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The '''second edition''' was a major upgrade to the first edition game. Beyond a lot of superficial indexing and rule clarifications, the combat rules are more complete, the races are more defined in capability, and mutant creatures have listed Attributes rolls. This game also introduced Tech Levels, to help grade technology. Beyond the rules feeling more "complete", the additional codes and sub-systems can get really redundant at times.
 
The '''second edition''' was a major upgrade to the first edition game. Beyond a lot of superficial indexing and rule clarifications, the combat rules are more complete, the races are more defined in capability, and mutant creatures have listed Attributes rolls. This game also introduced Tech Levels, to help grade technology. Beyond the rules feeling more "complete", the additional codes and sub-systems can get really redundant at times.
   
The third edition rules replace specialized matrices with the '''Action Control Table''' (ACT), a single, color-coded chart that allowed players to determine whether a character action succeeded, and the degree of success, with a single percentile roll. (The '''ACT''' concept is drawn from the Marvel Super Heroes, and was used in a number of TSR games at that time) This game suffered from a number of editorial mistakes, including cross-references to rules that didn't appear in the boxed set (the errors were serious enough that TSR published a Gamma World Rules Supplement containing the "missing" rules).
+
The '''third edition''' rules replace specialized matrices with the '''Action Control Table''' (ACT), a single, color-coded chart that allowed players to determine whether a character action succeeded, and the degree of success, with a single percentile roll. (The '''ACT''' concept is drawn from the ''Marvel Super Heroes'', and was used in a number of TSR games at that time) This game suffered from a number of editorial mistakes, including cross-references to rules that didn't appear in the boxed set (the errors were serious enough that TSR published a Gamma World Rules Supplement containing the "missing" rules).
   
Gamma World's fourth edition abandoned the '''ACT''' system in favor of mechanics derived from the Advanced Dungeons & Dragons 2nd Edition rules. One noticeable feature is the same sort of AC mechanics, that would later be used in the third edition D&D.
+
Gamma World's '''fourth edition''' abandoned the '''ACT''' system in favor of mechanics derived from the ''Advanced Dungeons & Dragons 2nd Edition'' rules. The rules are extensive, and includes different ways to roll attributes based in genotypes, a new attribute called '''Perception''', animal and plant templates for mutant [[races]], 4 playable classes - Enforcer, Esper, Examiner, and Scout - with their own specialized skills, attack and stealth rolls prolifically similar to the AC/DC mechanics used in the ''third edition D&D''. Where the core book lacked rules for [[Powered Armor|powered armor]], '''Gamma Knights''' featured highly customizable suits with attachable weapons and equipment reminiscent of the classic '80 cartoon [http://en.wikipedia.org/wiki/The_Centurions_%28TV_series%29 The Centurions].
   
  +
The '''fifth edition''' was a setting supplement for '''Alternity'''. That is, it required the '''Alternity''' core rule book to play.
(WIP)
 
  +
  +
The '''sixth edition''' was a licensed game by White Wolf Studio, and uses the '''Modern d20''' rules. Like The fifth edition, it was no a complete rule set, so you'll need '''Modern d20''' (or a similar rulebook) to play, but their are enough rules to be nearly complete.
  +
  +
The up-and-coming seventh edition is going to use the 4th edition D&D rules (also called the "4e" system). Besides the relativity new and systematic rule set, this game also features a controversial method of using collectible cards for mutations and artifacts.
  +
  +
==The Apocalyptic Post==
  +
  +
Back in 2000 a group of Gamma World fans made a free unofficial, semi-monthly online e-zine that lasted for only 5 issues. The editors are: Chris Conboy, Benjamen Hebert, Derek Holland, Lord Irish, Neil "Tormentor" Whitlow, and John Traglio. Guest contributors includes: Brian Judt, Brutorz Bill, Colin Chapman, David Little, Derek Winston, Fabian Benavente, Kerry Jordan, Mike Leach, Moses "Wolfy" Wildermuth, Randy Messick, Sean Kindred, Sidhain, and Tetsubo. Most of the the people involved are iconic figures in the tight-knit fan community, and can still be found posting on GW forums.
   
 
==External Links==
 
==External Links==
 
* [http://en.wikipedia.org/wiki/Gamma_World Gamma World article on Wikipedia]
 
* [http://en.wikipedia.org/wiki/Gamma_World Gamma World article on Wikipedia]
  +
* [http://gammaworldinfo-editions1-3.com/ Text-only download of the first to third editions]
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* [http://en.wikipedia.org/wiki/The_Centurions_%28TV_series%29 The Apocalyptic Post]
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* [http://www.paforge.com/ Post Apocalyptic Forge]
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* [http://www.gammaworld.us/ Tormentor's Virtual Wasteland]
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* [http://www.angelfire.com/games/Alterniverse/ Brutorz Bill's Alterniverse]
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* [http://www.bigfella.com/newwest.dir/newwest.html Adventures in the New West]
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* [http://duggerc.tripod.com/gw.html Dugger's A Glowing Wasteland]
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* [http://john.horton.tripod.com/gw/index.htm The Fourth Pyramid]
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* [http://tamerthya.freeservers.com/GW_Index.html Tamerthya's Gamma World Site]
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* [http://gammabase.tripod.com/ Cheff the Tellers Legends of the After Years]
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* [http://darkonnia.com/downloadcategory.php?category=gammaworld Darkonnia Gamma World Downloads (NSFW)]
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'''Forums:'''
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* [http://games.groups.yahoo.com/group/gammaworld/ Gamma World Mail Group]
  +
* [http://games.groups.yahoo.com/group/paforge/ The Post Apocalyptic Forge]
 
[[Category:Gamma World]]
 
[[Category:Gamma World]]
 
[[Category:Game System]]
 
[[Category:Game System]]

Revision as of 13:14, 1 October 2010

Do to a lack of information by the editor, this page is of need for more info to fill the gaps. Your help would be much appreciated!


Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrowed heavily from James M. Ward's earlier product, Metamorphosis Alpha. Thus far, there have been 6 editions, with another in development.

The game's designers took inspiration from the post-apocalyptic novels and movies of the 1950s, 1960s, and 1970s; the first edition rules cite Brian Aldiss's Hothouse, Andre Norton's Star Man's Son (also published as Daybreak - 2250 A.D.), Sterling E. Lanier's Hiero's Journey, and Ralph Bakshi's Wizards.

Setting

The details provided change from version to version, but for the most part, Gamma World takes place in the mid-25th century, more than a century after a nuclear war had decimated human civilization.

In the early editions, humanity became a high-tech utopia, that effectively ended human suffering, and reversed man-made pollution. Without the daily struggles of life, mankind focused on politics, and eventually became galvanized in their own views - to the point of fanaticism and terrorism! With the world falling apart through wars and bloody skirmishes, a fanatical group called "The Apocalypse" tried to force world peace, by threatening the world with total annihilation! Their plan of absolution was not that absolute, as the world still survived, but a bit... altered. The aftermath resulted in the fall of civilization, and a state of Darwinism unleashed! Early on, the setting was focused on finding the hidden Apocalypse Base, but in truth, the setting was open-ended enough for a wide range of adventures. The shards of civilization are primitive, and xenophobic. Some people from into secret parties - formed together by a common philosophy. These groups are called Cryptic Alliances. With each edition, these groups became larger, more well-known, and more tied to the setting - to the point of controlling large areas on the map, and spread across North America.

Early editions are fairly open-ended, but with each new edition and module, the more developed and established the setting becomes.

(WIP)

The Rules

The first edition was based on an unproductive gamed called Munant, and was further developed by Ward and Jaquet. Attributes are rolled like D&D Abilities, but Strength is called Physical Strength, and Wisdom is called Mental Strength. The playable races are Pure Strain Human (PSH), Humanoids, and Mutant Animals. Their are no character classes, and levels only grant a bonus to combat, or an Attribute - in fact, advancement was mostly tacked-in and optional. Hit Points are rolled, based on the Constitution score, and always uses a d6. Initiative is unrolled, and based on Dexterity. The ability to hit is more based on Weapon Class, then character level (although, an advancement could allow for a +1 to hit with melee weapons). For the most part, the combat mechanics was rather piece-mail, and required a bit of twinkling.

The second edition was a major upgrade to the first edition game. Beyond a lot of superficial indexing and rule clarifications, the combat rules are more complete, the races are more defined in capability, and mutant creatures have listed Attributes rolls. This game also introduced Tech Levels, to help grade technology. Beyond the rules feeling more "complete", the additional codes and sub-systems can get really redundant at times.

The third edition rules replace specialized matrices with the Action Control Table (ACT), a single, color-coded chart that allowed players to determine whether a character action succeeded, and the degree of success, with a single percentile roll. (The ACT concept is drawn from the Marvel Super Heroes, and was used in a number of TSR games at that time) This game suffered from a number of editorial mistakes, including cross-references to rules that didn't appear in the boxed set (the errors were serious enough that TSR published a Gamma World Rules Supplement containing the "missing" rules).

Gamma World's fourth edition abandoned the ACT system in favor of mechanics derived from the Advanced Dungeons & Dragons 2nd Edition rules. The rules are extensive, and includes different ways to roll attributes based in genotypes, a new attribute called Perception, animal and plant templates for mutant races, 4 playable classes - Enforcer, Esper, Examiner, and Scout - with their own specialized skills, attack and stealth rolls prolifically similar to the AC/DC mechanics used in the third edition D&D. Where the core book lacked rules for powered armor, Gamma Knights featured highly customizable suits with attachable weapons and equipment reminiscent of the classic '80 cartoon The Centurions.

The fifth edition was a setting supplement for Alternity. That is, it required the Alternity core rule book to play.

The sixth edition was a licensed game by White Wolf Studio, and uses the Modern d20 rules. Like The fifth edition, it was no a complete rule set, so you'll need Modern d20 (or a similar rulebook) to play, but their are enough rules to be nearly complete.

The up-and-coming seventh edition is going to use the 4th edition D&D rules (also called the "4e" system). Besides the relativity new and systematic rule set, this game also features a controversial method of using collectible cards for mutations and artifacts.

The Apocalyptic Post

Back in 2000 a group of Gamma World fans made a free unofficial, semi-monthly online e-zine that lasted for only 5 issues. The editors are: Chris Conboy, Benjamen Hebert, Derek Holland, Lord Irish, Neil "Tormentor" Whitlow, and John Traglio. Guest contributors includes: Brian Judt, Brutorz Bill, Colin Chapman, David Little, Derek Winston, Fabian Benavente, Kerry Jordan, Mike Leach, Moses "Wolfy" Wildermuth, Randy Messick, Sean Kindred, Sidhain, and Tetsubo. Most of the the people involved are iconic figures in the tight-knit fan community, and can still be found posting on GW forums.

External Links

Forums: