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1 year ago ::
Mar 01, 2012 - 12:31PM
#1
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Started playing my first 3.5 dnd game about a year ago, now the group is playing Champions, but when the DM is away, I'm looking into draging the group through Gamma World. Any tips for first time DMs?
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1 year ago ::
Mar 01, 2012 - 3:30PM
#2
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Date Joined:
Sep 30, 2009
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make sure everyone (especially yourself) knows the rule system . the last thing you need is to be explaining people how to attack every time it's your turn.
also I would suggest photocopying the origin pages for use as reference sheets for your players. this will allow you to hold on the the rulebook.
that all I can think of at the moment. I might post more as i think of things.
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1 year ago ::
Mar 01, 2012 - 7:03PM
#3
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Date Joined:
Oct 11, 2010
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Say yes. Just like in D&D. Of course I let the player use his "inflatable buddy" utility to drive the car. How else could he drive and teleport into the truck.
Wizards of the Coast can suck it.
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1 year ago ::
Mar 02, 2012 - 2:43AM
#4
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I've been listening to DnD podcasts for several years now, including Critical Hit and the Penny Arcade/PvP, I pretty sure I got the 4th edition rules down. Just started one thats Gamma World, Flagon and Dragons.
I've found some stuff googling, like the power cards and the expanded junk list. Though I do like the Junkatron.
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1 year ago ::
Mar 02, 2012 - 4:16AM
#5
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Junkaton is awesome. Absoultely essential. Some good resources here: www.rovingbandofmisfits.com/tag/gamma-wo..., incuding PDF's of Origins info and character creation steps. I actually haven't played any DnD 4e, but there are some subtle differences in combat from what I hear.
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1 year ago ::
Mar 02, 2012 - 12:45PM
#6
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I notticed there is no Charging in Gamma World. Also Second wind is a minor action for all characters where as in DnD its most often a standard.
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1 year ago ::
Mar 02, 2012 - 3:10PM
#7
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Date Joined:
Sep 30, 2009
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I notticed there is no Charging in Gamma World.
there is, it just isn't in the rules. if I recall correctly, one of the felinoid powers mentions it.
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1 year ago ::
Mar 02, 2012 - 3:12PM
#8
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Date Joined:
Sep 30, 2009
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Say yes. Just like in D&D. Of course I let the player use his "inflatable buddy" utility to drive the car. How else could he drive and teleport into the truck.
that once acutually happened in a game that I ran.
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1 year ago ::
Mar 02, 2012 - 3:28PM
#9
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Am I the only one that thought of the "inflaitable buddy" as the auto pilot in Airplane.
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1 year ago ::
Mar 02, 2012 - 9:31PM
#10
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Date Joined:
Mar 23, 2007
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I've been listening to DnD podcasts for several years now, including Critical Hit and the Penny Arcade/PvP, I pretty sure I got the 4th edition rules down. Just started one thats Gamma World, Flagon and Dragons.
I've found some stuff googling, like the power cards and the expanded junk list. Though I do like the Junkatron.
Yes, having the power cards is good, you can find those on the forums here somewhere. There are also some origins cards out there too: oneinchsquare.net/2010/12/08/gamma-world... Giving them to players beforehand lets them have their origins, origin powers, and alpha/omega cards all in front of them. Critical Hits (the blog) has a whole page of Gamma World resources: critical-hits.com/features/gamma-world/
Also essential (in my humble opinion) is the Gamma World GM Cheat sheet, found on my blog: www.rovingbandofmisfits.com/2012/02/gamm... This will let you level up and down monsters quickly, and otherwise do stuff on the fly more easily.
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