Community

 
Jump Menu:
Post Reply
Page 1 of 4  •  1 2 3 4 Next
Switch to Forum Live View Gamma World, Seriously
3 years ago  ::  Oct 09, 2010 - 10:18AM #1
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199
So we all know that the newest version of Gamma World is a little wacky. If you are looking for a "serious" post-apocalypse game, this isn't it.

But could it be?

If we wanted to run Gamma World Seriously (GWSrsly), what would you do? To the game mechanics, to the setting, to the monsters and powers? Or can these elements all stay the same, and all that is required is a change of tone at the game table?

I'm not here to debate the decision, per se. Wizards had a vision, they implemented it, and that's cool. Likewise, I am not here to tell people they should play GW any specific way. If you want to keep the game wacky, go for it!

But for those of you who find the idea of "serious" Gamma World to be worth thinking about: 

Should we...
  • Allow players to create characters they want, rather than use the random tables?
  • Come up with a new way to determine your starting Alpha Mutation and Omega Tech, other than random draws from a created deck?
  • Alter the idea of Alpha Flux, to enable powers which make sense with what you have already displayed?
  • Remove "Gonzo" elements from the background, such as the infinite worlds in one place concept, replacing Istar, Area 52, and Xi with equivalent organizations which existed here, on our world, before the Big Mistake?
  • Something else?

 
The Doctor Comics Blog: doctorcomics.blogspot.com
On Twitter @doctorcomics
GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
Quick Reply
Cancel
3 years ago  ::  Oct 09, 2010 - 10:49AM #2
AH_Plagued
Date Joined: Jun 20, 2005
Posts: 139
I think it's potentially pretty easy. The tone of the game isn't serious, but outside of the prescribed random-ness there isn't anything in the rules that requires you put a humourous spin on everything. I'd say 85-90% of the game is flavor, and you can easily toss out what little background material there is in favor of a homebrew and more seriously toned setting.

Mechanically I'd remove random character creation (just use standard arrays and let players pick their origins) and random alpha mutations. Players choose an Alpha Mutation to be a permanent power, providing for some oversight for potential balance issues. Possibly require that the Alpha Mutation's keyword match one of their origins.

I can't think of any quick and easy way to convert the Omega Tech to a parcel system. But having a random deck is pretty much identical to having a random table, so unless you want to more strictly control how items are acquired I wouldn't finagle too much with loot distribution.

Because Omega Tech acts partially as an additional power and partially as equipment, I wouldn't change the rules for using it too much. I'd stick with the 'tap to use, roll to re-use, salvage to make it permanent' system. This isn't inherently goofy and still reflects the unreliable nature of the equipment.
Quick Reply
Cancel
3 years ago  ::  Oct 09, 2010 - 2:35PM #3
skinnyghost
Date Joined: Oct 9, 2010
Posts: 1
I picked up Gamma World specifically because it's so gonzo and whacky.  If I wanted serious apocalypse, which I often do, I'll play Apocalypse World.

Quick Reply
Cancel
3 years ago  ::  Oct 09, 2010 - 6:22PM #4
dulsi
  • Heroic Dungeon Master
Date Joined: Aug 27, 2006
Posts: 1,506
This was posted in a thread in the Future Releases forum.

Oct 9, 2010 -- 5:35PM, Tony_Vargas wrote:

Another variant I was considering was persistent mutations:

The  first 8 times you draw an Alpha card, you keep the card (or have the  option of keeping the card, maybe).  Once you've reached 8 Alpha cards,  that's your player deck until that character dies.  That would give each  character a unique set of mutations.  With only the 30 cards  in the box, though, that'd only work for less than 4 players...   Have  to wait for a 'complete Alpha Deck' product for it to work well.


Similarly,  when a character fails an Omega charge roll, he retains the card and  builds it into his Omega deck.  When he 'draws it from his Omega Deck'  he doesn't find the same item again, he finds a power cell or jurry rig  part that gets it running again.  Yeah, that'd actually make some sense.



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
Quick Reply
Cancel
3 years ago  ::  Oct 10, 2010 - 9:43AM #5
Doomed_Prophet
Date Joined: Dec 13, 2008
Posts: 39

Here's how I started up the campaign (post-game test with the group):


1. Since the characters were all starting out from one community I rolled their primary origin (which came up Android) and set the tone for the community that they grew up in (Since the day you came online, Ced R Poi has been your home. The players are all the "offspring" of the androids that were installed at Cedar Point amusement park in the future).
2. Then the characters rolled their secondary origin (with one rolling Android and he quickly said that he was the descendant of the chosen "Maint'n Monks: They who keep the servos oiled.")
3. When it came to Alpha Powers they got to draw once and that's their first power. Doesn't get shuffled away into the oblivion of game death after the first encounter. It can be changed out if the player undergoes the "Challenge of the Great Glow" and meets the "High Programmer". As they level up (and/or due to certain circumstances: i.e. exposure to mutagens) they'll get another Alpha Power that they get to keep.

A lot of this comes from having grown up with the original Gamma World and trying to integrate some of the aspects of it into this iteration, and TOTALLY junking the whole "Dimensional Collision" idea...

Quick Reply
Cancel
3 years ago  ::  Oct 10, 2010 - 6:45PM #6
Strand0
Date Joined: Sep 1, 2007
Posts: 2,025
Make a system for Pure-Strain Humans. Probably some system of 4 or 5d6 keep the best three. Only extreamly fit humans have survived to this point.
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
Cancel
3 years ago  ::  Oct 10, 2010 - 8:09PM #7
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732

Oct 9, 2010 -- 10:18AM, DoctorComics wrote:

If we wanted to run Gamma World Seriously (GWSrsly), what would you do? To the game mechanics, to the setting, to the monsters and powers? Or can these elements all stay the same, and all that is required is a change of tone at the game table?


Well, probably run the rather dismal 6th edition (which was liscensed to WWGS under some name I don't remember) instead of the current one.  But, then, I kinda like whacky - I run /1st Ed/ GW sometimes.  Yeah.

But for those of you who find the idea of "serious" Gamma World to be worth thinking about: 

Should we...

Allow players to create characters they want, rather than use the random tables?


For a 'serious' game you want players to care about their characters, that means letting them put some care into them.  So, yes.

Come up with a new way to determine your starting Alpha Mutation and Omega Tech, other than random draws from a created deck?Alter the idea of Alpha Flux, to enable powers which make sense with what you have already displayed?


Yes, definitely.  Even for a whacky game I'm seriously (npi) considering this.

Some possibiities: 

/Do/ let the players build their Alpha Deck, but keep it to a small and the same size for all players.  I'd say something like 4 mutations at first, add one each time they level up and get to have another Alpha Mutation active.  Keep the 2-duplicate limit.  So 8 cards at first, up to 12 at high level.  When the player deck runs out, or durring an Alpha Flux, you could still have them draw from the DM deck.  Alpha Flux you might want to limit to actual radiation exposure.

Do not use player Omega Decks for found equipment.  Instead, start with no player decks.  As players find stuff, they draw from a (hopefully artfully stacked) DM Deck (or you just give them cards you've picked). When they fail a charge roll, they don't have to discard or salvage the card, they can, instead, put it into their Omega Deck.  Once their Omega Deck reaches the minimum 7 cards, they can start drawing from it.  Drawing from it doesn't represent finding the item - it represents finding something (a power cell, replacement part, charging port, etc) that can get it working for a while, again.  Put a maximum - maybe 12 - on the size of the Player Omega Deck (you can only cart around so much junk), you could also have each salvaged item reduce that maximum.


Remove "Gonzo" elements from the background, such as the infinite worlds in one place concept, replacing Istar, Area 52, and Xi with equivalent organizations which existed here, on our world, before the Big Mistake?


You could just drop the Big Mistake thing and go back to the original Shadow Years future history.  There would be no real difference among the types of Omega tech, though. 


Something else?


Add healing surges (base them on origin, each origin should give you 3-5, and they add together).  Model serious wounds and radiation exposure as diseases.  (both using 4e D&D mechanics)   Have the standard 2-origin characters represent 'mutants,' but also allow single-origin 'mutated humans,' ('human' is their primary origin - put an 18 in whatever you want, or stack it with their secondary origin - that's righ, no Alpha Mutation Overcharge bonus, you're just not that mutated) with single-origin Engineered Humans representing the 'Pure Strain.'  Give single-origin characters a 'class' - D&D martial classes would work fine (let them pick just two skills to get a +4 in, instead of getting trained class skills, and half the usual surges to add to their origin's surges, let Fighters have their higher hps).  At each level after 1, they can choose to take the ability from their origin, or the ability their class gives them at that level (+1 to two stats insead of an additional Alpha mutation, for instance).  If you /really/ want a pure, pure-strain human, use a D&D Human with a martial character class (but choosing 5 GW skills to get a +4 in, instead of the usual class skills, and rolling 4d6, drop the lowest for stats...).  Let class Weapon powers work with whichever stat the weapon being used would normally work, and ignore most weapon-specific requirements - for that matter, if it can make sense at all, let any Weapon power be used with a ranged weapon.

Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
Quick Reply
Cancel
3 years ago  ::  Oct 11, 2010 - 8:35AM #8
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145

Oct 10, 2010 -- 8:09PM, Tony_Vargas wrote:

Add healing surges (base them on origin, each origin should give you 3-5, and they add together).


Rather than re-instituting surges which don't have an inherent use (obviously you would be adding that in later), consider a mechanism that works with the second wind:

  • Straight up, add a third wind, or a fourth wind.
  • As above, but make the action required escalate: third wind is a move, fourth wind is a standard.
  • If a player has expended their second wind, allow them to make a saving throw at the beginning of their turn to regain use of their second wind.  (This could produce an unstoppable stream of healing, be warned.)
  • As above, only instead of a free saving throw, they may choose to make their standard end-of-the-turn saving throw to do it.  (In which case they forgo the shrugging off of effects.)

Quick Reply
Cancel
3 years ago  ::  Oct 11, 2010 - 11:34AM #9
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732
Ironically, my intent in suggesting adding surges was to be more gritty and realistic.  I know surges are pretty 'heroic'/action-movie-like and not very realistic, but compared to healing fully from anything in 5 minutes, they're a step in the right direction.     They also work with mechanics like diseases, and can be used by the DM model things like exhaustion and privation.
Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
Quick Reply
Cancel
3 years ago  ::  Oct 11, 2010 - 12:11PM #10
tallyrand
Date Joined: Nov 13, 2006
Posts: 40
Here's what I'm doing, It's a combination of House rules, some cribbed and expanded from Dark Sun, and a set of cards and handouts for the players.

Character Sheet:
www.4shared.com/document/o1wh2YYN/Gamma_...

Wound Cards:
www.4shared.com/document/mSkR9HRz/Wound_...

Equipment/Gear Cards:
www.4shared.com/document/dKsgUHYv/All_Eq...

The Equipment cards are for for generic stuff that the players may find/use/trade.  I have cards for:

Clean Water
Dirty Water
Rations
Scrap Salvage
Tech Salvage
Junk Salvage
Heavy Ammo
Light ammo
Guns - Heavy/light, one/two handed
Ranged & melee weapons, Heavy/light, one/two handed

For the assorted generic salvage cards, they all have numbers 1-9, and when they are used to fabricate/trade/repair if you want you can  roll a d10 to see if you have "just the right thing" and get a bonus of  some sort to the action.

For the wound cards, if you are going to use the rules below, print out as many Wound cards as you could expect to show up in a really  bad combat, and as many Lingering Wound cards as you want for a nice  random draw with chances of stacking penalties, I had a pack of sleeves  for them, so I printed out 9 sheets of Lingering Wound cards for a deck  of 45, I don't expect to use that many of course.

Tallyrand's House Rules for GAMMA WORLD

CHARACTER CREATION:  The way I have this allows the players to choose the origins they want for their characters, but it rewards them for rolling them randomly. 
1: Pick 2 Origins, 1 Primary, and 1 Secondary, then roll remaining Attributes straight down with 3d6
2: Roll one Origin, and choose the other, assign Primary and Secondary and either roll remaining attributes straight down with 4d6 dropping the lowest die, or roll 3d6 for remaining attributes, assigning them where you choose.
3: Roll both Origins, assign one Primary and one secondary, then either roll 4d6 dropping the lowest die for remaining stats, assigning them where you choose or roll 5d6 dropping the two lowest straight down.

LITERACY: Reading and Writing have fallen by the wayside since the Big  Mistake, and books are just another source of kindling to some.  If you  choose, at character creation, you may make your character illiterate,  this may cause some problems down the road, but hey, you can't help the  way you were raised.  If you choose to be illiterate, you must be doing  something with that extra room in your head, so whenever you draw Alpha  Mutations, you may draw one additional card and return the one you don't  want back to the bottom of the deck. 

WOUNDS:  The world is harsh and unforgiving, the result of fighting is  that you get hurt, and the only thing that can help you is rest and some  medical attention.  These aches and pains are represented by Wounds and  Lingering Wounds.  You take a Wound in combat:

-The first time you are bloodied.
-Each time you fall below 0 hit points.
-Each time you fail a Death Saving Throw.
-Whenever you take a Critical Hit – Minions deal no Wounds on a Critical  Hit, regular monsters deal 1, elites 2, and solos deal 3 Wounds on a  Critical Hit.

Wounds give the character a cumulative -1 penalty to all Attribute and Skill Checks.

At the end of combat, after a short rest you make a saving throw for  each Wound you have taken, a success means the wound is discarded, a  failure means the Wound becomes a Lingering Wound.  With a Hard  Constitution Check, or a Hard Science Check for First Aid you can get +2  to your saving throws.  You only have time to make one Science/First  Aid check for yourself or someone else during a short rest.

Lingering Wounds give the character a cumulative -1 penalty to all  Attribute and Skill Checks, as may give cumulative penalties to Speed,  Defenses or To Hit Rolls.

At the end of an extended rest, you automatically heal one Lingering  Wound.   After that you may make Hard Constitution Checks or Hard  Science/First Aid checks to remove each of your remaining Lingering  Wounds.  There is enough time during an extended rest for one person to  tend to everyone's Lingering Wounds with Science/First Aid.  When healed  of Lingering Wounds, the player may choose which Lingering Wounds are  discarded.

SURVIVAL:  Just about everyone needs food and water to get by, and some  need more than others.  Except for those noted below, everyone needs one  ration of food and one gallon of clean water every day to get by.  The  exceptions are:

Android – Needs neither food nor water to survive
Cockroach – May drink Dirty Water without penalty, and may declare rather questionable things to be “rations”
Giant – Needs double food and water rations
Plant – If exposed to sunlight for just one hour a day, it does not need a food ration
Radioactive – May drink Dirty Water without penalty
Rat Swarm – May drink Dirty Water without penalty, and may declare rather questionable things to be “rations”
Speedster – Needs double food rations

Failure to meet your survival needs has penalties, if you don't meet  your needs for a day then at the end of the extended rest Science/First  Aid may not be used to cure your lingering wounds.  Additionally you  start the next day with additional lingering wounds if you did not meet the  previous day's survival needs:

Did not eat a Food Ration +1 Lingering Wound
Drank Bad Water +1 Lingering Wound
Did not drink at all +2 Lingering Wounds

WEAPONS BREAK:  Let's face it, most weapons are junk, if you are going  into battle with a meat cleaver duct taped to a baseball bat, it's not  going to last forever, and even a well preserved handgun in Gamma World  is still over 150 years old.    Any time you roll a natural 1 on your  attack roll with a non Omega Tech weapon, if you wish, you can push it,  and re-roll your to hit.  But hit or miss, the weapon you are using  breaks becoming a piece of useless junk.

___________________________________

That's all I have, I'm hoping for a fun wacky game, but I still want there to be a survivalist aspect to it as well.
Quick Reply
Cancel
Page 1 of 4  •  1 2 3 4 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing