22 of 22 people found the following review helpful:
1.0 out of 5 stars
virtually unusable., December 7, 2003
By A Customer
This review is from: Gamma World Players Handbook (D20 Edition) (Hardcover)
248 pages should have been ample room to present a complete picture of the Gamma World setting as a supplement for d20; this isn't Glorantha, people. Entire editions of previous incarnations managed to do it in a fraction of the page count. They also managed to provide complete, detailed systems for creating mutant PCs-THE key element to any game that calls itself Gamma World. This book, however, deemed it more important to present a flawed community-building mini-game, as well as essential GM content such as, "Formed where the continental plates have forced the land upwards, mountains can be found on every continent," and stats for boxes and sacks. Creating mutated animal PCs, or "mundane" mutations such as an extra limb or darkvision, are left to the reader's imagination and kit-bashing skills. That the FX rules are not grounded in any existing d20 Modern systems make this doubly difficult.
It may be that future products will expand upon the various shortcomings of the Player's Handbook-though, as of this writing, none of the scheduled products provide any more material on mutations. If the quality of this product is any indication, however, I cannot justify purchasing any of them. Sloppy editing, uninspired visual design, and a seemingly incomplete understanding of d20 mechanics make this book, in my opinion, essentially unusable; what little useful material that is provided is simply not enough to justify the work needed to bash the game into shape. Its sober take on the setting and lack of sufficient FX rules will disappoint Gamma World veterans, and it's overall poor quality will likely frustrate everyone else.
If you're seeking post-apocalyptic d20 fun, I would avoid the Gamma World Player's Handbook and instead check out Darwin's World or the most excellent Omega World d20 mini-game from Polyhedron #94. The latter manages to do in about 50 pages what the Player's handbook fails to do in 248.
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17 of 17 people found the following review helpful:
3.0 out of 5 stars
Gamma World's 25th aniversary, October 30, 2003
This review is from: Gamma World Players Handbook (D20 Edition) (Hardcover)
The 25th aniversary of one of my all time favorite RPGs, Gamma World, brings us the 6th edition of the game. For those unfamiliar with this setting, Alpha World was the dinosaurs, Beta World is our world now and Gamma World is what comes next. A world where science and technology reached an unbeilvable apex only to collapse into ruin. It is a world of Mutants, Robots and ancient ruins. A World where you carry a sword and a laser pistol while running from humanoid badgers with machine guns. It's Mad Max mixed with Tank Girl and a pich of Logan's Run thrown in.
Now does the 6th edition live up to its predecesors? No it does not! The focus of Gamma World has always been playing weird and wacky adventures. You might be a mutant wombat traveling with a walking, talking rose bush, but the new designers have decided that they didn't like that kind of gamming and so mutant plants are gone and mutants have only 50 mutations to choose from and half of them are defects(previous editions had from 80 to 150 mutations). The psionic rules are sucidal, you may kill yourself every time you use your psychic powers and far to much of this book is Game Master information, not player information. The book does introduce cybernetics and nanotech, but those that use nano quickly devolve into a D&D cleric.
While I love the Gamma World setting, this book will not be fun or easy to play. I would advise you check out Darwin's World 2, currently in pdf format and will be in hardcover in December. Both games use D20 Modern rules, so they are interchangable and DW2 mutation rules, psionic rules and tech rules are much better to use. Between the two, you can probably recreate the Gamma World so many of us love.
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11 of 11 people found the following review helpful:
3.0 out of 5 stars
Good? Bad? Or Ugly?, February 13, 2004
This review is from: Gamma World Players Handbook (D20 Edition) (Hardcover)
All of the above? heh-heh.
First off. Ignore the cover title. This was originally meant to be a Campaign book, not a PHB, and this is why it doesnt feel like a PHB book.
Secondly dont grab this book thinking its going to allow you to play a GW game straight up. There just isnt enough presented to do it propperly without A WHOLE LOTTA work on your part. This book is meant to be part of a FIVE book set. The d20 Modern core book.(D20M), The Players Hand Book(PHB), The Monster Manual(MM), Arms & Equipment(A&E), and Dungeon Masters Guide(DMG).
The third thing to consider is that this IS NOT the old Gamma World setting in any way. Dont expect much to be really familliar, which is a big change from 5 preceeding editions where there was a definite familliarity from one to the next.
What does the book give you?
You get a post apocalyptic setting wherein mankind reached the heights of technological and biological manipulation... And then proceeded to tear it all down and differing factions all vied to make dominant some vision of "how things should be". This is a world where new life forms and sentient beings were grown on demand, where AIs became sentient minds, and were then placed in toasters and screwdrivers, where nanotech became so prevalent the stuff all but saturates some regions. The art is all black and white and is well presented. The writing has many typoes and goofs, but nothing truely reaches out and smacks you as broken.
The book proceeds from a overview of the setting to get down to character creation. Humans are divided into the Stock Human (stadard in all ways), and the Pure Strain Human (Familliar with technology still.) Next are Mutants. Divided into several sub groups, Altered Animals (beasts hiven human form and sentience), Altered Humans (Modified people that breed true), New Men (Mutated humans), and True Mutants (A catch-all for any mutant. They also tend to gain more mutations on levelling or when severely damaged.) The last race being Synthetics. These are free thinking (more or less) robots and androids that have survived after the wars. Synthetics can upgrade themselves with special equipment.
Next is the Class system. This is the d20M system that is based around attribute ideals such as Strong, Tough, Fast, etc. This allows a more custom class creation as you move along. For the d20GW there have been some slight changes and additions.
New skills and feats are presented and occupations available to work through. With time the players can move into Advanced Classes unique to the setting. Survivor, Nanosmith, War Chief, Prophet, Leader, and Cybercologist.
A selection of equipment and vehicles are given. This section has just enough to outfit a character. But is far from complete or extensive. That will be covered in the A&E book (Out of the Vaults). There is a section covering some Synthetic upgrades at the end.
The next section delves into powers and effects and starts with Mutations. Sadly this section is very weak and does not give enough to really satisfy most fans of previous editions. The mutations though follow into the Biotech Implant and Graft section where it is explained the rules for biological gear that mimics mutations.
This is followed by the Nanotech system. This is the focus of the new setting and nanites can be used to produce a vast array of efects limited only by the users imagination, skill, and access to local and personal nanites. You define scope, power, effect, and more, then try to get the nanites to do what you want.
Cybernetics are given their own section. Bionics and cyborg attatchments are detailed.
Psionics are seperated from mutations and now potentially accessible by non-mutants. The system is both very sparse, 4 psi powers with sub-systems, and has some application flaws that can lead to potential abuse.
Next up is environ and society. First is a section detailing environment. Mountains, forest, etc.
Then the book devotes a large section to Community creation. Communities are given PC style stats, skills, feats and more and are meant to draw the players intoa more active role in the affairs of their home base as it were. This section may perplex or delight you, depending on your tastes.
The monster section covers both old edition mutants and machines, and some new ones too. Though many entries are lacking illustrations. The mutants in this section do NOT use the mutations system presented for players.
The book finishes with some conversion notes and the 4th Ed Gamma world classes converted to d20 D&D format for those wishing not to use the d20M class system.
If the changes and new system do not put you off, and you want a setting less grim than Darwins World. Then the new d20GW setting may be the thing for you and this is where you start.
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