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View Full Version : [RPG]: Classic Gamma World, reviewed by Robert Lionheart (3/5)


RPGnet Reviews
12-05-2003, 12:00 AM
http://www.rpg.net/reviews/archive/9/9899.phtml

Robert Lionheart's Summary:

Still the best post-apocalyptic RPG for your money; compatible with AD&D; easily malleable to a variety of game ideas.

Go to the full review (http://www.rpg.net/reviews/archive/9/9899.phtml) for more information.

RPGnet Reviews
12-05-2003, 06:22 AM
Post originally by Balbinus at 2003-12-05 06:22:38
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Nice review, one thing which I think is conspicuously missing from first edition is skills, there are none.

Other than that though it's still a good game and I agree with many of your comments.

RPGnet Reviews
12-05-2003, 10:02 AM
Post originally by beyond belief at 2003-12-05 10:02:04
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I never felt the game really needed skills -just make a roll against the most appropriate attribute for what your character is trying to do. You can bring in modifiers if you want, but don't overcomplicate - the beauty of the system was its naive simplicity.

RPGnet Reviews
12-05-2003, 11:32 AM
Post originally by jrients at 2003-12-05 11:32:10
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Thanks for the review! I found it informative and entertaining. I was wondering if maybe you could tell us a little more about the two modules?

RPGnet Reviews
12-05-2003, 12:02 PM
Post originally by LarsDangly at 2003-12-05 12:02:45
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These old games are the bomb.

Much of the rating of and discussion about games on this site focusses on rather academic comparisons of mechanics, logic, metastories, etc. and misses the importance of being fun to play.

AD+D, original Gamma World and Boot Hill, and Classic Traveller are all bad jokes in the sterilized world of game critique, but are enormously fun to play and, to me at least, feel fresher, and are easier and more interesting that virtually anything on the market.

RPGnet Reviews
12-05-2003, 01:24 PM
Post originally by Ian Young at 2003-12-05 13:24:04
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Did anyone else here ever make advancement "classes" for Pure Strain Humans? My old friend Jefff and I used to compensate for the seeming inadequacy of PSH's by making slightly buffed-out classes for them. My favorite creation was the "Scientist" class, that was essentially crappy at fighting, but developed bonuses to the artifact flow chart as it progressed. Jeff's great work was the "Psychic Warrior", which I guess technically reclassified the PSH into a Humanoid.

Ah! The memories....

!i!

RPGnet Reviews
12-05-2003, 03:54 PM
Post originally by Matt Stevens at 2003-12-05 15:54:15
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I'd recommend checking out 4th edition Gamma World, which bears a lot of similarities with D&D 3E, seems easy to run, and does a good job balancing PSHumans with mutants, by adding 3 points to their Intelligence and Constitution as well as their Charisma scores, and a few other benefits.

RPGnet Reviews
12-05-2003, 04:10 PM
Post originally by Samurai at 2003-12-05 16:10:14
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I'll second this... 4th ed GW is the best one, IMHO.

RPGnet Reviews
12-05-2003, 05:09 PM
Post originally by knightsky at 2003-12-05 17:09:23
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Heck, I'l third it. 4th ed GW is excellent.

RPGnet Reviews
12-05-2003, 08:11 PM
Post originally by Jake2 at 2003-12-05 20:11:36
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Simple, easy and Fun to play!!!!!!!! They just don't make 'em like this any more.

I have so many fond memories of playing Gamma World. At one time my group and I were way more interested in playing Gamma World (2nd edition) than we were D&D. We played through both GW1 and GW2, and we made good use of the USA map and city map and city explanations for Pitz Burg that came with the 2nd edition (I never played the first edition, but I really appreciated those extras in my 2nd edition game).
I agree that GW is a great game for introducing new folks to roleplaying. I can't speak about the other boxed games that TSR put out ( Star Frontiers, Boot Hill etc.) but the GW boxed set and D&D Basic set were awesome for getting you up and playing quick.

Thanks for the article and the memories!!

Jake2

RPGnet Reviews
12-05-2003, 09:53 PM
Post originally by Dark Jedi at 2003-12-05 21:53:58
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Do you know of any good websites devoted to original Gamma World?

I would like to read other peoples home brew rules. Our group still plays GW sometimes and we got rid of the artifact chart. Instead, you have to roll under your IQ + any bonus on D100.

RPGnet Reviews
12-06-2003, 01:20 PM
Post originally by DMH at 2003-12-06 13:20:15
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Here is one of the best:

http://www.geocities.com/paforge/menubar.html

And check out the gamma world yahoo list for other links.

RPGnet Reviews
12-06-2003, 01:47 PM
Post originally by Frongoid at 2003-12-06 13:47:00
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We handled this with a few quick rolls on the Traveller career tables and some GM interpretation.

RPGnet Reviews
12-09-2003, 01:15 PM
Post originally by Jamfke at 2003-12-09 13:15:10
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I ran a campaign way back when, and while muties were the rage, the humans weren't skimped on either. Using the rules about robots and power suits made playing a human one of the greatest things in the post nuke world. I must agree with this review on the fun and excitement of this rules simplistic game, heck, I may even dig it out of storage and blow the dust off and give it a run.

RPGnet Reviews
12-09-2003, 03:10 PM
Post originally by philippe tromeur at 2003-12-09 15:10:15
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I fourth it.

I also own 3rd edition (very funky but complicated), Metamorphosis Alpha to Omega (dull) and Alternity Gamma World (duller). I'd like to have a look at the first editions, but I'm perfectly happy with GW4.

4th ed was really a blast ; the rules to create animals and mutants were very fun, resolution was simple and well-done (d20 system, kind of), the world was well-explained, the book was beautiful (except the cover), etc.

RPGnet Reviews
05-31-2005, 12:12 PM
Post originally by Matthew Thompson at 2005-05-31 12:12:21
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I have to agree on this one.