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2 years ago  ::  Mar 29, 2011 - 7:31PM #1
Smoke_Jaguar
Date Joined: May 31, 2010
Posts: 31
How would you describe the Famine in Far-Go box for creating a Gamma World style urban setting? Depth, creativity, flexibility? 

I get that Legion of Gold is an "end game" scenario, but how does it feel, what is the mood? Based on the core box this edition sits in strong contrast to the Arhaus/White Wolf edition, but I think the idea of a moon base is exciting and would like to get a better idea of what a setting description for GW 4e reads.

Thanks 
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2 years ago  ::  Mar 29, 2011 - 8:05PM #2
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732
GW keeps the setting very vague.  It's a fast-and-loose kinda game.  If you've enjoyed the game at all, I'd say get the expansions.  They're only a little higher on the setting/adventure content than the 1st book, and have lots of great stuff.
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"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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2 years ago  ::  Mar 29, 2011 - 9:55PM #3
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
The Famine in Far-Go set gives you a basic village with a couple dozen locales occupied by NPCs. I actually wish they'd included it in the first set, because that doesn't come with a basic village, just an adventure.

If you're going to run a campaign, you'll need a starting village. I recommend you get all the expansions and use Far-Go from FiFG for that purpose.

When you run Legion of Gold, set LoG in the Far-Go area instead of the Barony of Horn -- the first half of the adventure is set on Earth, in the Horn area.

LoG's second half is set on the moon, and they include a nice moon city for that purpose, detailed about as much as Far-Go. It could make a decent campaign base as well, except that moon creatures usually tend to be higher level than most starting characters.
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2 years ago  ::  Mar 30, 2011 - 6:55AM #4
Congzilla
Date Joined: Jul 8, 2008
Posts: 499
Both sets each offer a new rules mechanic as well.  In Famine In Fargo is is the Cryptic Alliances which each have a card that can be played in game.  You can have everyone be in the same Alliance and share a card where everyone benefits or have them each pull their own randomly where when one person plays there card they may hinder other party members.  In Legion of Gold vocations and feats are added starting at lvl 4.

They each also come with a 16 encounter adventure with much more setup and scenario info than the one in the main set.

The actual setting info is very minimal in both, but there is enough there to build on fairly easily.  I am learning quickly that this game is much more free form, make it up as you go, than most other games.  Which isn't really a bad thing as that style also lets you appropriatly adjust the sillyness factor as well.
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2 years ago  ::  Mar 30, 2011 - 9:38AM #5
Smoke_Jaguar
Date Joined: May 31, 2010
Posts: 31
The type of games I prefer to run are long running with rich plot and characters. Some more "homebrew" than others, but all with thought. Unfortunately, time, both for me and most of the players, is limited. Which is where these boxed sets come in. I would be comfortable with making things up as I go, but when I do that it rarely works out that things break down into ninety minute blocks, as they seem to do quite well with the published material.

I'm always torn on what to get because I would like to play everything. LOL! It is good to have options, at least.
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2 years ago  ::  Mar 30, 2011 - 9:53AM #6
Congzilla
Date Joined: Jul 8, 2008
Posts: 499

Mar 30, 2011 -- 9:38AM, Smoke_Jaguar wrote:

The type of games I prefer to run are long running with rich plot and characters. Some more "homebrew" than others, but all with thought. Unfortunately, time, both for me and most of the players, is limited. Which is where these boxed sets come in. I would be comfortable with making things up as I go, but when I do that it rarely works out that things break down into ninety minute blocks, as they seem to do quite well with the published material.

I'm always torn on what to get because I would like to play everything. LOL! It is good to have options, at least.




Between the three boxed sets you have a full lvl 1 - 10 campaign comprised of 40 encounters and you can easily change a couple things and base them all out of Fargo.  Personally I plan on using the vehicle rules to add in two chase type encounters and have them travel between the three adventure sites as an interlude between adventures.

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2 years ago  ::  Apr 09, 2011 - 7:18PM #7
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732

Mar 30, 2011 -- 9:38AM, Smoke_Jaguar wrote:

The type of games I prefer to run are long running with rich plot and characters. . Unfortunately, time, both for me and most of the players, is limited. Which is where these boxed sets come in.


The expansions don't exactly provide 'rich plot and character,' but they're easy to embelish on the fly.  For what you're trying to do, though, they should be great resources.

Besides, they're probably the only supplements that will be produced for this ed of GW (actually the 7th, if anyone's counting).

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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