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Dungeons & Dra.. Gamma World 3 Gamma World Products? Enough to work with.
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2 years ago  ::  Aug 04, 2011 - 7:00PM #11
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382

Aug 4, 2011 -- 7:34AM, Stibbons9 wrote:

Seattle seems to have quite a post-apocalypse heritage (if you can have such a thing)


Another couple:
1. Wasn't Shadowrun based on Seattle?
2. I think the Dark Angel TV series (Jessica Alba) was based on Seattle as well.

This is almost like a mandate from the people. It's fate. We clearly need a "Gamma World Seattle" expansion! C'mon WotC! Wink

Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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2 years ago  ::  Aug 04, 2011 - 9:13PM #12
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
Why do you need WotC to create it? Just create your own and make it available (that's the only way it'll get done).
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2 years ago  ::  Aug 12, 2011 - 6:49PM #13
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732

Jul 28, 2011 -- 2:26PM, Stibbons9 wrote:

Sorry, used the wrong term, not pure strain, the engineered humans cover pure strain, I'm talking of original (and best?) bog-standard purely evolved baseline human.


You used the right classic-Gamma World term.  Pure Strain Humans were a feature of the game through most editions.  The Engineered Human isn't it at all, Engineered Human + something else ~= classic Gamma World 'humanoid mutant.'  

There was a Dragon mag article for 2nd ed Gamma World that spelled out a history for 'Pure Strain Humans' that had them genetically altered - to explain the extra hps they got in that version.  That's about it.

My thoughts were that you can choose at the start of the chargen process, either run the usual random gamut of Gamma World character origins, or choose baseline human. There is no second origin.


That's kinda the idea I had, here.  I took it in a more tongue-in-cheek direction, though.  PSHs never had 'powers,' even in eds where they were made a little tougher to compensate for their lack of mutatons.  4e-D&D-style 'powers,' though can represent sheer skill/determination/luck/whatever....




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2 years ago  ::  Aug 26, 2011 - 7:08AM #14
Tamhas-Ri
Date Joined: Jul 26, 2011
Posts: 3
Hi there,   

taking this thread back on topic, although the 3 boxed sets are good, i would like to have an expaction toward the lvl limit. I feel that 10 levels are too few to play with, even if the mortality rate in Gamma World is so high.

just something to think about
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2 years ago  ::  Aug 29, 2011 - 7:16AM #15
Skytechfox
Date Joined: Dec 1, 2009
Posts: 24
"You used the right classic-Gamma World term.  Pure Strain Humans were a feature of the game through most editions.  The Engineered Human isn't it at all, Engineered Human + something else ~= classic Gamma World 'humanoid mutant."


Engineered humans aren't mutants or any other GW critter. First off, unless the GM allows you pick an EH, you have to roll the same origin twice to be one. That means EHs are very rare as a character option yet would be more common as a single species compared to the diversity of the overall mutant population you can roll that may have a human background.

As for definition, what better represents a pure strain human than one who was created to be mankind's ideal genetic successor? It's 150 years later and they're still unchanged. For this reason they should have an entry in the Monster section. Since quite a few of them know they are humanity's untainted best who better to rule the Earth and cleanse it than as Knights of Genetic Purity?


This is one reason we need a Monster sourcebook. The Knights were a classic antagonist. Even though the three books contain plenty of threats to run most campaigns it was the diversity of choices that made creating adventures fun. On a similar note, is the D&D Essentials Monster Vault compatible with Gamma World? 

Just so I'm sure though, if I create a person using the character creation rules and build it up to whatever level I need it would function as a standard creature at that level for XP rewards? 
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2 years ago  ::  Aug 29, 2011 - 3:47PM #16
battlemaster95
Date Joined: Sep 30, 2009
Posts: 85

Aug 26, 2011 -- 7:08AM, Tamhas-Ri wrote:

Hi there,   

taking this thread back on topic, although the 3 boxed sets are good, i would like to have an expaction toward the lvl limit. I feel that 10 levels are too few to play with, even if the mortality rate in Gamma World is so high.

just something to think about


Gamma world isnt really meant to be a long term campaign type game, so Wotc likely thought that ten levels was fine for a short campaign. also, if paragon levels were included, even more new mechanics would have to be developed to act as an equivalent to Paragon paths.

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2 years ago  ::  Sep 03, 2011 - 7:18AM #17
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382

Aug 29, 2011 -- 3:47PM, battlemaster95 wrote:

Gamma world isnt really meant to be a long term campaign type game, so Wotc likely thought that ten levels was fine for a short campaign.



I agree with you, and have no intent to "shoot the messenger" so it's not aimed at you, but doesn't this sound like a "big picture" problem somewhere in the marketing department?

They create a game with the specific intent of not having it be a long-term game, which essentially is like saying they created it hoping for it not to be too successful. Seems to me like they should be creating a game open-ended enough and with expansion possibilities in the hopes that it catches on and folks will want to play it, then if the customer asks for more product they design it and sell it.

I have the same frustration with the 4E adventure board games which, if I understand correctly, appear to be designed so that you can buy the three games (Ravenloft, Ashardalon, Drizzt) and then are basically done with the product line. I'd like to see more character options with cards and minis that would integrate with the existing games. Seems like they could hook a customer into this system and sell all kinds of neat extras. What is the advantage of creating a game specifically designed to end a product line?

I'm sure that there is some reasoning behind this strategy, perhaps in terms of diminishing returns in sales from later products compared to early ones or something like that. I wish I knew.

Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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2 years ago  ::  Sep 26, 2011 - 4:49AM #18
spellbinder5150
Date Joined: Oct 14, 2006
Posts: 536
Myself and my group would love to see more Gamma World products as well, including the option of playing characters past 10th level.  At least give those of us that want to go beyond that point the option.  A GM screen and some of the other things mentioned in this thread would be great also.
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2 years ago  ::  Sep 26, 2011 - 9:31AM #19
DrWonder
Date Joined: Jan 1, 2004
Posts: 77

Sep 26, 2011 -- 4:49AM, spellbinder5150 wrote:

Myself and my group would love to see more Gamma World products as well, including the option of playing characters past 10th level.  At least give those of us that want to go beyond that point the option.  A GM screen and some of the other things mentioned in this thread would be great also.




Oraibi had some great rules on her post.
And of course her website has some great stuff!

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2 years ago  ::  Oct 19, 2011 - 12:30PM #20
Veronus
Date Joined: Feb 6, 2007
Posts: 44
Super dreaming...but my group has burned through the current releases...wishing we had miniatures, real module releases and regular releases of booster cards. A GM screen seems like a no brainer and why the heck don't we have vehicle kits and mini games for them? AKA car wars.  
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