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3 years ago ::
Oct 11, 2010 - 8:28AM
#11
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I've played two GW games so far and I've seen more roleplaying happening in them than I have seen in any standard 4e game. Getting players thinking about how to describe what they are based on the two origins and what their starting armor and weapons are really seem to go a long way towards sparking the imagination and getting everyone into the world.
This is exactly what Ive discovered as well. Since it is way more lethal, the players have been roleplaying through encounters or coming up with ways to overcome an encounter without any combat. Its been really exciting and refreshing for once.
But failure is also fun as well, they love to hear gruesome details of how they die or how a failed science check actually had their character mix the wrong chemicals and cause a huge explosion.
I also love the starting gear of choosing armor, melee, and ranged weapons. So much I think I want to do more examples for the different weapon categories.
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3 years ago ::
Oct 11, 2010 - 9:28AM
#12
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You add your stat mod to the DAMAGE rolls of many attacks.
And you already do that in 4th Edition D&D. Not sure how this is different.
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3 years ago ::
Oct 11, 2010 - 10:14AM
#13
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Date Joined:
Jun 21, 2008
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You add your stat mod to the DAMAGE rolls of many attacks.
And you already do that in 4th Edition D&D. Not sure how this is different.
Hmmm...for some reason, my spell check changed "level" to "stat mod."
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3 years ago ::
Oct 11, 2010 - 10:26AM
#14
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Date Joined:
Mar 26, 2010
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Another thing I found "missing" is rules for Skill Challenges.
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3 years ago ::
Oct 11, 2010 - 10:48AM
#15
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Date Joined:
Dec 13, 2008
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Skill Challenges: How about the Game Master sets up the environment (along with descriptions), sets difficulties for completing/gaining data, and then the players roam about in it. Make them role play for information instead of just saying "Can I just use my Interaction skill to see what I learn in the town?" (yes, I've heard that at 4th edition games)
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3 years ago ::
Oct 11, 2010 - 10:54AM
#16
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Date Joined:
Mar 26, 2010
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Oh, I agree, but the whole # of success before a # of failures is not noted in GW - which I guess also explains there are no milestone either.
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3 years ago ::
Oct 11, 2010 - 12:22PM
#17
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Date Joined:
Apr 19, 2002
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i played a session at NYCC and they gave us (for free) 2 booster packs. so...each player who played the entire weekend was given 2 free booster packs.
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3 years ago ::
Oct 11, 2010 - 1:19PM
#18
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For me the main point I say is that Gamma World can be set anywhere famaliar. Because of the vagueness of the rule book & the world that IS Gamma Terra, you can set your campaign in your own backyard! Pax 2010 had an adventure where players were running through Seattle. My home game has players running through Disneyland. I've played Gamma World with both D&D players, & non D&D Players and they've all been able to relate to the locations and feel more connected than in regular 4e. Just my thoughts.
Michael Robles Community Manager Wizards of the Coast Twitter: @michaelrobles
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3 years ago ::
Oct 11, 2010 - 2:40PM
#19
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Date Joined:
Sep 26, 2001
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Yeah, I've prettymuch always set my Gamma World games in my hometown. Even though the maps said it was underwater. (Does the Apocalypse have something against 'blue states' or what?) Vagueness isn't a feature that lets you fill in whatever you want. I can always overwrite whatever I want, anyway. I'm just as happy getting no setting information, as paying for a lot of setting information that I'm not going to use, though, so no harm done. (And the few flavorful hints were cool. Like, oh, Alpha Complex sitting up in the hills somewhere - that was funny)
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
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3 years ago ::
Oct 13, 2010 - 4:55AM
#20
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Date Joined:
Apr 17, 2008
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Minor things:
* Shields only add to AC, not to Reflex * All damage is typed, and weapons do Physical damage * You don't get up if you roll a 20 on your death save
More minor things:
* No alignments * No languages
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