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Switch to Forum Live View Alpha power chaos getting old fast!
3 years ago  ::  Oct 26, 2010 - 8:43AM #21
patweb
Date Joined: Oct 3, 2005
Posts: 23

If you want alpha mutations old school style, it would be simple to just add them to your character sheet and use the cards as reference (if needed).

"Remember, we are the music makers.  We are the dreamer of the dreams."
-Willy Wonka
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3 years ago  ::  Oct 26, 2010 - 8:52AM #22
fjw70
Date Joined: Sep 15, 2006
Posts: 1,982

Oct 14, 2010 -- 11:37AM, Strand0 wrote:

Could the cards just be left out? The PCs are have enough power without them, don't they?




That's the way I plan to play it.

I am also working on a Star Wars variant of it right now and that leaves both types of cards out.

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3 years ago  ::  Oct 26, 2010 - 9:16AM #23
UHF
Date Joined: Jun 14, 2008
Posts: 811
Might I suggest rediscovering your roots?  Try making the game more serious...  more like 1e.  (That statement isn't entirely tongue in cheek.)

Let the players draw 4 alpha mutations and pick one that becomes permanent then run the adventures more old school with solid stories.  No fluxing... If they run into some radiation... give them another mutation.  Otherwise its static.

The new Gamma world really does lend itself to a variety of styles of play.  Try removing the randomness for a while.  Focus the game on the equally zanny Omega Tech, and the adventure at hand.
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3 years ago  ::  Oct 26, 2010 - 9:24AM #24
DoctorComics
Date Joined: Aug 28, 2009
Posts: 199

Oct 26, 2010 -- 8:52AM, fjw70 wrote:

Oct 14, 2010 -- 11:37AM, Strand0 wrote:

Could the cards just be left out? The PCs are have enough power without them, don't they?




That's the way I plan to play it.




Playing GW without Alpha Mutations is like playing D&D 4E without Encounter Powers. At 1st level, you don't notice it too much, because the characters only have 1 each. But as they go up in level, they get two and then three of them, and these are the character's "big whammy" powers. If the PC has an at-will (and not all origins grant them) it's reliable but not amazing, pretty much identical to a basic attack.

I would not run the game without Alpha Mutations at all, just because I think it would be less fun. When players only have their same 2 attacks to pick from every round, the game gets boring. 4E is about giving players choices to make between which powers they use. So I would keep them, I just want to reduce the randomness and let players build a custom deck of thematically-linked powers.

But that's just me.

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