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D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D)
 
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D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D) [Game]

Richard Baker (Author), Bruce R. Cordell (Author)
3.6 out of 5 stars  See all reviews (23 customer reviews)

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Book Description

4th Edition D&D October 19, 2010
A wacky, wily roleplaying game of post-apocalyptic peril.

Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.
 
The D&D® Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils.
 
This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.
 
Game components:
 
• 160-page book with rules for character creation, game rules, and an adventure
• 2 sheets of die-cut character and monster tokens
• 2 double-sided battle maps
• Cardstock character sheets and mutation power cards
• Mutation power card deck
• Loot power card deck

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: $73.17

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Product Details

  • Game: 152 pages
  • Publisher: Wizards of the Coast; Brdgm edition (October 19, 2010)
  • Language: English
  • ISBN-10: 0786955082
  • ISBN-13: 978-0786955084
  • Product Dimensions: 10.5 x 10.4 x 3.1 inches
  • Shipping Weight: 4 pounds (View shipping rates and policies)
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (23 customer reviews)
  • Amazon Best Sellers Rank: #57,371 in Books (See Top 100 in Books)

More About the Author

BRUCE R. CORDELL is the author of several FORGOTTEN REALMS novels, including Darkvision, Plague of Spells, City of Torment, Key of Stars, and Sword of the Gods.

Bruce is also an Origins and ENnie award-winning game designer whose long list of professional credits include the new Gamma World game, Player's Handbook 3 for 4th Edition, and the Forgotten Realms Campaign Guide.

Bruce summarizes himself as so: Author, science groupie, martial artist dilettante, stumbler through life's thorny briars.

 

Customer Reviews

23 Reviews
5 star:
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Average Customer Review
3.6 out of 5 stars (23 customer reviews)
 
 
 
 
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56 of 59 people found the following review helpful:
4.0 out of 5 stars Very fun game, and they got the wackiness right!, October 19, 2010
This review is from: D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D) (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. Players roll 2 d20s, referencing the rolls against two Origins, one primary and one secondary - choices include such things as "Android", "Gravity Controller" and "Yeti" - and it is from these that one derives the primary and secondary ability scores (for example, my Android Gravity Controller had an 18 Intelligence and 16 Constitution), as well as At-Will powers (keyed to the stat linked to the Origin), skill bonuses, defense bonuses and so on - the Origins are essentially the character's "class". All other ability scores are rolled - yes ROLLED with 3d6 - again keeping with the random craziness that is GW.

Armor and weapons are described not in specifics, but in generalities, such as "Light Melee" (keyed to Int/Dex), "Heavy Armor" (AC 7, -1 move) because it's up to the player what these are - for example, you might decide your "Light Melee" weapon is a skillet, "Light Ranged" is a bag of billiard balls, and "Heavy Armor" is a collection of trash can lids duct-taped together - the description can be as serious or silly as the player likes. Again, GW uses a mechanics-lite version of 4E.

Once the Origins, stats and equipment are decided upon, it's time for mutant powers! Every player is dealt one card from the Alpha deck (mutations) and the Omega deck (ancient tech); Alpha powers themselves have origins (if these match your Origin - for example "bio" or "dark energy", you can overcharge them at a risk of greater effect - more gambling!) and vary in power type (most are Encounter, it seems); the Omega techs run the gamut from a fusion rifle to an animatronic toy which immobilizes opponents. Players can build their own card decks to use (and there are rules for keeping this fair, as well as situations in which they must draw from the GM's deck) as well.

Once character generation is complete - and players have a chance to describe their hapless warrior of the wastes - the game follows the familiar 4E encounter structure (with short and extended rests). There are simplifications - no one has surges, for example, just one second wind per encounter (yes, GW is high-lethality) and there are no action points. More random craziness ensues - after each extended rest, all players turn in their Alpha card and draw a new one (as reality changes in a process called Alpha Flux); if any Omega card has been used, a d20 roll is made for the tech to see if it broke (1-9 it broke, 10-20 it's reusable) - broken techs sometimes have salvage rules on the card, so all isn't (necessarily) lost. After a typical encounter, players will draw an Omega tech card to add to their pile (treasure!) As for hazards, they can be wacky (savage bunny men called Hoops) to deadly (the lethal Eviscerator warbot), and natural hazards - like radiation pools - can add or subtract new Alpha powers along with the damage. Anything goes!

The setting's backstory is an update from the traditional "nuclear war" - there was a little problem with the Large Hadron Collider (the "Big Mistake") which has caused the worldliness of multiple universes (think Hugh Everett's "many worlds hypothesis" here) to get tangled up with each other, so that multiple realities are being expresses simultaneously: this is the cause of Alpha Flux, which can change characters from encounter to encounter (new Alpha cards) and certainly keeps the game amusing as one has a "core" character with alterable mutant powers!

From a GM's perspective, as I mentioned before, I don't think the game would support a long-term campaign (or a "serious" post-apocalyptic game), but it's perfect for a short-term campaign (characters are capped at 10th level, anyway) and GREAT for a one-shot at a party or as a break from another campaign (my group may play it as a break from our long-term Traveller campaign, for example) - that's its real strength, for me: it satisfies that need for something more "RPGish" than a board game, but less commitment-intensive than a proper "campaign". It's also a good template for wackiness and humor - just a fun game to play.
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23 of 25 people found the following review helpful:
5.0 out of 5 stars Fun World, Beautiful Mechanics, October 20, 2010
This review is from: D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D) (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. These are replaced after each encounter or during Alpha Flux events, causing a good bit of variance from one encounter to another. PCs are encouraged to make their own Alpha Mutation deck in order to flavor a character or create interesting combat synergies, though they are not required to do so.

Omega Tech cards are Gamma World's replacement for magic gear. These are pieces of ancient technology that can be used during one encounter, then they must be recharged, discarded, or permanently salvaged (in a weaker form). The recharge is random, with about a 55% chance of success, and salvaging an item has a character level requirement, so Omega Tech will go in and out of play often. Both PCs and the DM can customize this deck as well, creating their own themes and power combos to vary encounters as much or as little as desired.

Mundane equipment in Gamma World has also taken a very interesting turn. As usual in 4e, equipment grants weapon accuracy, damage, and AC. In Gamma World, though, equipment is broken into relatively broad categories, like light, one-handed melee weapons and heavy armor. These pieces of gear are stat packages with only a suggested flavor. PCs are actively encouraged to describe their equipment as they like, often allowing the use of what D&D would consider an improvised weapon very effectively.

I have very little to say about the non-combat skills in Gamma World. They are trained based on a random roll and your origins, and are very similar to D&D's skill system. The attributes associated with skills tend to make sense, and the DCs for succeeding on skill checks are fairly reasonable. Some skills are consolidated and renamed to simplify play.

For all the good Gamma World offers, it does fall off 4e's balance track a bit. The randomness introduced by rolling origins and drawing cards can create characters that lack at-will powers and suffer from the 3e low-level Wizard syndrome. After using their encounter powers, these characters may not have a good weapon stat for basic attacks, and are therefore out of effective combat-related options. Further, the origins do not seem to be as carefully balanced to one another as I would like. Allowing characters to choose origins could easily lead to a knowledgeable munchkin taking over a game, or to a less knowledgeable player making a very underwhelming combat character that is pure flavor. These issues can be forgiven, though, because Gamma World seems to thrive on imbalance and insanity. Combat tends to be quicker and dirtier than 4e D&D combat, with few healing options and enemies that deal a significant amount of damage at level one. Mutants can die quickly and easily at any turn, and fortunately the ease of rolling a new character means that a new mutant can see action within a few minutes of a player's old one dying.

Gamma World is an amazing casual RPG that lends itself well to new-comers and veterans alike. Humor can easily be found in the random fortunate and unfortunate events that occur (as well as the monsters, powers, characters, and the world in general), and an RPG that does not take itself seriously is a great way to introduce new players to the pen and paper genre. Finally, Gamma World's 4e mechanics are stream-lined and customized in a way that allows for fun, quick play in all aspects of the game. PCs require little maintenance between games, and players have much less to track and plan during game play than they do in D&D. I eagerly await the next genre setting's release, and I hope it continues in the same mechanics vein as Gamma World.
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6 of 6 people found the following review helpful:
2.0 out of 5 stars Reverse Synergy, October 17, 2011
This review is from: D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D) (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. You don't mind having a disposable character in Paranoia because the game itself has so much personality. In Gamma World, you just feel like a cardboard cutout wandering through a bad acid trip.

And the game mechanics: take the most essential elements of the D&D combat system, throw out everything that seems too "rulesy," and randomize rewards to make things weird and chaotic. Well, yes, things do get chaotic, but the problem there is, too much chaos and everything collapses into a bland, homogeneous paste. And like several other reviewers, I take immense exception to the "collectable" nature of the Mutations and Tech cards. Apart from that, the stripped-down rules leave a lot of situations up in the air, which is fine for a veteran GM who is used to making judgment calls. But the paradox is, this game is supposed to be more casual, right? So the GM might not be all that experienced ... and his/her judgment calls will probably lead to an inconsistent or even contradictory gaming experience for the players. This might be fine, but it is just as likely to leave them feeling tossed about by the tempest whims of the GM -- a situation that invariably leaves new players wondering why anyone enjoys RPGs at all.

In closing, I turn my eye to those who rated this game 4 or 5 stars. I have to wonder how many of those people are still playing Gamma World with any regularity. I'm sure there are those who love the setting enough to make it work. Nostalgia can be a powerful force. But I really feel that most gamers will find themselves feeling uninvested, uninterested, and underwhelmed by the end of the second session.
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