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D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D) Game – October 19, 2010


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$33.00 FREE Shipping on orders over $35. Only 6 left in stock (more on the way). Ships from and sold by Amazon.com. Gift-wrap available.


Frequently Bought Together

D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D) + D&D Gamma World Expansion: Famine in Far-go: A D&D Genre Supplement (4th Edition D&D) + D&D Gamma World Expansion: Legion of Gold: A D&D Genre Supplement (4th Edition D&D)
Price for all three: $75.20

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Product Details

  • Series: 4th Edition D&D
  • Game: 152 pages
  • Publisher: Wizards of the Coast; Box Brdgm edition (October 19, 2010)
  • Language: English
  • ISBN-10: 0786955082
  • ISBN-13: 978-0786955084
  • Product Dimensions: 10.5 x 10.5 x 3 inches
  • Shipping Weight: 2 pounds (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (29 customer reviews)
  • Amazon Best Sellers Rank: #345,229 in Books (See Top 100 in Books)

More About the Author

Hi! I'm an Origins and ENnie award-winning game designer with a sizable list of professional credits. Most recently, I wrote The Strange RPG with my friend Monte Cook, which is compatible with Numenera. My game credits stretch much further back, of course, and include D&D titles such as Gates of Firestorm Peak, Return to the Tomb of Horrors, Expedition to Castle Ravenloft, the Illithiad, and both the Psionics Handbook and Expanded Psionics Handbook. Not to mention the most recent Gamma World game, the Forgotten Realms Campaign Guide, and D&D 5th Edition.

I'm also the author of several Forgotten Realms novels, including Darkvision, Stardeep, the Abolethic Sovereignty trilogy (Plague of Spells, City of Torment, and Key of Stars), and the Sword of the Gods books (Sword of the Gods, and Spinner of Lies).

Author, world builder, science groupie, fitness buff, and sci-fi fiend.

Customer Reviews

In closing, I turn my eye to those who rated this game 4 or 5 stars.
Meanwhile
It's this latter aspect of the game that I really like; it can serve as a great "party game" because the MECHANICS make it just as fun as the SETTING does.
David C. Haller
Mechanics: 10 out of 10 I love this implementation of the 4th Edition D&D mechanics.
A. Huss

Most Helpful Customer Reviews

68 of 71 people found the following review helpful By David C. Haller on October 19, 2010
Format: Game
I'm going to start by saying that Gamma World IS loads of fun in play - I highly recommend the game. I'm unsure how it will play in a long-term campaign (it's too new to have an opinion on this) but it can work very well both as a short-term campaign (say, the time frame of your typical Cthulhu campaign - GW, like CoC, is a high lethality setting!) and for one-shot games. It's this latter aspect of the game that I really like; it can serve as a great "party game" because the MECHANICS make it just as fun as the SETTING does.

Physically, Gamma World is a fully self-contained boxed set, containing a comprehensive 160 page digest-size rulebook (containing all pertinent 4E rules, so it is NOT necessary to have, say, and D&D books), two packs of cards - Alpha Mutations and Omega Techs, a card booster pack, various maps, and a couple of sets of thick cardstock punch-out chits representing iconic GW monsters (adding to the old-school feel of the game). The book is made of nice stock, and the four-color artwork is evocative and amusing.

Gamma World, of course, is based on WoTC's 4E ruleset; GW uses a pared down version of the rules (akin to the D&D Essentials line) - involving throwing of dice - and adds to that elements of a card-based game. It works very well for Gamma World because the cards introduce randomness (random generation of mutations and strange techonology) and because it's the nature of GW mutations that they have a non-sequitur quality to them.

The first part of a Gamma World game - and practically a mini-game in itself - is character generation; my group, preparing to run the game for a DDXP weekend, spent about an hour generating characters; this is done with the group and GM at the table.
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27 of 30 people found the following review helpful By TheScientistDM on October 20, 2010
Format: Game
This edition of D&D Gamma World is a part of a new series of releases from WotC called D&D Genre Settings. In it, a humorous post-apocalyptic world called Gamma Terra is detailed, and 4th Edition D&D rules are modified to fit the setting more appropriately. Gamma World is an excellent 4e product for any casual or veteran group (at least, any group that likes post-apocalyptic worlds) due to its simplified rule system and sense of humor.

The game is packaged with everything you need to run it with the exception of dice. This includes a full rulebook, character sheets, monster & character tokens (which means there is no need for miniatures!), a couple battle mats, and a deck of Gamma World cards that includes Alpha Mutations and Omega Tech, as well as a random booster pack to supplement that deck.

In terms of rules and mechanics, Gamma World simplifies 4e's system, then adds its own twists. Characters lack a race, class, and daily resources and instead have two random mutant origins that grant them at-will and encounter powers, traits, and attributes. These origins are really more like 4e Paragon Paths than 4e classes in terms of scope, granting a total of three powers and a small group of traits each. At the game's maximum PC level of 10, the character will have access to all its traits and powers, so choice only impacts the order in which they are obtained.

Characters are given additional resources in the form of Alpha Mutation cards, Omega Tech cards, and mundane equipment. Alpha Mutations are random (and often hilarious) effects that can range from encounter powers that allow the PC to fire porcupine quills to constant teleportation benefits.
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22 of 28 people found the following review helpful By Meanwhile on October 17, 2011
Format: Game
In creating Gamma World, WotC has combined a rollicking setting with fast-paced game mechanics and an ultra-streamlined character system. The end product? Sadly, it turns out to be something less than the sum of its parts. Don't get me wrong; it's a fun game the FIRST time you play it. Believe me, I do get the initial appeal. However, in attempting to "casualize" every element of D&D, they've made a game that's just too flimsy to have any real staying power.

Let's start with the setting. Post-apocalyptic, tongue-in-cheek, full of crazy, full of wild. Also vague, unpolished, and lacking in hooks. As a game master, there's just not a lot to grab onto, world-wise. This would be fine if the other elements of the game (mechanics and character system) were a little deeper. A GM can often use those other things to generate story where none is provided. No such option here, so once you've used up what little lore is provided, you're on your own. A seasoned GM will be OK, but a new one will soon find himself cruising bad SyFy movies for plot ideas.

Likewise, the character system is a streamlined version of 4th Edition D&D. VERY streamlined. This allows you to get into the action with a minimum of reading time and no deliberation. And because there is a high mortality rate, you never really feel bad when your character dies. The downside is, every character feels completely disposable. It's impossible to care at all about the fate of this unfinished quasi-creature when I spent all of five minutes creating him and I know he's got the life expectancy of a mayfly. The RPG Paranoia has a similar system, but the important distinction there is, Paranoia's world is very fleshed-out and clever.
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