Showing posts with label Gamma World. Show all posts
Showing posts with label Gamma World. Show all posts

Sunday, March 23, 2014

Gary Con VI Bound

I’m leaving for the still-wintery Midwest on Wednesday, travelling once again to Lake Geneva, WI to attend Gary Con VI. This year’s convention looks to be a good one for both myself and Goodman Games.

I’m bringing three new DCC RPG adventures to playtest: The Forging of the Ghost Ring, The First Phantasmagoria, and The Second Phantasmagoria. In addition to these three titles, I’ll be running Not Another Night on the Town, the follow-up to the “street crawl” adventure I took on tour with me in 2013. Unfortunately for anyone looking to register at the con, all the seats for those games are filled, but if you’re going to be at the Lodge and are looking to experience DCC RPG, Doug Kovacs will be running various pick-up games during the weekend. One way or another, if you want to play DCC RPG, we’ll find a way to make it happen.

On Friday morning, there will be a special seminar in the bar entitled “What’s New with Goodman Games?” This hour-long event features the Goodman Games’ crew unveiling our secret plans for 2014 and 2015, including a first look at forthcoming art and adventures. The event culminates with the announcement of a “hush hush” project that I’m excited to be part of. A Very Special Guest will join us to help make that announcement. I can say no more.

To add to my already busy schedule, I’ll be running two unofficial game sessions over the weekend. Wednesday night is the return of my Completely Unofficial Pre Gary Con Gamma World Game and Sunday night will see Down Where the Dead Men Go, a Call of Cthulhu game set in my Wildwyck County setting featured in Fight On! magazine. If you’re arriving early or staying late at the Lodge, track me down and I’ll squeeze you in if there’s room.

I’m looking forward to seeing a number of old friends and meeting new ones. As always, if you’ve got something you want me to deface with my scrawl, just ask.

I’ll see some of you in three days!

Tuesday, March 12, 2013

Off to the Gaming Motherland


If the gods of travel continue to favor me, at this time tomorrow I'll be nestled in the loving bosom of "The Lodge at Geneva Ridge" for Gary Con V. This is the last stop on this leg of the convention tour and one of the few cons I look forward to with boyish glee. Last year was my first trip to Gary Con and it truly felt like coming home.

I've got a pretty full schedule for the weekend and, if you're in any of the following events, you'll be certain to see me:

Wednesday Night (tentative)

Open and informal game of Gamma World (2nd Edition): somewhere, sometime. Look for the group of players giggling and groaning, and a 2nd edition Gamma World Referee Screen propped up on a table.

Thursday

4 PM--Aliens: The Reactor: I finally fulfill my promise to let Allan Grohe eat a few of my Colonial Marines on his excellent game board. I've never played before, but xenomorphs give me the willies, so I expect to have a terrifyingly good time.

8 PM--In the Court of Chaos (DCC RPG run by me): A playtest of yet another upcoming Dungeon Crawl Classics adventure I penned. It's a tad different from your standard dungeon fare and I'm eager to see what happens in actual play.

Friday

8 AM--The Curse of the Weaver Queen: I do my best to keep Tim Kask from racking up another TPK for a few hours. I give us a 25% chance of making it out alive. It'd be 50% if it wasn't 8 o'clock in the morning.

2 PM--Return to Ram's Horn Castle (OD&D with Michael Mornard): You can't go to Lake Geneva and not play OD&D, especially with the likes of Mike Mornard. I have no idea what we'll face, but it should be a hell of an experience.

8 PM--Frozen in Time (DCC RPG run by me): One of my new favorites for DCC, I channel my inner Jim Ward on this one. This will be a zero-level funnel, which is always a blast no matter what adventure you're running.

Saturday

10 AM--The Croaking Fane (DCC RPG run by me): A sneak-peak at the forthcoming adventure from Goodman Games. I've run this a couple of times now and have scared the heck out of a few players doing so. Hwah-hah-hah!

4 PM--A Night on the Town (DCC RPG run by me): The adventure that's become my preferred way to end my judging duties at a convention, ANotT throws the PCs on to the street of Oolvanvar and lets them pick their own destination in search of sanctuary on the night the Dead walk the streets. Will they make the same choice the others have or break new ground?

I'll also have my Shiverwhen stuff with me if the opportunity and desire is there for people to playtest my new game. Talk to me if you want to run through "The Perils of the Book Trade" intro adventure.

As always, if you see me, please stop me and say "Hi!" I'm always willing to sign a book or take a few moments to talk about what's coming down the line or gaming in general. Gygax Magazine #1 should be available at the con and I'll gleefully deface your copy if you'd like me to.

To those attending, I'll see you soon. Everyone else have a great weekend!

Saturday, January 7, 2012

They were Gods in those Days

Jeff Rients recently wrote two posts regarding the wild and zany antics the boys in Lake Geneva got up to back in the early years of this hobby. Inspired by those anecdotes, I wanted to share one of my favorite old war stories from years gone by. This one was recounted by Roger E. Moore in an editorial on fear that appeared in Dragon #156 (April 1990)
I was in a GAMMA WORLD game that Jim Ward ran a few years ago. It scared me to death. Jim has a habit of rolling huge numbers of dice of damage at the snap of a laser, and his campaign was full of amusing things such as Cthulhu-size lake monsters and deathray satellites that diced up ground targets with impunity. But his most famous creation was the subtly named Death Machine, a nice little military relic of the Social Wars of the game’s background.

What’s a Death Machine, some of you may ask. Here’s a story: A few years ago, when I was in the Army, I told everyone in my gaming group to each pick his or her favorite deity from the AD&D® game, and prepare to role-play that deity in a special scenario I had developed. The next hour was spent in feverish excitement as a large assortment of gods and supermonsters met on a deserted plain and awaited their opponents. Suddenly a huge space-time warp opened up in front of the incredible assembly . . . and out of the alien warp came three brand-new, fully armed, fully powered Death Machines on random programming.

Two gods died in the first 10 seconds of combat, each taking over 700 hp of damage. A third god died before the minute-long fight was over, and two other gods (including Demogorgon) fled the battlefield in utter panic. All the rest of the deities were pounded with atomic missiles, lasers, bombs, rockets, shells, bullets, force fields, and death rays. Thor bent the nose of one Death Machine with Mjolnir but took a nuke in return. If I had not used random attacks, all of the gods would have died in 30 seconds, no sweat. It was wonderful.
I think we need more of this sort of thing. Thank goodness there are still referees who indulge in these sort of antics and keep the wild and wooly days of yore alive.

Wednesday, February 2, 2011

Radioactive Theatre: Cherry 2000

Another selection from the dead PA movie website. This time around it's the Melanie Griffith/Sam Treadwell vehicle, Cherry 2000 (1988). Enjoy!

Cast: David Andrews (Sam Treadwell), Melanie Griffith (E. Johnson), Tim Thomerson (Lester), Pamela Gidley (Cherry 2000)

Setting: 2017. A time when humanity has apparently become stupid and has forgotten how to manufacture certain high-tech equipment.

Violent Mutants Present: No

Plot: When Sam Treadwell’s robotic wife short-circuits, he journeys to lawless Zone Seven in search of the Robotic Graveyard. Assisted by a rough wasteland tracker, he seeks to find a new body for his beloved sex-toy, but a bandit leader has other plans for Cherry 2000’s personality chip.

Rating: 2 Nukes


With a title that sounds like a soft-core porn film, you can hardly watch Cherry 2000 expecting a great film. I first saw this film on Cinemax during my post-adolescent years and remembered it as being a somewhat entertaining film. Then again, I thought Hell Come to Frogtown was pretty good when I saw it in college (Warning: Watching certain films under chemical enhancement can color you perceptions of reality).

The film can be fun, especially if you go into it with no expectations (a trend which Hollywood seems to encourage). It’s hardly Mad Max, but keep an eye open for some familiar faces and learn to roll with the ridiculous.

The plot involves uptight, mid-management stooge Sam Treadwell (David Andrews), a man who loses his wife/sex-toy Cherry 2000 (Pamela Gidley) to an electrical accident involving a wet kitchen floor and some over-active hormones. When he learns he cannot get a new body to reinstall Cherry’s personality chip and “resurrect” his beloved robot, he journeys to the lawless zones in search of a replacement. Along the way, he teams up with a hard-as-nails tracker named E. Johnson (Melanie Griffith) and runs afoul of a wasteland despot named Lester (Tim Thomerson). I won’t ruin the ending, but I’m sure you can figure it out on your own.

If there’s any reason to rent this film, it’s Tim Thomerson. Many folks will recognize Thomerson from the Trancers series, Dollman, and about a hundred other B-movies. Thomerson can be hysterical as Lester. He rules his band of wasteland outlaws as a cross between a maniacal despot and a 1960’s sit-com dad. Dressed in a Hawaiian shirt and white fedora, Lester entertains his troops and unwitting guests in a potluck barbecue setting. His hideout looks like post-apocalyptic swingers' resort. Thomerson is just too much fun to watch.

Griffith, while being baby-doll cute, is just not believable as the hardened wasteland tracker. Her breathy, little girl voice counteracts any of her attempts to get the audience to accept her as a tough and rowdy desert rat. Andrews’ role as Treadwell almost makes you think that the movie might have been better if another actor played the lovesick corporate pawn. Maybe Steve Guttenberg, perhaps? Two other actors in this film deserve brief recognition. The first is Brion James (Bladerunner, Steel Dawn) as another tracker who Treadwell attempts to recruit. James is always fun to watch. If I were ever going to make a movie involving wrestling, James would be on my A-list to play the film’s heavy. The second actor is…Lawrence Fishburne. Yes, Cherry 2000 is pre-Othello. Keep an eye out for Fishburne’s brief appearance. First one to spot him is Lord of the Wasteland for the night.

Cherry 2000 Pros:

1) E. Johnson’s Ford. They don’t make cars like that anymore. Even if you’re not a gear-head, you’ll still want one for yourself.
2) Tim Thomerson. Tim Thomerson. Tim Thomerson.

Cons:

1) As Joe Bob Briggs would say, “Gratuitous Rocket Launcher Fu”. Not only does every other bandit seem to have one, but they all went to the Imperial Stormtrooper Training Academy and Firing Range to learn how to aim them.
2) The dramatic crossing the river scene. We’re supposed to believe that she does this EVERY time she wants to cross the friggin’ river?

Tuesday, January 11, 2011

“Roont Urt”

Roont Urt The mental auditions to choose what game I intend to run after Watchfires & Thrones runs its course continue. It was my original intent to run Gamma World, but, although that continues to be the front-runner, a few dark horses have entered the race. Whether these go the distance or are mere phantoms conjured by Gamer A.D.D. remains to be seen.

Assuming I continue with the Gamma World plan, I intend to run it as a wide-open sandbox. My re-acquaintance with the rules has shown me not only how suitable Gamma World is for this type of campaign, but it actually seems to be the default setting for the game—something that escaped me in my youth. With more wisdom and greater experience in this type of campaign, I foresee a heck of a lot of fun in exploring a post-apocalyptic sandbox.

I’ve started doing the initial planning for a Gamma World sandbox by following Rob Conley’s incredibly useful step-by-step process. Although certain other projects got in the way of progress, I have completed the first step: the initial conceptualization of the larger world in which my sandbox will be located. Although a simple one-page sketch map is suggested, I’m more of a poster paper/colored pencils man. After all, why settle for sketching when you can create art!

I didn’t worry too much about pinning down scale at this point and size. This map is more in preparation for the day the characters find a bubble car and start zooming around the lower atmosphere (intentionally or not) and set down in some unknown region of the world, henceforth known as “Roont Urt” rather than the more prosaic “Gamma Terra.” If things look a little askew, that’s completely intentional…and part of the fun of exploring the campaign world. The initial sandbox would likely be set in the orange region in the lower left-hand portion of the map, right around where that mountain chain ends in a “Y”.

Next step: Naming regions.

Saturday, December 18, 2010

Ten Things I Wish I Bought Back Then So I Could Have Them Now

Since it’s the time for holiday wish lists and general greed, I’ve been thinking about what I really wish I could have as gifts this year. These presents are not realistic by any means, but since I’m a simple man and all I really want is the new Social Distortion album and for somebody to destroy Mumford & Sons so I never have to hear “Little Lion Man” ever again, it’ll take a theoretical flight of fancy to finish stuffing my stocking.

Limiting myself to 10 items for 2010, they are, in no specific order, the gifts that I wish I had bought for myself back before they went out of print or became incredibly expensive to procure. Almost all of them are pure nostalgia fodder. I’ve specifically left role-playing game books and other supplements off the list as they represent an entire category of their own, one considerably longer than ten items.

10) A set of official Wraith: The Oblivion Dice. When it comes to role-playing games, I’m not a completionist except for two titles: Gamma World and Wraith: The Oblivion. I’ve mentioned that I own every Gamma World edition since its debut. I also have the majority of W:tO stuff. Nevertheless, the dice set never made its way into my possession. I think most of the run of these ended up in a landfill somewhere because they‘re impossible to find, even in the dark alleys of the internet.

9) A Dragonbone: We used to mock this thing mercilessly back in the day, not only because of the adolescent hilarity found in anything called a “Dragonbone,” but because we figured how lame were you if you couldn’t be bothered to actually throw some dice? (An opinion I still have.) Now I want one for simple nostalgia sake and to be able to “whip out my Dragonbone” the next time I’m at a convention and the guy next to me is using a friggin’ iPhone app instead of real dice. I’d show him some hard-core, old school boneage!

8) A Gryphon Games Miniature Case: Another cool product from the back pages of Dragon. I couldn’t paint worth a damn back then, but the idea of having what I imagined to be a massive treasure chest to keep them in was too cool to not want. These things didn’t leave so much as an electronic ripple on the Web, making me think that their plywood construction and brown leatherette covering failed to hold up to the passage of time.

7) A few pads of Armory 1/10” x 1/20” Graph Paper: I posted about this stuff back in October. I haven’t got much of it left, but if I had known then how much this stuff still instills me with a sense of pleasant nostalgia and memories of happy afternoons drawing dungeon maps, I would have bought a pallet of the stuff back in the mid-1980s.

6) Dungeons & Dragons Computer Labyrinth Game: I remember playing this as a kid and I wasn’t all that impressed with it after a few rounds with it, but I never had one of my own: a fact my friend Greg used to lord over me. Alas, that hole in my psyche can never be healed and this is just a vain attempt to fill that emptiness.

6) Kenner’s Alien board game: I actually owned this as a kid and it probably contributed to the irrational fear of xenomorphs that still plagues me to this day. The fact that there was a children’s board game published that was based on an R-rated move with a rape subtext still boggles my mind. Blame the Star Wars merchandising machine for this one. I’d love to have this in my closet again—even though the idea of an actual Alien in my closet makes me lose bladder control.

5) A carton of assorted Presto Magix transfers: Only tentatively gaming-related as some were historical or science-fiction in nature. I can’t even guess as to how many of these I bought at the corner variety store in my youth. Each came with a fold-out background the depicted some exotic vista and a sheet of color transfers that you rubbed over with a pencil to affix to the background. It allowed any kid, even the ones like me who couldn’t draw worth a damn, to create cool action scenes, provided you didn’t mind them not actually performing any actions.

4) A complete set of the Gregg Press Fafhrd and Grey Mouser books: I mentioned in a previous post that this edition was my introduction to Leiber’s famous twain. I own scattered editions of more recent vintage, but to have the orange cover books from the 1970s on my shelf would make me a happy man.

3) All of the Grenadier AD&D miniatures boxed sets: Grenadier’s D&D minis and this game will forever be entwined together in my brain. I owned only a few single pieces in my youth, but each time I saw an advert for them in Dragon or encountered someone who owed these pieces, usually exquisitely painted, made me think I wasn’t getting the full D&D experience. I started refurbishing some of my old miniatures just before the “Out of the Box” game and was reminded that, as clunky and chunky as Grenadier’s early work was, those pieces remain the epitome of game miniatures to me.

2) A vintage set of Crossbows and Catapults: True story—In 1983, my brother and I were playing a game of “Crossbows and Catapults” on our bedroom floor. At the precise moment one of our walls (I forget whose) went crumbling down under a fired disc, a tremendous explosion rocked the neighborhood. Although we initially believed we had somehow unleashed Armageddon by means of a siege warfare game, our father quickly (and somewhat disappointingly) informed us that the Grucci Fireworks Co., located in the next town over, had exploded. That remains one of weirdest moments of synchronicity I've ever experienced in my life and I’d like to have a set again so that my brother and I could possibly destroy other local landmarks.

1) My true #1 is something I’d rather keep to myself. Suffice to say it would require a little bit of time-travel and whole lot of “I wish I knew then what I know now.” The best things in life aren’t things, you know. Barring that, however, how about a complete run of original ROM the Space Knight comic book series? I'm sure it wouldn't stand up to my memories of it, but I remember the Dire Wraiths as being pretty bad ass, largely due to the fact that they regularly killed folks, which was pretty radical for a comic book at that time. I never owned the ROM action figure, but the books had a big impact on my development...which probably isn't a good thing to reveal.

Thursday, December 2, 2010

Pretty Pictures from the End of the World

I don't often indulge in this sort of behavior, but, if you're like me and currently weighing your options regarding a post-apocalyptic roleplaying game, I suggest that you take a few minutes and peruse the images here. It's a great collection of forty-five apocalyptic vistas collected from various Deviantart creators. You're bound to find something to get your toxic waste crockpot a'bubblin'.

Wednesday, November 10, 2010

Radioactive Theatre: Mad Max Beyond Thunderdome

It is amazing how a little bit of money can ruin a perfectly good apocalypse.

Just four years prior to the release of Mad Max Beyond Thunderdome, a little movie called Mad Max 2 (aka The Road Warrior) set the standard for all post-apocalyptic movies with a budget of $2 million dollars (US). The movie went on to earn eleven times that amount at the box office in the US alone. It’s therefore no surprise that the sequel saw its budget inflated to three times its predecessor’s and had a whole lot more people interested in the success of the film. In Hollywood, that’s usually a recipe for a disaster and Thunderdome can’t quite escape that morass unscathed.

Before we get down to the nitty gritty, here’s the thumbnail recap:

Max, last seen standing alone on a desolate stretch of highway, is still wandering the wasteland. With the last of the V-8 Interceptors a smoldering ruin, Max has traded in horsepower for camel-power to haul his wreck of a truck across the desert. That is, until he’s cold-cocked by the landing gear of a Transavia PL-12 and finds his camels and vehicle heading off into the desert without him. Luckily, Max has replaced his dog with a monkey, who tosses Max his boots and bosun’s whistle—which will come in handy later. Everything’s better with monkeys.

Hot on the trail of his hijacked vehicle, Max makes his way to Bartertown, a sort of Los Vegas/Mos Eisley/flea market that represents the return of civilized life to the wasteland. When Max finds his camels up for sale, he makes a stink that attracts the attention of Bartertown’s head honcho, Tina Turner (Aunty Entity, really, but I think the movie is improved by pretending Tina, finding her singing career dead after the apocalypse, becomes a semi-benevolent despot). Aunty has a problem: a certain “George and Lennie” duo named Master-Blaster that effectively runs Bartertown via a stranglehold on the settlement’s methane supply (energy consumption and control being a recurring theme throughout the Mad Max series). If Max kills Blaster, he’ll, like a country-western song played backwards, get his weapons back, his truck back, his camels back, etc. Max takes the deal, showing exactly how far his morality has crumbled since his days as a police officer prior to civilization’s collapse.

Through an arranged conflict, Max finds himself in the Thunderdome, which is the film’s greatest contribution to Western culture so I need not elaborate. During the fight, Max discovers that Master, hulking brute that he is, is mentally disabled and has a child’s intellect. When Max refuses the kill Blaster, Aunty, sensing that her administration is about to have some uncomfortable questions lobbed at it, gets Maxgate swept under the rug by strapping him to a horse, planting an oversized Carnival head on him, and sending him out into the desert.

Normally, this would be a death sentence, but Max is discovered by the band of ridiculously-named, adolescent hunters-and-gatherers. The movie then picks up an aviation theme and runs with it, which is appropriate because this part of the plot almost causes the whole film to crash and burn.

It turns out that these kids were all survivors of a plane crash that occurred not long after the fall of civilization. Organized by the messianic figure of Captain Walker, a small group of adults and children fled the cities aboard a jet liner only to go down in the wasteland. The adults, probably as annoyed by the kids as I was, decide to abandon them to go find help. They wisely never come back for them, leaving the children to grow up, go all Blue Lagoon, and wait for Captain Walker to return to take them to “Tomorrow-morrow Land,” that magical place where steel-eyed airline pilots live in luxury with their Vegas showgirl wives.

The kids mistake Max for Walker in a most contrived plot development, but Max sets them straight quick after realizing he’s about six seconds away from wandering into Daddy Daycare territory. Some of the kids say “Screw you, old man,” and decide to head off to Bartertown, which they mistake for the Land of Pilots and Showgirls. Max, perhaps seeking redemption or just trying to avoid spending the rest of his life with these mouth-breathers, heads back to Bartertown to save the Kids Who Went. The Kids Who Stayed are thankfully never seen again.

It will surprise nobody to discover that the kids quickly find themselves in hot water (or at least warm pig shit) and Max has to rescue them. In the process, Max blows up Bartertown before escaping with the kids, a convict named Pig-Killer, and the previously mentioned Master, who, like so many of his race (see Yoda), is a mental genius yet unable to speak using coherent sentence structure.

A train-and-car chase erupts when Aunty sets off in pursuit of Max and her escaped brain trust. Luckily, Max runs into the same father-and-son team that stole his camels at the start of the movie and everybody but Max escapes in the airplane, leaving Max to face Aunty Entity –who chuckles and leaves. The film ends with the kids who left now established in the ruins of Sydney with a new civilization growing around them.

You’ve probably guessed that Mad Max Beyond Thunderdome is not my favorite of the series. It is a film that doesn’t seem to know what it’s supposed to be about or who its audience is. Digging around a bit to get the behind the scene story makes it clear that Thunderdome was following a wildly spinning compass from the very start.

Thunderdome began life not as a Mad Max film, but instead about a group of children living in the wild without parental figures. When the screenwriters began tossing ideas of who might find these kids around, Max’s name dropped into the mix and the film was reworked as a Mad Max vehicle. And since Mad Max 2 had been a hot property, this film found American financing sniffing around it and offering up gobs of cash, which is why you get Tina Turner shoehorned into the largely Aussie cast. A bigger budget also calls for a wider audience, so the film was shot with a PG rating in mind.

On a tragic note, Byron Kennedy, producer of the first two Mad Max films and a friend of director George Miller, died in a helicopter crash prior to shooting. Miller lost interest in the project in the wake of Kennedy’s death and a co-director was hired to take some of the weight off his shoulders. This second director, George Ogilvie, handled most of direction so that Miller could concentrate on the action sequences.

To further burden the movie, the children actors are not especially memorable or gifted one. Many eyes glaze over once they show up in the film, which brings the movie to a screeching halt just as things get going. This, however, is not the strangest decision regarding actors in the film.

For years, I never could understand the relationship dynamic between the character played by Bruce Spence and Max. They had formed a partnership if not friendship during the events of Mad Max 2, but events in the film separated them by the end. I always assumed that the hijacking of Max’s truck at the start of the film was a random accident, as it must be hard to identify a robed figure sitting atop a buckboard while clinging precariously to the wing of a moving aircraft. I figured that it was this perceived betrayal that leaves Max and the pilot at odds near the climax of the film. But then, to my surprise, I learned that Bruce Spence is not playing the same character in both films.

The decision to have Spence play two pilots in the wasteland and do nothing to differentiate them other than change aircraft and give one character an actual name (which is never mentioned on screen) boggles the mind. You can’t blame poor Spence for the situation and one wonders if even he was informed that he was indeed playing another character before the film finished shooting. I think this is another sign of the film’s lack of specific direction.

I will give a hearty round of applause to Tina, however. She’s got charisma and presence, and she holds her own on the screen in a role that she appears to be having a lot of fun with.

Phew. I guess my issues with this one go deeper than I imagined. Now that I’ve vented them, let’s look at what there is to steal for a Gamma World campaign. There’s not a whole lot, but the stuff worth taking is all 100% pure cinematic beef.

Top of the list is Thunderdome, no questions asked. Whether as wasteland justice, Cryptic Alliance initiation, or an alternative to jugging, the apocalypse will forever remain incomplete without a Thunderdome or at least a similar form of public execution/sports entertainment. One of its ilk will be incorporated somehow into campaign.

Next is Bartertown itself. While the trend in later editions of Gamma World was to bump up the tech levels and baseline civilization development at the start of the game, I’m old school apocalypse and the idea of a grungy, rad counter clicking settlement with a bar and grill called the “Atomic Café” hits all my right buttons. There will be Bartertown, albeit under a different moniker. I’m on the fence about the pig shit power plants though. Maybe big honking mutant pigs instead…

Third and final thing to steal:

Cow F’ing Car: Don’t cruise the wasteland without it!

I was going to cover The Quiet Earth in a future installment of Radioactive Theatre, but some time has elapsed since I watched it for this series and my impressions of the film have grown a bit dim. Although an entertaining film, I’m not certain if I want to go back there again so soon just to cover it here. From what I remember, there is not a lot worth stealing for an outright Gamma World game. I may instead do a big budget Hollywood double feature next month and cover both The Road and The Book of Eli. I need to think on it.

Monday, November 8, 2010

Update Regarding Jim Ward

UPDATE: The following was posted by Tim Kask on the below-linked Dragonsfoot thread:

Jim’s latest trip to the Mayo Clinic was not good; one piece of bad news after another.
His irrepressibly optimistic side is very much in evidence, and trying to brave it out. Another battery of tests with another flock of specialists is still to come; in three to four weeks time they will all compare notes and diagnoses and recommend a medicinal regimen that we all hope and pray will see him out of this.

The medicines are very powerful and have many nasty potential side effects, so it is still a rather perilous circumstance he still finds himself in. While he is starting to replace some of the weight he so precipitously and dramatically lost, his stamina and energy levels are still AWOL.

I am trying to coordinate an effort to ease some of his financial burden with several individuals. I am getting legal advice as to how we might do this without increasing Jim’s obligation to the IRS. For the present, please do not make any direct donations to his PP acct. I will share details on that just as soon as I can. Keep the faith.

From the Dragonfoot thread regarding Jim Ward's health struggles and the efforts to help cover his growing medical expenses:

I just called Jim Ward a few minutes ago and was lucky enough to get an update on his condition. He is still pretty crook, and feeling very weak, and will remain so for some time yet.

For those of you who have asked - I spoke to him about donations, and he has a paypal account: TEMPORARILY REMOVED.

He appreciates everything that people have been doing to help him out, and despite his current circumstances seems pretty cheerful, even if he is completely knackered.

Craig J. Brain
WardCo.
So for those of you who would prefer to make a donation directly to Jim, you can use the Paypal information Craig provided above. Purchases from WardCo's DrivethruRPG store will help too if you're looking to fill in the gaps in your Metamorphosis Alpha collection, albeit after Drivethru takes their percentage from each sale.

Tuesday, October 26, 2010

My Sole Contribution to the 4th Edition Rules

As I mentioned earlier, despite having never played or adjudicated 4th edition until last Sunday, I felt compelled to add my own house rule to the system. It was intended to both underline the Wahoo! atmosphere of Gamma World and to address an issue with 4th edition that I have often heard others complain about. I have seen some people bemoan the fact that the encounter powers and other wackiness of limited use turn into little more than a player stating, “I use Incredible Bitch Slap on [X],” intoned with all the excitement of “A-3” in a game of Battleship. Not in my game dammit!

This has probably been addressed by others in similar manner, so forgive my ignorance if that’s the case. In any event, here’s my house rule suitable for use in any D&D Gamma World game (and a few straight D&D ones as well):

“Whenever a character invokes a power or object whose use is limited to once per encounter, they must describe how incredibly cool that effect makes their character look and how awesome a power it is. Failure to do so will result in a -2 penalty to the attack/resolution roll. Thus, don’t tell me “I use fiery flare on this guy,” and point at the counter. Tell me, ‘I roll up my sleeves and ignite my hands. Staring down at the cringing badder, I say “How about a little fire, fuzzy britches?” before hurling a skull-shaped ball of napalm at him.’ Doing so negates the -2 penalty and may even earn you a small bonus.

“This rule may also affect the use of skills at the game master’s discretion (And probably should).”

D&D Gamma World: The Final Analysis

After Sunday’s Watchfires & Thrones game, a few of the guys hung around to give D&D Gamma World a test drive. After character creation was completed, we only had time to run through one of the eight encounters in the introductory scenario. This final analysis of the latest version of Gamma World is based on that single play session, so take that as you may. But first: an anecdote.

Back in college, some friends and I would take the occasional trip to the Poughkeepsie Galleria mall to visit whichever big toy store was located there. We’d peruse the discount board games’ bin and come home with a cheap game, usually one with a sci-fi or fantasy vibe, to play on those nights when” beer & pretzels” fun was desired. One of the titles we brought home was Dragonstrike.

Some of my readers might recall that game as one of TSR’s many attempts to introduce people to the concept of roleplaying games and thus increase their potential customer base. It’s mostly memorable for the 30-minute introductory video that featured cutting edge CGI and green screen footage. Well, cutting edge for 1993 anyway. The game used an extremely simplified version of the basic D&D rules and included plastic miniature pieces to be moved around one of the two double-sided playing boards. The game came with several prewritten scenarios that required one player to become the “Dragon Master” and run the other players through them. If you’ve ever played HeroQuest, you’ve got the idea of what Dragonstrike was.

Since all of us in that group of friends had at least some roleplaying experience, we bought Dragonstrike with the intention of mocking it fiercely and approached the game as if we had never seen an RPG before. After watching the instructional video (and opening a few beers), we set up the game as instructed, even quoting a few of the choice lines from the video, and sat down to play. And even though we intended to be purely ironical in our playing of the game, we discovered it was a lot of fun.

Dragonstrike wasn’t a roleplaying game, mind you, but it did help scratch that RPG itch without the need to setup a campaign, build a dungeon, and generate characters. We even managed to get a little roleplaying in, but that was more a result of who was playing rather than what we were playing. In time, we came up with a few house rules that allowed the playing pieces to advance in power and retain items from previous scenarios. In the end, we played the hell out of Dragonstrike for a few weeks before moving on to other things. I still have the game in storage somewhere and wouldn’t be adverse to using it as an introduction to roleplaying (although I’d more likely just start with the actual beast).

Looking back on our experience with Dragonstrike, several things become clear. Was it a roleplaying game? No, but some of the mechanics were the same. Would I ever try and use the game to run an ongoing campaign? Not on your life. I suppose I could, but I’d have to make a slew of house rules that went beyond the intent of the game because it simply isn’t designed for that purpose. Was it fun? Oh most certainly, although we didn’t expect it to be when we first sat down to play. As the most keen-witted of you has undoubtedly guessed by now, the reason I mention this anecdote is because, for me, D&D Gamma World was the same experience as Dragonstrike—which might have been exactly what WotC was intending.

Although I went into D&D Gamma World as open-minded as possible, I nevertheless expected to be disappointed if not outright angry with the game. Gamma World was the second RPG I ever owned and is a dearly loved favorite. After what I construed as them pissing in my favorite fantasy swimming hole, I expected WotC to do the same with Gamma World. But an unexpected mixture of elements would prove me wrong and I’m not adverse to admitting when I’ve made a mistake.

As I read the rulebook to D&D Gamma World, I found the game growing on me a little. This was largely due to the previously mentioned old school sensibilities that this version has: the random character generation, the lethality, and the gonzo “anything’s possible” default setting did a lot to soften me up. The 4th edition rules engine, however, did its best to erode this burgeoning good will towards the game and it wasn’t until I stopped looking at D&D Gamma World as a RPG but as a board game with RPG elements that I stopped worrying and started loving the bomb again. Because, as far as I’m concerned, that is what D&D Gamma World is.

The whole “4th edition is nothing but a skirmish miniatures game” has been argued back and forth in many places and mediums, and after finally being exposed to it in detail, I’m apt to agree. Yet you have to admit that by the modern definition of a roleplaying game, neither D&D or D&D Gamma World can be accused of false advertising. RPGs, thanks to computer gaming, are games where a player creates an avatar that he maneuvers through an imaginary world in order to complete quests, collecting treasure and items, and advance in power. WotC’s “pen-and-paper” (and increasingly “and-computer”) versions meet this definition on all counts. So we can indeed consider it a roleplaying game even if most of my readers wouldn’t call it that. Having that mindset in place allowed me to look past my initial distaste for the 4th edition engine and evaluate the game as to whether it accomplished what it set out to do—and I think it does.

I speculate that WotC is trying to grow its customer base in two ways: 1) by attracting lapsed gamers back into the fold (the D&D Starter Set and Essentials line seems geared specifically towards that end), and 2) produce products that appeal to casual gamers, the kind who might be interested in playing short sessions that were heavy on immediate fun with minimal investment of time and energy. D&D Gamma World and the D&D Encounters program appear to be targeting those types of players. You can show up at your local game store with character in hand, play for an hour or three, get some loot and go home. If you want, you can come back next week and do it again.

D&D Gamma World is clearly intended to be played this way, and since it is successful in this endeavor, I can’t fault it for it. The rules all but ensure that the emphasis of the game is on the encounter happening right now and not the long-term. Despite brief attempts to reassure the player and game master that it’s important to think about the character’s personality and to build adventures that include lots of skill checks, role-playing, and problem solving, it’s obvious that these are tertiary concerns at best. Why worry about such ephemeral matters when there are mutants to burn with your laser beam eyes?!

Despite being intended for that style of play, it is not impossible to use the game in a more traditional manner. Unfortunately, it was my impression that to do so would require the judicious use of house rules. From the comments left on my previous posts and on other venues, I see that some people are already planning on implementing wide-reaching changes in the way that mutations, tech, and other aspects of the game are handled. This leads me to conclude that I’m not alone in this impression. But again, one can’t blame the game because this was not what it was designed for.

The game successfully serves as an introduction to 4th edition game mechanics, one that’s both brief and clear. Having never played 4th edition before, after reading the rulebook I was able to run Sunday’s session in a confident manner. I did have to have two of my more experienced 4th edition players clarify a rule or two, but these clarifications matched what I expected the rules’ intentions to be. If need be, I could sit down and play in a 4th edition game without concern…and that’s something that I never expected I’d be able to say. I even made my own house rule for 4th edition, which confirms my suspicion that I just can’t leave well enough alone when it comes to rules.

The result of all this is that I did indeed have a good time playing D&D Gamma World. That enjoyment was the same kind I experienced with Dragonstrike. It was an entertaining, low-investment of time and energy way to scratch the post-apocalyptic roleplaying itch. Would I play it again? Yes, I would, but again with the goal of having a good time without the need to look beyond the fight of the moment. Would I use it to run a campaign? No, not at all. The need to house rule, the overlong combats, and the built-in reliance on additional material for expansion makes it unsuitable for my needs.

In the end, D&D Gamma World is a complete success for what it intends to do. Whether its intentions and your own are compatible will ultimately determine what your own impression of the game is.

That’s it for the D&D Gamma World here at the SoTPR. We will soon be returning you to your regular blog programming. But first, a few last minute bullet points that came up during the game session on Sunday:

* WotC made a huge mistake when designing the Alpha Mutation and Omega Tech cards: they have the same backing, making it impossible to tell at a glance which pile is which. It’s also very easy for one type of card to get mixed in with the others. A seemingly minor quibble, but this was an issue at least twice during the hour-long session of play.

* Lest anyone think I’m fully in the 4th edition camp now, to paraphrase Spider Robinson, “If you can’t have fun with D&D Gamma World, it’s your own damn fault.” The entertainment value of Sunday’s game came just as much from the PCs as it did the rules as written. If the idea of a giant mutated saguaro cactus in a cowboy outfit, a mutant Joan Crawford, a swarm of flaming kittens, and a giant gravity controller swinging a dead midget on a chain as a weapon doesn’t make you grin, I can’t help you.

* Although the mechanics of 4th edition lays out everything you need to know in order to run an encounter, they also don’t lend themselves to making “legal” encounters of your own without the more detailed rulebooks. I tried to reverse engineer some of the mutants in D&D Gamma World to find out why the stats were what they were without success. I suspect things are much clearer in the D&D rule hardbacks.

* Speaking of mechanics, my players were able to confirm that the rules are a bit lighter than normal and some changes have been made to the core rules. The one that caused the biggest reaction was that second-wind now recovers half your total hit points and costs a minor action to perform.

* Although I don’t think it’s on the agenda, I wouldn’t mind seeing a line of pre-painted plastic miniatures for D&D Gamma World. Having a low cost and ready-to-use selection of 28mm minis would be a boon both to my own planned Gamma World campaign and for gonzo referees looking to add weird new critters to their D&D or retroclone campaigns.

* In retrospect, I think I’m growing more tolerant of other editions of my favorite games. I’ve found my preferred versions and am happily playing them with likeminded people. As such, I’m more willing to try new things because I know that, should I not find them to my liking, they’re not the (literally) only game in town.

Thursday, October 21, 2010

Initial Reading of D&D Gamma World Part II

I’ve had the time to finish the D&D Gamma World rulebook and give the included cards a once-over now, so here are the final bullets points about the boxed set that I think traditional gamers would want to know. As the second half of the book is devoted to only three chapters, this entry will be shorter than yesterday’s.

Much of the information contained in these chapters involves 4th edition game mechanics and I don’t have the experience to go into particulars about such things. You’ve undoubtedly either read more on that subject or experienced it first hand—whatever I would add to the discussion would be well-trod ground. I do need to clarify a statement I made yesterday, however. I mentioned that it is my belief that the rules included in D&D Gamma World are a “lite” version. Some folks may have misconstrued that this meant it was a pared down version that would be simpler to run. It’s not. All the mechanics and condition modifiers you expect from 4th edition (move action, slide, push, encounter power, burst, blast, prone, bloodied, melee 1, etc.) are there. If you’re looking for a streamlined set of rules similar to older versions of D&D, you’ll be disappointed. My suspicion that they are a “lite” version was based on the fact that at least one movement condition (charging) is mentioned twice in the rules but no definition of what it means in game terms is provided, something I assume was left out as they were trimming the 4E rules down enough to fit on 13 pages of single column text. With that clarified, let’s move on to the rest of the rulebook’s contents.

* A chapter intended for the Game Master covers the basics of running and creating adventures. A few locations are presented (no more than a few sentences for each); rules about terrain and hazards encountered in Gamma Terra are provided; the concept of experience point budgets for use in creating encounters is explained; conditions such as Blinded, Slowed, Restrained, Stunned, etc. are described; and some general but brief advice to the GM is touched upon. Most of this is probably familiar ground if you’ve read or played 4th edition D&D.

* One chapter is dedicated to monsters, providing instructions on how to read their stats and use them in encounters. The abridged monster catalogue which follows features some of the classic Gamma World mutants in 4th edition format. Most monsters, as is typical in 4th edition, have two variants of different toughness for use against the PCs. The conversions of these monsters to 4th edition is more in spirit than actuality, but this is likely due to the difficulty in making straight adaptations of some of their powers to 4th edition mechanics. The hoop’s ability to turn metal into rubber is a notable case of this: its transmutation power now prevents the target from making a weapon attack until it makes a saving throw. Failed saving throws have a change of destroying Omega tech.

* For the record, the following mutants appear in the rulebook: Arn, Android, Blight, Badder, Blaash, Blood Bird, Dabber, Fen, Gren, Hoop, Horl Choo, Kai Lin, Menarl, Obb, Orlen, Parn, Porker^, Robot (Guardbot)^, Robot, Eradicator MK 3^, Sep, Serf, Sleeth, Soul Besh, Terl, and Yexil. ^ denotes a new monster. I suspect that the two expansion sets will include more classic mutants updated to 4th edition.

* The book concludes with an introductory adventure for five 1st level characters. Entitled “Steading of the Iron King,” the adventure takes the party to a badder fortress to find out why robots are emerging from it and blowing up just outside of town on a regular basis. The adventure features 8 encounters, all of which are combat encounters that take place at one of the locations provided on the two double-sided battle mats provided with the game.

* The Alpha Mutation and Omega Tech cards contain a mix of classic powers or items and new creations. Most but not all are combat-related. Each contains all the information needed to adjudicate the power or item in play, as well as serving as an indicator as to whether or not you’ve used that card (a la M:tG, cards to “tapped” or turned sideways upon use). It is effectively a part of your character sheet.

* In the comments to yesterday’s post, it was asked whether or not the cards could be replaced by a random table. The answer is yes, but it would be too much work with minimal pay-off. Making that change would mean that you would have to consult a master reference sheet (which you would have to make yourself, as all the mutations’/items’ powers are listed solely on the cards themselves and not in the rulebook) and copy the information down onto your character sheet. But if you’re playing by the rules as written, this information would be constantly changing, meaning you’d be doing a lot of erasing. The game is designed to utilize the card system and encourage deck building by the players and game master. The option is given that, instead of each player having his or her own deck, everyone draws from the game master’s deck. This is why I stated that a creative, home-brewing game master could get along fine without ever buying more cards: a stack of index cards, a pen, and some good ideas would save him money and consistently surprise the players.

That concludes my impressions of D&D Gamma World based entirely upon the read-through alone. I’ve already developed an overall opinion of the game but I’ll wait until I play a bit before putting it down in writing. I will state that I was more impressed with the game itself than I expected I’d be and that there are several neat ideas here. I’m a sucker for unusual or innovative game features and their presence here softened my attitude towards this edition of Gamma World. Look for a final round up in the weeks to come depending on when my home group gets a chance to take this out for a post-apocalyptic romp.

Wednesday, October 20, 2010

Initial Reading of D&D Gamma World Part I

As I stated yesterday, I’m not going to do an official review of the new Gamma World until I’ve had a chance to put the rubber to the road and see how she handles under actual play conditions. What follows are bullet points of the game that I expect the grognard coalition would like to know, regardless of whether or not we’re planning on picking this up for ourselves. I’ve reached the middle of the 160 pp. rule book and have not yet opened the cards and other peripherals. The following is based on the first half of the rules.

* The official name of the game according to the rules is D&D Gamma World.

* Gamma Terra is not the result of a nuclear holocaust, which will no doubt enrage some people. Instead, it is the result of Swiss scientists mucking about at the Large Hadron Collider. Something when wrong and hundreds of possible realities coalesced into a single one—Gamma Terra. Because of this, the game master had carte blanche to throw anything he or she wants into the campaign, no questions asked. The players could be exploring a radioactive desert one week, fighting off dinosaur Nazis the next, and finish things up by pillaging the pyramid of Pharaoh Abraham Lincoln IV.

* The rules engine is 4th edition D&D, which is no surprise. I can’t be sure as this is my first real experience with it, but I suspect it might be a “lite” version of those rules. It could be that I simply remember the unwieldy mess 3.5 was and that has colored my impressions.

* Character generation is completely random. The character creation section features the following quote: “Now that you have your ideal character fixed firmly in your mind, pick up some dice and start rolling to see what sort of bizarre freak you’re ACTUALLY going to play. Sorry, that’s life in Gamma World.”

* Life is hard and then you WILL die. Players are warned that their characters are likely to perish in Gamma Terra and the best way to deal with that is to “raise a glass of Mountain Dew in his or her memory, and then get to work rolling up your next character.”

* There are no classes. At character generation, you roll d20 twice to determine your origin. This leaves you with two templates that you need to reconcile. You might start as a Radioactive Felinoid or an Android Empath. To the game’s credit, it expects you to come up with an explanation justifying some of the really outré combinations. Some suggestions are given, but ultimately it’s left in your hands to figure things out. Template names are more indicative of the powers they possess rather than accurate descriptions of the origin. For example, if your origins were Hawkoid (flight-based powers) and Rat Swarm (swarm-based powers), you could decide that your character is a sentient flock of seagulls or a hyper-intelligent colony of bats. Your Android Yeti could just a well be a cybernetic Bigfoot (all the better to fight Steve Austin) as it could a gorilla with a space helmet. I recommend that WotC hire Jeff Rients to immediately write a supplement that lists every possible rationalization for all the off-the-wall combinations available at character creation.

* Abilities are the standard six and every character begins with (usually) one ability of 18 and another at 16, based upon their origins. The rest of your abilities are determined by rolling 3d6 in order. I’ll repeat that so you know it’s not a typo: 3d6 in order.

* There are ten skills in the game, each covering a broad area such as Science or Mechanics. Every character can attempt any skill, but starts with a +4 bonus to three of them (again, usually).

* Weapons and armor are abstract. You might start the game with Light Armor and a Heavy Two-Handed Melee weapon. Again, it’s left up to you to decide if that means you’re wearing a Kevlar-lined duster or a chainmail shirt made out of pop tops tabs. Your weapon could be a parking meter, a claymore, or a sledgehammer: it doesn’t matter. The mechanics remain the same.

* Starting gear is determined randomly. There is no buying equipment. You start with 1d4+1 things and a basic clothing/equipment package.

* Everyone has mutations, but, unlike previous editions of Gamma World, these mutations are constantly changing. This is where the customizable card element comes in. At the start of every game, you draw a number of mutations based on your level from either your own or the game master’s deck. At the end of an encounter (and sometimes during), you discard that mutation and draw another. You have that power available until after the next encounter. Characters can try to supercharge their mutations by making a die roll and, depending on your origins, you may get a bonus to that roll. The rational for this constant change is that your character isn’t mutated per se, but is really drawing upon alternate realities in which you naturally possessed these ability. This manifestation is a temporary one. Since you can customize your own card deck, you can stack it with mutations that you want to have (within limits) but you can’t control when you have access to them with any certainty. I suspect that this element of the game is going to be the most loathed by traditional roleplaying gamers.

* Like mutations, each character has an artifact deck (called Omega Tech). When you character searches a room or gains a reward, the game master informs you to pull a card from your Omega deck and your character finds the item depicted on the drawn card. When you use this item, there is a chance that it breaks, runs out of power, etc. in which case you discard the card. Some cards can be salvaged, becoming permanent inventory items, but these usually work at reduced efficiency.

* It took me exactly 20 minutes to create a character, and this was because I was unfamiliar with 4th edition mechanics and the index of the rulebook is a poor one. After a few attempts, I could see character generation being a 10-15 minute process. At the end of the character creation process, I had a character with a STR of 6, a CON of 8, a DEX of 11, an INT of 20, a WIS of 10, and a CHA of 5. Being both Telekinetic and an Engineered Human, I decided that, with scores like those, he was Mini-Hitler: a “Boys from Brazil”-type experiment that went horribly askew. This 3’ tall, wizened refugee from the ODESSA Project dreams of finding technology and power so that someday people will take him seriously.

* The game is self-contained. With everything needed to play except for dice, and advancement rules up to Level 10, you could theoretically run a campaign for years using nothing more than the initial purchase. WotC is going to market the hell out of the expansions and the booster card packs but they aren’t actually needed—especially if you’re the creative, home-brewing type.

* The art design leaves something to be desired. The rule book looks like someone melted a roll of Lifesavers candies between the pages.

That’s it for first impressions presented in as neutral a manner as I could.

I’m going to go out on a limb and say that D&D Gamma World, as ill-named is it is, actually has a lot of old school sensibilities to it and, while it’s not going to bring peace to the D&D edition arguments, it may serve as a barometer of sorts. Someone who was reared on 3.5 and 4th edition, but yet embraces the random character generation and lethality of Gamma World might get a better idea of what it is we like about our older versions of these games. At the same time, we grognards need to give Richard Baker and Bruce R. Cordell some respect for being aware of the roots of both the hobby and Gamma World and incorporating them into this new version. Perhaps there’s some common ground out there after all.

It’s still too early to form a definite opinion on the game, but I suspect that the 4th edition rules engine and the customizable card element is going to be the deal-breaker for most old gamers. If you’ve tried 4th edition and didn’t find it to your liking, D&D Gamma World isn’t going to change your opinion. If you hate game elements that jar you out of immersion, are too “board gamey,” or despise M:tG with a vengeance, the Alpha Mutation and Omega Tech decks will send you screaming for the radioactive hills.

As for myself, so far D&D Gamma World has made me rethink, but not necessarily revise, my stance and I look forward to reading more and seeing how it all comes together in play. I’ll have more on that in the days to come.

Tuesday, October 19, 2010

The Latest Gamma Go-Around

If you’ve been reading this blog over the past few weeks, you undoubtedly know that I a) intend to run a Gamma World campaign next year once my current Labyrinth Lord game needs some rest, and b) own every edition of Gamma World ever produced. And, as of today, I mean EVERY version. I picked up the latest attempt to bring post-apocalyptic mayhem to the gaming mainstream, which is a struggle for reasons I fail to understand.

This marks the first time that I’ve added any of my filthy lucre to WotC’s coffers since they decided to pull the older edition PDFs from the commercial market. I hemmed and hawed about whether or not to make the exception for this version of Gamma World, but ultimately came to the conclusion that they’d get my money for this sooner or later. I didn’t drop a single dollar on 4E D&D, so this will also serve as my first “in my hand” exposure to the 4th edition rules, which Gamma World utilizes in some manner. I couldn’t tell you how true they are to their fantasy sister for obvious reasons.

I’m going to try and be open-minded about this version of GW. I’ll admit that I might not be successful, but I’m going to try. I’m also not going to review it based on how it reads. If and when I do talk about this version of Gamma World (I’m not even sure what to call it. Some have called it 4th edition Gamma World or D&D Gamma World, but neither quite work for me. I’ll just stick with New Gamma World for now.), it will only be after I’ve had a chance to play it. I think that’s only fair. Maybe I can convince some of the Labyrinth Lord guys to stay late one Sunday and give it a shot.

I will address one thing because it seems to be the direction WotC’s packaging is headed since the D&D Starter Set came out: There is a heck of a lot more box than stuff here, and dice aren’t amongst that stuff. Here’s what you’re getting:




I understand there will be two Gamma World Expansions released (Famine at Far-Go and The Legion of Gold) and this packaging choice might be meant to accommodate that material. However, if you’re expecting a Fantasy Flight Games-level of stuff inside that boxed set (which really does look like it’s a board game box), you’ll be disappointed. That’s all I’m saying for now.

Thursday, September 23, 2010

Countdown to Armageddon: 3rd Edition Gamma World

Or “Things that Seemed Like a Good Idea at the Time”

Having decided to run 2nd edition Gamma World next year with some additional bits and pieces bolted to the rule framework, it’s now a matter of going back and re-examining the editions that didn’t make the cut to see what there is to steal from them. In that vein, I sat down to reread the various books included in the 3rd edition Gamma World set published in 1986.

Wow. Who thought this was a good idea?

I had forgotten many of the particulars of 3rd edition despite knowing for a fact that I both played and ran 3rd edition games back in the ‘80s. I fondly remember playing a mutant spider named Boris in several of them. What I cannot remember, however, is how we ever managed to use the rules as written. Re-reading them again, I can’t fathom how this was ever sold as the future of role-playing gaming.

Lest you think I’m coming down on the game solely for its use of the Action Table (abbreviated ACT), one of those multi-colored monstrosities that used a d% roll compared to various sized color bars to determine not only if you succeeded in your action but also the level of your success, let me state that I used a similar table back in those dim-remembered days for Marvel Super Heroes. From what I remember (and that could be the root of my problem), the MSH chart wasn’t as convoluted as the ACT table and modifiers from 3rd edition Gamma World.

I suspect my ever-growing fondness for simplified game rules may also color my reaction, but, even with many years role-playing experience under my belt, being subjected rules that could have one making a roll with a +2 CS and a RF of -1, and needing to meet a DF of yellow or better just seems to be sadistic! My eyes began to tear and a slight whimper escaped my lips as I pined sadly for a “+1 to hit” modifier. I suspect that many of the TSR titles from the mid-to-late ‘80s failed to seduce the number of neonate role-players that their earlier and later relatives did.

Despite my personal belief that the ACT table and its modifiers are overly convoluted for my own sensitive palate, I can see the point: Rather than generating a binary succeed/fail result for a character’s actions, the color table accommodated a broader range of possibilities and therefore facilitated more exacting and realistic game play. But that doesn’t answer the question of who the hell thought a game that featured mutated rabbits that can turn metal into rubber with a touch needed realistic game adjudication!

My friends, one will never see a collection of more exacting rules compiled in a TSR title than in 3rd edition Gamma World. The rule book contains five pages of 9-point font in dual columns dedicated to 76 forms of damage, special effects, and attacks. Covering every possible scenario from alcohol poisoning to weakness, the section actually features the advice, “You need not read this entire section.” However, if you choose to, like I foolishly did, you’ll find yourself slipping into a coma around the entry for “Steam” (yes, there is an entire paragraph covering how to apply damage inflicted by steam). Luckily, comas are also covered in the rules.

Alright, I see your point. It was a different time. Regan was in the White House, Gordon Gekko was telling us “Greed is good,” and more was better. I’ll accept that and let’s just play.

What you mean we’re waiting for the Rules Supplement?

It seems that in their eagerness to cover “sunburn,” TSR either forgot to include or edited out but failed to remove references to some rather useful material (They claim the later. I remain unconvinced). Things like how to create a certain type of mutated plant or the descriptions of 42 plant mutations. It also left out information on all the Cryptic Alliances. Imagine that: Gamma World without Cryptic Alliances. Equipment price lists and descriptions also failed to make it into the box, as did some robots.

This missing data was all compiled in a separate booklet called the "Rules Supplement." I think if you were one of the initial buyers of 3rd edition Gamma World, you actually had to send an S.A.S.E. to Lake Geneva and request one of these from Customer Service. It was so long ago that I can’t remember how I got mine, but I know it wasn’t in the box set I bought.

Most disconcerting though is that the 3rd edition was written with a default victory condition, something that had never appeared in Gamma World before (or since as far as I know). From the intro fiction of the rule book: “We have a second chance to rebuild, to restore the old glory, and to prove ourselves worthy of our heritage. For only then will we at last escape the wilderness and be welcomed back into the Cities of Man!” This follows the mentioning of Man’s travel to the stars and the fact that, after the apocalypse, the survivors cried out to the heavens but were unheeded by their star-faring brethren. In another part of the introduction, it is stated that, “For somewhere, out there in the Great Void, await the brothers of this world. If only the intelligent races can mature from their barbarism, and escape the wilderness, then they may at last be welcomed into those lost Worlds of Man.”

If I am correct, the line of modules produced to accompany the 3rd edition documented a long series of quests that was intended to end in the PCs either finding or building a starship, and thereby “winning” the game of Gamma World according to its stated victory condition above. Now, if this was the way you wanted to run your Gamma World game, I’m supportive. Having it as a built-in goal, however, especially one that flies against most every assumption I have about Gamma World, doesn’t sit right with me. It’s almost as if Jim Ward was purposely trying to come full circle and have the journey that started on a spaceship in Metamorphosis Alpha come full circle and end with a return to space from Gamma World. That 3rd edition also purposely and specifically makes the highest level of technology products of an alien race also rubs me the wrong way. No offense, Mr. Ward. I’m a big fan, but this version just wasn’t to my taste. I assume you had to adhere to certain marching orders from the powers that were.

So is there anything you do like, Mike? Yes. Yes, there is and I will be stealing all of it.

Mutant plants as PCs were introduced in 3rd edition and will be appearing in my game, especially the idea that some mutant plants (grasses, fungi, and mosses) can’t get around on their own and are symbiotic parasites that are attached to an animal servant. Imagine having to go talk to the giant mutant eagle to learn something, only to discover that you really need to talk to the mutant fungus that grows under its feathers. There’s also a cool little rule that gives all mutant plants the possibility of re-sprouting from their roots in the case of their death, making them return to play at (effectively) 1st level and down a point in all attributes.

A few new robots are introduced and I’ll be converting them, as I will be doing with a few new mutations. Also, a handy list of barter and trade goods are provided in the above mentioned "Rules Supplement" and that will be useful. I’m also going to use the third form of currency mentioned in 3rd edition (the all-mighty “dahler”) and—possibly—utilize a modified talent system to give starting characters a minor bonus in some area much as I do in Labyrinth Lord with my quirk and dirty quirks and qualities chart. There are a few minor rules tweaks and suggestions as well that bear further study.

Even if I can’t recommend 3rd edition as the version of Gamma World you simply must play, I can still get a little use out of it by picking its bones before I bury it for good. Next up on the examination table: 4th edition. Look for that autopsy in the weeks to come.

Thursday, September 16, 2010

The Game Store Philosopher’s Stone

Or how to distill crap into quality.

This past summer was pretty scattershot for me. I had a lot on my mind and on my plate, all of which caused me to try and multi-task in order to get things finished. The result: not pretty. I finally have to admit that the older I get, the more I can accomplish by focusing my energy on a single project at a time and following it through to completion. Otherwise I’m left with a slew of half-built bridges in my wake.

The result of my failure to focus was that my brain was firing off in a half-dozen directions at once and that wasn’t a pleasant experience. I’d often find myself lying in bed at night with my mind racing and sleep an elusive goal. I’m thinking of starting a meditation regime in order to learn how to still my mind once in a while. In the meantime, I’m undertaking a much needed clean-up of things and thoughts, starting with that which I can easily accomplish. I’m giving up on trying to read five books at one or rent three movies at a time when a single one will suffice. I’m also going through my storage lock-up and seeing what can be culled from there and rearrange the rest. Some of you may have already benefited from this weeding (and more may still).

That process resulted in me selling off another load of game books to my FLGS. It wasn’t nearly as large a sale as I made a year or so ago, but it did free up some space. The books I parted with were mostly a few stray 3.5 titles, some overlooked White Wolf stuff that missed the first purge, and a couple of board and card games that I knew would never be played. I accrued a little bit of store credit and was happy to be free of the excess.

Then Gen Con came and the owner returned with some new old school swag. This was followed by him buying another collection or two from other gamer looking to clear out space. Since he knows I always have an eye of for the obscure or the true old school book, he pointed out the tubs of books sitting under one of the miniature gaming tables the last time I stopped in. This visit caused the last of my store credit to vanish and me to walk out with more books.

I look at the process as game book alchemy. I’m turning splat book crap into gold at a much reduced exchange rate. A two-foot high pile of books becomes a mere 2” tall stack, but the quality is so much better. For instance, the last exchange turned The Book of Vile Darkness, Miniatures Handbook, Mage: The Ascension, Mage: The Awakening, Dead Magic, the Darkstryder Campaign boxed set, the Quo Vadis board game, and a few assorted other splats and card games into:

That’s a complete 2nd edition of Gamma World (minus the box but in very good if not near-mint condition), Central Casting: Heroes of Legend, and a set of the Traveller little black books (which I have never owned or played, but have been looking for for some time). Not pictured is issue #2 of the gaming magazine Gyphon (a mag I had never heard of) but features an article by M.A.R. Barker on building religions for your campaign, a Traveller “service record” sheet to use when generating a character for that game, and an article on fantasy cartography.

I had already made the decision to choose 2nd edition GW for the forthcoming campaign, but my own copy of the set was getting ragged and a replacement copy was unavailable through Noble Knight or Troll and Toad so I really lucked out on this set. The Traveller books are a little play-worn, but still holding together enough to be used to run a game (which might happen after Gamma World ends circa 2012). I’ve heard good things about Central Casting and most any Paul Jaquays’ title is worth having. I doubt this will see use as intended, but it’s already help jumpstart the imagination (much like a certain other table-filled title does).

Tuesday, September 14, 2010

Countdown to Armageddon

The Labyrinth Lord game is gradually reaching the point where it is almost self-perpetuating. With the amount of game prep slowly dwindling each week, I’m finding I have more time to dedicate to a “fall cleaning,” wiping out a laundry list of multi-tasking attempts that have inhibited me making advancements. Many things are still outstanding, but progress has been made and I feel like I’m gradually getting a handle on my life again. Maybe I can get back to writing posts of greater substance again soon.

As I mentioned some time back, it has become my intention to follow up the Labyrinth Lord campaign with a Gamma World game sometime next year. To that end I’ve had to make a decision regarding what edition I’ll be running before I can start the groundwork needed using Rob Conley’s step-by-step sandbox generation scheme. Normally, picking an edition of a game is not too large of a task. After all, even the oldest of rpgs has only four editions to choose from, right? If you follow the party line, that is.

Not so with good old Gamma World, for I own every edition of the game that’s currently available. For those of you ill-versed in Gamma World’s publishing history, that consists of roughly seven versions (with an eighth on the way). There’s the 1978 original by Ward and Jaquet, which was followed by a clarified second edition in 1983. Three years later saw a 3rd edition that made use of one of those universal colored result tables which had infected nearly every game TSR was putting out at that time. In 1992, a version that introduced character classes and 2nd edition D&D-esque rules was released (including what I believe was the first use of ascending armor class—that favorite old school beating horse—in a TSR game). In 2000, a Gamma World source book for the Alternity rules was released—one month after Wizards of the Coast announced it was killing the Alternity line. Gamma World would see two versions released in 2002. One was a d20 mini-game called “Omega World” that appeared in the pages of Dungeon/Polyhedron magazine in September. In November, Sword & Sorcery Studios released a d20 Modern version of the game. Next month, WotC will be releasing a version that looks to be based on the 4th Edition D&D rules with a collectable card element. As you can see, this gives me quite a selection to choose from.

In addition to official Gamma World editions, I also own two versions of Metamorphosis Alpha: the revised 1st edition PDF by WardCo and the 25th anniversary edition produced by Fast Forward Entertainment. And then there’s Mutant Future as well.

Luckily, despite the plethora (“It’s a sweater!”) of choices, for my purposes it actually just boils down to two: 1st or 2nd edition. The 3rd edition’s color chart wasn’t a favorite back in ’86 and Gamma World with classes just feels wrong to me, which removes 4th edition from the running. I’ve never played Alternity and I’m not about to start now, and my avoidance of d20 systems in whatever form easily dismisses Omega World and Sword & Sorcery’s take on the tile. Plus, I never really kindled to SSS’s version of Gamma Terra.

So with two editions in the running, what am I to do? Rather than pit them against one another in Thunderdome (which would be appropriate, but costly to construct and the attempt to get two inanimate books to fight might earn me a trip to the Shady Valley Asylum), I’m currently doing a point-by-point comparison of the rule systems to see where they diverge. This effort has been rather eye-opening and surprising.
I initially thought that I’d run 1st edition with a few elements of 2nd edition thrown it. I figured that by starting with the earliest true edition of Gamma World, I could go down my own path and “imagine the hell out of it” like we in the old school seem fond of doing. In truth, the differences between the two versions aren't all that many and the 2nd edition does do an excellent job of clarifying certain rules without altering them too much. It seems that it would be far easier to adopt the few rules from 1st edition that were cut from the 2nd rather than try things the other way around.

The only change that rankles me was the alteration to the reaction table between the two systems. The original edition uses what became the Moldvay 2d6 chart, which I can adjudicate in my sleep, while the 2nd edition uses a d20-based table. I considered swapping the two, but after breaking down the particulars and various modifiers, it’d be easier just to stick with the table as is in 2nd edition.

Amongst the discoveries I found in carefully re-reading the 2nd edition of Gamma World was the fact that I was incorrectly rolling random mutations back when I played this version in the ‘80s (it turns out you’re supposed to add your CON score to the d% roll when determining your initial Physical mutations and your INT score when rolling for Mental mutations, which is something we never did.) There’s also an extremely simple but effective rule for knocking out opponents, one that can easily be used in D&D if you’re tired of house ruling or using the tables in the DMG to adjudicate such matters. As much as I love the flow charts for figuring out artifacts from 1st edition, I will admit that from my own testing the 2nd edition version is simpler and cleaner (and possibly a bit more lethal).

Despite my decision to use the 2nd edition as the default rule system, you simply must expect that I’ll be bolting on what I consider the missing pieces to it. Combat fatigue, missing from 2nd edition will return, as will experience points. I intend to keep the Rank system of 2nd edition, but that will measure the PCs status and renown in the wasteland. Experience points will affect level and the associated bonuses gained randomly from advancing.

I’ll be cherry-picking from the other versions as well. One of the things that I did enjoy from the 3rd edition was that mutated plants became an official character choice. I intended to reintroduce them, but wasn’t looking forward to trying to convert them from the CSR table to standard rules. They appear in 4th edition which makes them closer to the base line, but there’s still too much extra information for my taste. Thankfully, Mutant Future has a version that works almost perfectly with 2nd edition, as well as providing rules for android PCs that will also be stolen. I prefer 4th edition’s increased number of Tech Levels (from 0-VI over I-III in 2nd edition) so I’ll be using that method of grading technology and settlements’ knowledge and possession of such. The Alternity version has some nice maps of settlements and encounter sites that I’ll be taking, and I’m sure I find something from Sword & Sorcery Studios splat books to steal (maybe that Maliszewski character has got something useful to contribute in Out of the Vaults). I will most certainly be utilizing every random post-apocalyptic “treasure” table from all the editions.

I actually very excited about this prospect. I’ve had a half-baked scheme for years about dismantling Gamma World’s various versions to build my own comprehensive homebrewed mutation and now it seems like it will finally come true. To document both this process and my building of a radioactive sandbox to play in next year, I intend to do occasional posts regarding Gamma World. Not only will I cover my efforts to follow Rob’s step-by-step sandbox creation method, leaving out certain information to avoid spoiling the campaign, but I’ll be looking at various sources of inspiration and may even give a complete cover-to-cover break down of 1st and 2nd edition Gamma World for those of you wishing to know the strength, weaknesses, and differences of both systems. All of these posts will appear under the header of “Countdown to Armageddon” (ain’t I a wit?). Look for more in the near future starting with a re-evaluation of The Godfather of post-apocalyptic movies, The Road Warrior (or Mad Max 2 for you non-Americans).