Gamma World: Difference between revisions

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A classic role-playing game originally created by TSR, the same people who made ''[[Dungeons and Dragons]]''. Centuries after a vaguely defined apocalypse, a radioactive and ruin-strewn Earth is inhabited by mutants, sentient animals and plants, and insane half-functioning robots, all of whom compete for influence as multi-species civilization begins its long climb to recovery. ''Gamma World'' was heavily influenced by TSR's earlier sci-fi RPG, ''Metamorphosis Alpha''.
A classic role-playing game originally created by TSR, the same people who made ''[[Dungeons & Dragons]]''. Centuries after a vaguely defined apocalypse, a radioactive and ruin-strewn Earth is inhabited by mutants, sentient animals and plants, and insane half-functioning robots, all of whom compete for influence as multi-species civilization begins its long climb to recovery. ''Gamma World'' was heavily influenced by TSR's earlier sci-fi RPG, ''Metamorphosis Alpha''.


Despite what a newcomer might think, the tone is quite light-hearted, and the players are strongly encouraged to have fun and not think too hard about how silly it all is.
Despite what a newcomer might think, the tone is quite light-hearted, and the players are strongly encouraged to have fun and not think too hard about how silly it all is.


The game has gone through seven editions so far; TSR published the first three from 1978 to 1985 with their own unique rule sets. 1992's 4th Edition was based on the same engine as ''D&D'''s 2nd edition, and 1995's 5th was a supplement for the sci-fi RPG ''[[Alternity]]''. In 2002, [[Wizards of the Coast]], which had since absorbed TSR, published a wacky homage to ''Gamma World'' entitled ''Omega World'' in ''Polyhedron'' magazine.
The game has gone through seven editions so far; TSR published the first three from 1978 to 1985 with their own unique rule sets. 1992's 4th Edition was based on the same engine as ''D&D'''s 2nd edition, and 1995's 5th was a supplement for the sci-fi RPG ''[[Alternity]]''. In 2002, [[Wizards of the Coast]], which had since absorbed TSR, published a wacky homage to ''Gamma World'' entitled ''Omega World'' in ''Polyhedron'' magazine.


The setting was licensed by Sword & Sorcery Studios (a subsidiary of [[White Wolf]]) and heavily revised for ''[[D20 Modern]]'' in 2003. This new edition recasts the apocalypse as a war among post-[[The Singularity|Singularity]] civilizations, a horrific spasm of nanotechnological and biological warfare (with a few nukes thrown in for old time's sake). The old creatures and robots are nearly all retained, but given new and detailed explanations that are designed to elicit horror and awe rather than cheap jokes.
The setting was licensed by Sword & Sorcery Studios (a subsidiary of [[White Wolf]]) and heavily revised for ''[[D20 Modern]]'' in 2003. This new edition recasts the apocalypse as a war among post-[[The Singularity|Singularity]] civilizations, a horrific spasm of nanotechnological and biological warfare (with a few nukes thrown in for old time's sake). The old creatures and robots are nearly all retained, but given new and detailed explanations that are designed to elicit horror and awe rather than cheap jokes.


[[Wizards of the Coast]] has since released a seventh edition of ''Gamma World'', using the 4th edition ''[[Dungeons and Dragons]]'' rules, in October 2010. The game is far more humorous, from character creation, to Omega Tech descriptions. The 7th Edition setting is one where "the Big Mistake" merged all possible worlds into one, and really leaves the door open for player interpretation.
[[Wizards of the Coast]] has since released a seventh edition of ''Gamma World'', using the 4th edition ''[[Dungeons & Dragons]]'' rules, in October 2010. The game is far more humorous, from character creation, to Omega Tech descriptions. The 7th Edition setting is one where "the Big Mistake" merged all possible worlds into one, and really leaves the door open for player interpretation.


''Gamma World'' is notable for one rather odd trend: usually, only a handful of books would be released before a new edition came out and rendered all the previous books obsolete. This reached its zenith with the ''[[Alternity]]'' version, which had only a single, core rulebook released before being discontinued. Time will tell if 7th Edition will continue this trend.
''Gamma World'' is notable for one rather odd trend: usually, only a handful of books would be released before a new edition came out and rendered all the previous books obsolete. This reached its zenith with the ''[[Alternity]]'' version, which had only a single, core rulebook released before being discontinued. Time will tell if 7th Edition will continue this trend.
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* [[City in a Bottle]]
* [[City in a Bottle]]
* [[Collectible Card Game]]: 7th edition has its powers and technology sold on this model; GMs and players have to buy more cards in booster packs for more fantastic stuff to use in their RPG, instead of buying them in sourcebooks. [[Internet Backdraft|This has not been well received.]]
* [[Collectible Card Game]]: 7th edition has its powers and technology sold on this model; GMs and players have to buy more cards in booster packs for more fantastic stuff to use in their RPG, instead of buying them in sourcebooks. [[Internet Backdraft|This has not been well received.]]
** The core game ''does'' include include a full deck of mutations and Omega Tech (Loot), so players aren't forced to go out and buy boosters. The boosters certainly don't have anything that's any more game-breaking than what you get in the core box.
** The core game ''does'' include include a full deck of mutations and Omega Tech (Loot), so players aren't forced to go out and buy boosters. The boosters certainly don't have anything that's any more game-breaking than what you get in the core box.
* [[Crapsack World]]
* [[Crapsack World]]
* [[Crystal Dragon Jesus]]
* [[Crystal Dragon Jesus]]
* [[Darker and Edgier]]: The 6th Edition for ''[[D20 Modern]]''.
* [[Darker and Edgier]]: The 6th Edition for ''[[D20 Modern]]''.
** The original game when it first came out. Its said to have popularized dark humor in RPGs.
** The original game when it first came out. Its said to have popularized dark humor in RPGs.
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* [[Playing with Fire]]
* [[Playing with Fire]]
* [[Psychic Block Defense]]
* [[Psychic Block Defense]]
* [[Ragnarok Proofing]]
* [[Ragnarok Proofing]]
* [[Recycled in Space]]: It's ''D&D'', but <small>[[After the End]]</small>! <small>[[Sliding Scale of Silliness Versus Seriousness|AND SILLY]]</small>!
* [[Recycled in Space]]: It's ''D&D'', but <small>[[After the End]]</small>! <small>[[Sliding Scale of Silliness Versus Seriousness|AND SILLY]]</small>!
* [[Rule of Cool]]
* [[Rule of Cool]]
* [[Rule of Fun]]
* [[Rule of Fun]]
* [[Scavenger World]]
* [[Scavenger World]]
* [[Shrouded in Myth]]: The world before the Cataclysm. Old technology are known as artifacts, electricty is called lightning and machinery, particularly robots, are called live metal.
* [[Shrouded in Myth]]: The world before the Cataclysm. Old technology are known as artifacts, electricty is called lightning and machinery, particularly robots, are called live metal.
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* [[Wetware CPU]]: Androids. Inverted with [[A Is]].
* [[Wetware CPU]]: Androids. Inverted with [[A Is]].
* [[When Trees Attack]]: Plants are a possible character origin in all of the editions. Also there have always been numerous species of plant-monsters to spice up wilderness adventures.
* [[When Trees Attack]]: Plants are a possible character origin in all of the editions. Also there have always been numerous species of plant-monsters to spice up wilderness adventures.
* [[You Fail Nuclear Physics Forever]]
* [[You Fail Nuclear Physics Forever]]
* [[X Meets Y]]: D&D meets [[Fallout]].
* [[X Meets Y]]: D&D meets [[Fallout]].


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[[Category:Science Fiction Tabletop Games]]
[[Category:Science Fiction Tabletop Games]]
[[Category:Tabletop Games]]
[[Category:Tabletop Games]]
[[Category:Gamma World]]
[[Category:Tabletop Games]]
[[Category:Tabletop Games]]
[[Category:{{PAGENAME}}]]

Revision as of 09:04, 10 April 2017

A classic role-playing game originally created by TSR, the same people who made Dungeons & Dragons. Centuries after a vaguely defined apocalypse, a radioactive and ruin-strewn Earth is inhabited by mutants, sentient animals and plants, and insane half-functioning robots, all of whom compete for influence as multi-species civilization begins its long climb to recovery. Gamma World was heavily influenced by TSR's earlier sci-fi RPG, Metamorphosis Alpha.

Despite what a newcomer might think, the tone is quite light-hearted, and the players are strongly encouraged to have fun and not think too hard about how silly it all is.

The game has gone through seven editions so far; TSR published the first three from 1978 to 1985 with their own unique rule sets. 1992's 4th Edition was based on the same engine as D&D's 2nd edition, and 1995's 5th was a supplement for the sci-fi RPG Alternity. In 2002, Wizards of the Coast, which had since absorbed TSR, published a wacky homage to Gamma World entitled Omega World in Polyhedron magazine.

The setting was licensed by Sword & Sorcery Studios (a subsidiary of White Wolf) and heavily revised for D20 Modern in 2003. This new edition recasts the apocalypse as a war among post-Singularity civilizations, a horrific spasm of nanotechnological and biological warfare (with a few nukes thrown in for old time's sake). The old creatures and robots are nearly all retained, but given new and detailed explanations that are designed to elicit horror and awe rather than cheap jokes.

Wizards of the Coast has since released a seventh edition of Gamma World, using the 4th edition Dungeons & Dragons rules, in October 2010. The game is far more humorous, from character creation, to Omega Tech descriptions. The 7th Edition setting is one where "the Big Mistake" merged all possible worlds into one, and really leaves the door open for player interpretation.

Gamma World is notable for one rather odd trend: usually, only a handful of books would be released before a new edition came out and rendered all the previous books obsolete. This reached its zenith with the Alternity version, which had only a single, core rulebook released before being discontinued. Time will tell if 7th Edition will continue this trend.


Tropes used in Gamma World include: