don't grow too tired of specific mutations. And unlike D&D Minis the storage of extra trash cards is easy and unproblematic.


Rare cards do pose a problem. To get the really rare and interesting cards you'd have to buy many extra packs. Those cards also go into the deck so you essentially have to draw the rare card twice: once from a pack and once from the deck.


Testing the Waters


In the late days of 3e I dismissed all the rumours that "product X was a test for 4e". I speak of products like Star Wars Saga and Tome of Battle, which did indeed turn out to be idea testing for 4e concepts.


So, hesitatingly, I say that Gamma World is a tentative first step in concept-testing for 5e. If it sells fabulously and the cards and expansions sell well then cards will likely be considered for 5e. They've tried to pair collectible gaming with straight D&D RPGing before, through the mini line. It's not hard to imagine powers or items being sold in collectible packs.


They couldn't get barcodes used to unlock content work for DDI and 4e's core books (and this is probably costing them sales as people just keep their subscription up rather than buying monthly splatbooks) but cards unlocking content is an established business. The packs come pre-sealed and WoW already does this well with rare cards unlocking game content.


Is this a bad thing? I have no idea, and it will really depend on how well Gamma World does in the long term. I can imagine expansion cards selling well initially, but quickly dropping as people reach a saturation point when they already have more cards than they'll ever be able to use.


I don't personally like the idea of having to purchase expansion content, and one of my initial complaints with 4e was the restrained amount of content in the first few books all but necessitating later purchases. Adding a random element just makes this more of a cash grab.


But, for a side-game that I don't rely on to fill a quarter of my weekends, sure, add some collectible cards. There's less emotional investment and desire-driven necessity to complete my collection. Especially since it really fits with the random element of the game and works so well with desire to customize and tweak.

- Jester


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
Quick Reply
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