This is a science-fantasy
roleplaying game. An experiment in atomic science went wrong, causing many
alternate universes to condense into a single reality. The game pits mutant
heroes with advanced technology against renegade robots, feral mutants, alien
menaces, and other dangerous threats. It is an action-adventure game, but it is
meant to be played with a sense of humor. Rules-wise, it is a stripped down
version of the 4th edition of Dungeons & Dragons. It features a lot
of simplifications though, and is intended for shorter campaigns.
One thing that made Gamma World different from other RPGs, for me, is that it is sold as a series of boxed sets. I understand that at one point boxed sets were a typical marketing plan for RPGs, but when I first got into roleplaying, most games that were available were simply a series of books. What does it being a boxed set mean? Well, the core set comes with not only a rulebook, but also a couple of battle maps, cardboard tokens to represent both heroes and enemies, and game cards. The two expansion boxes each included an additional rulebook, another battle map, more cardboard tokens, and more game cards. This game probably has more physical components than most RPGs. There seems to be trend towards boxed sets and more physical components in RPGs again. I don’t think that every RPG needs to take this route, but I liked how it works for Gamma World.
Let’s talk about some of the
basics of this game. The game uses a simple d20 mechanic. This means that, most
of the time, when your character attempts something that has a chance for
either success or failure, you roll a 20-sided die and add or subtract
modifiers based on your character’s statistics and circumstances. Then, you compare
the resulting value to a target number based on what they are trying to
achieve. If you roll high enough, then your character is successful. That is
the core of the game rules right there. I like this because it is relatively
simple and easy to learn. In addition to this, a simple rule of thumb is that
anything that should help your character succeed gives a +2 bonus on the roll,
and anything that might hinder them imposes a -2 penalty. There is a lot more
detail to the game than that, but with that little bit of knowledge you can
pretty much follow everything that is going on in the game.
Creating a player character
for Gamma World is quite different from how it works in most RPGs,
because much of the process is randomized. The first thing you do is determine
your characters two origins. Each origin represents half of what your
character is. Some examples of origins are Android, Electrokinetic, Giant, Mind
Breaker, Radioactive, and so on. There were 21 origins in the initial rulebook,
and the expansions added another 28. Each origin gives your character a few
special abilities at first level. As your character advances in level they will
gain new abilities and powers from both of their origins. All of these
abilities and powers represent mutations or technological enhancements tied to
the nature of the origins. Since you randomly select two origins for your
character, each PC will end up being an amalgam such as: Hawkoid Speedster,
Alien Shapeshifter, or Photonic Octopoid. Part of the humor and challenge of
creating a character is figuring out how to rectify your two origins. For
example, a Hawkoid Rat Swarm may sound impossible at first, but you could
choose to interpret it as a sentient flock of crows. You really do have to use
your imagination here.
Once you’ve determined your
character’s origins, you need to generate your ability scores. Characters have
six primary abilities (Strength, Constitution, Dexterity, Intelligence, Wisdom,
and Charisma). The values of these statistics are determined simi-randomly. You
automatically get good scores in one or two abilities determined by your
characters origins. The rest of your ability scores are determined by the roll
of the dice.
Next come skills. Skills
represent areas your character is trained in. You get bonuses to some skills
based on your character’s origins, and you get another bonus to a single skill
that is determined at random.
Choosing gear is the only
aspect of character creation that you control. Each character is entitled to a
couple of weapons, one piece of armor, and a handful of more petty items. There
are really only three types of armor in the game, and twelve different weapons.
Fan sites, however, have published some additional options for armor and
weapons, which I enjoyed including in my home game.
The last step in pushing your
character out through the door and onto the path toward adventure is drawing
one card each from the Alpha Mutation deck and the Omega Tech deck. These are
the cards that come with the game, and they represent two different things.
Alpha Mutations are strange mutations that have as much to do with the unstable
nature of reality in this setting as they have to do with genetics. Alpha
Mutations are on cards, rather than on your character sheet, because they will
come and go throughout the course of the game. One day your character might
have an extra arm, and the next day he may have a fiery aura instead. Omega
Tech is highly advanced equipment that most people don’t really understand how
to maintain. For this reason, Omega Tech is also kept on cards and can prove
transient. Every time you make use of a piece of Omega Tech, there is a chance
you will have used up its last round of ammunition, or drained the last bit of
energy from its battery. If you are a high enough level character, you may be
able to salvage the tech and continue to use it in a slightly weaker state.
Otherwise, once it is used up you’ll just toss it aside.
The second expansion to the
game added another step to character creation. That was choosing a vocation.
Vocations represented your character’s occupation, or area of expertise, and
they included such options as Beast Rider, Mad Scientist, Soldier of Fortune,
and Witch Doctor. Each vocation had three “feats” associated with it. Feats
give your character some minor ability or perk. As you level up, you can gain
more feats from your chosen vocation, or you can move into a new vocation and
gain feats from there.
Playing the Game
I think that the 4th edition
of Dungeons & Dragons is fairly streamlined, even though it is very
robust in certain areas. As a stripped down version of that rules system, Gamma
World flows very nicely in actual play. Using the core d20 mechanic in
conjunction with characters’ ability scores and skill bonuses is an easy way to
determine the success or failure of any given action. The first expansion box
added a concept called “skill challenges” that is native to 4th edition D&D,
but was stripped out of the rules for the core Gamma World product.
Skill challenges provide a nice framework for modeling more involved scenes
that require the use of multiple skills, but do not involve combat.
Combat in Gamma World takes
place on a battle map with a 1-inch grid used to measure distances. As noted
before, several such maps are provided in the game’s boxed sets. Using the
cardboard tokens that come with the game, you can track where the players’
characters and their opponents are on the map. Characters take turns moving
about and attacking each other with weapons and powers. Good tactics are
helpful, in that many mutations and technology can grant additional movement,
provide a temporary advantage, or inflict various statuses on their targets, in
addition or instead of damaging them. Using one of your powers to immobilize an
enemy with a short reach, while your buddy uses one of their powers to teleport
adjacent to the enemy sniper, could be a good example of how fighting smart can
win you the battle.
One thing that separates Gamma
World from many RPGs, is that player characters return to full health after
every battle. This might make the game less realistic, but realism isn’t really
what Gamma World is going for. I find that it makes the pace of the game
faster, but I also find that a balanced encounter tends more towards being
lethal for the player characters. In most games, combat encounters are meant to
gradually wear the PCs down, so that only in an eventual confrontation with a
major villain will the players really feel that their characters’ lives are at
risk. Since PCs in Gamma World heal completely after each battle, the
game is instead designed so that each battle will pose a more serious threat to
the player characters.
Running the Game
I believe it is worth
discussing how easy it is to GM this game. The setting of Gamma World is
pretty much wide open with possibilities. It is a post-apocalyptic wasteland
littered with all kinds of dangers. There are the relics and ruins of ancient
civilizations buried beneath the ground or in dark twisted forests. Some of
these civilizations were more advanced than anything we’ve seen before their
native dimension was folded in with our own. In fact, since the very premise of
the setting involves a bunch of alternate universes being jumbled into one, you
can pretty much include whatever you want. Perhaps in another universe the
world was ruled by sentient cockroaches. Perhaps in another it was perpetually
fought over by rival nations of elves, dwarves, orcs, and men. In another it
was overrun by robots. In yet another it had been conquered by aliens. It
really is the kind of setting where you can simply let your imagination run
wild, and feel free to include just about any random idea you haven’t found a
place for anywhere else.
Besides the freedom inherent
to the setting, the rules also provide many useful tools for the GM. Each
rulebook provides a gallery of enemy threats you can pitch against the heroes.
Each enemy comes with game statistics already prepared. Each enemy has only the
data you need to use it in a fight, along with suggestions on the tactics it
might employ. While other RPGs have you build NPCs using the same rules for
creating PCs, Gamma World cuts to the chase and gives you enemies that
simply behave how you want them to in a battle. There are also pretty clear and
practical guidelines to help you build a balanced encounter that should
challenge your players without being impossible to overcome. Similar guidelines
make it very easy to build skill challenges. This approach to providing
practical tools and guidance to the GM comes straight from the 4th edition of D&D,
and is very well implemented here.
Closing Thoughts
Overall, I think Gamma
World is a very well put together game. It is rather simple, mechanically
speaking, but it has plenty enough material to make it interesting. The setting
is fun, and holds a lot of potential.
Some people will find the
very random character creation process to be frustrating. It may prevent some
players from making a character their own, and really getting into the role. If
this is a problem for your gaming group, I think it would be easy enough to
simply let players make their own choices instead of rolling the dice.
Personally, I think the randomness could prompt players to try playing
character types they wouldn’t normally consider.
I love how easy they make it
for the GM to run this game. The prewritten adventures included in the game
aren’t half bad for inspiration, even. Though, they do focus a little too much
on combat at the exclusion of all else for my tastes. Still, they’re decent
examples of how adventures can be structured and balanced.
I sort of like the fact that
this game had a limited production run, having only the core box and two
expansions. With some RPGs, I feel like I’m getting sucked into purchasing an
ever expanding line of products. Even though I don’t need every new book in the
line to play a given RPG, I feel like I’m missing part of the experience if I
don’t have them. I do wish the game had included certain additional material,
such as more options for weapons and such. However, there are a few different
fan sites that have published material to fill these voids, and much of there
work is of considerable quality.
These are my general thoughts on Gamma World. I’d love to read
any observations you may have about the game and its design, or any thoughts
you might have on my own observations. Please feel free to leave a comment!
I usually find that unless I'm playing an RPG based on a world or fandom with which I'm closely acquainted I usually don't go into it having any strong ideas about what kind of character I want to make. For this reason I think, I really loved the randomness of the character creation process. I think it made me feel pretty free to add various quirks to her personality as well (such as her sushi obsession or her love of climbing). And at first I was frustrated with the idea of trying to come up with the weapons based on what cards I'd drawn but in the end I ended up VERY pleased. I feel Gamma World was a really fun experience. I had some trouble keeping track of the story-line, I suspect in the future I might start taking notes. LOL
ReplyDeleteI'm glad you enjoyed playing Gamma World. I had fun running it.
DeleteI can't recall ever having any real difficulty coming up with ideas for characters in an RPG, but then I've usually read the game books and stuff, so I might have a little more grasp of the setting than someone who is just showing up to play. The best RPGs provide enough setting material in the rulebook to inspire character ideas. I can understand that without that background information it might be difficult to know where to begin.
Even though I usually GM, I still lose track of the storyline sometimes. Not usually the main plot, but sometimes the details escape me after a while. I wish I kept more notes just so I can look back on a campaign with nostalgia, if nothing else. ^_^
Yeah some frame of reference generally helps. I guess once I'm in it, and get immersed I can flow with it and generate ideas that I like on the fly...but to do any actual planning ahead and have a fleshed out idea, I need some familiarity with the setting and so forth. And I bet if I could read some of the gaming books, like I have with the Serenity Role playing book, I'd have a lot more ideas. ^_^
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