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What are you exited about with GW? Any returning favorites? The techs or mutations? Pray tell.
My group and I are looking forward to trying out this latest version. In fact, when I put it too them I was surprised by the level of interest, as they are a pretty heavy fantasy oriented group. Either they like sci-fi more than I give them credit for, or they just a lot of trust me to run a good game regardless of setting.
The card mechanic looks like it's going to be a lot of fun to use and tweak. While I'm not thrilled with the CCG revenue model they went with, I get why they've decided to try using it [rev model]. It's too early to tell which I like more, tech or mutations, though I"m leaning a bit more towards the tech as it would be easier to adapt to a less mutation heavy and more serious version of a home brew I'm considering running. Once I have my hands on the game, I'll know for sure. If the game is as fun as I've heard, then I'm also really looking forward to Famine in Far Go, I think I still have my copy of the original one in storage somewhere.
Something I found out by experience is that even little kids can get into GW.
For my old pseudo-campaign, I needed to create a sign that might have been written by a barely-literate character. So I got my son (summer between grade K and grade 1) to help. I drew a skull in the middle and asked him to write "Go back or die" around it. This was about 10 years ago. I still have the sign in my GW tote. When he saw the GW ad beside the wiki, he remembered doing that sign.
The big question is:
How much support will WotC give Gamma World? Will they give us a full forum setup? As in, will we be able to have a "Rules" section, "Critters" section, "Settings" section, etc... Or will we get three supplements and a "have a nice day"?
I don't think any Edition of Gamma World has gotten more than half a dozen suplements/modules/whatever. It's one of the least-supported multiple-edition games in the industry.
However, we've already beaten the 5th (Alternity) Edition. 7th wasn't cancelled before it reached the stores. Actually, the history of Gamma World is a little sad. Not only has each edition had a short life and recieved scant support, but it's been repeatedly used to push something else. The 3rd Ed was used to test out the ACT system from MSH as a possible universal system. 5th was used (profoundly unsuccessfully - like I said, the line was cancelled before it hit the stores) to promote Alternity. 6th, d20 Modern. And, now, 7th, CCGs. At least the system in 7th is D&D-like, as were the 1st, 2nd, and 4th editions, the ones that were more about GW than promoting something else, so it doesn't really lose much of the Gamma World feel. In fact, the feel is pretty close to 1st, even if the future-history of the Big Mistake isn't anything like the much grimmer Shadow Years.
The Wizards release calendar goes through April of next year. There's nothing beyond "Legion of Gold" in February.
I suppose if the game sold a million copies, they might do more for it, but I think it would be wiser to treat it like Forgotten Realms 4E, Eberron 4E, and Dark Sun 4E. A few products, and its done.
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