Monday, January 28, 2013

Hopes for the Gamma World

I had an epiphany the other day, putting a game report together for the Black City.  Somewhere deep down, I clearly have a yearning to run a Gamma World campaign.  It's manifested through me stocking parts of the Black city with robots and mutants, lightning guns and techno-magic items, insane super computers loaded with psychic powers, and most recently, radioactive zombies.  Somewhere, maybe in the attic, or buried in the garage, I might even have a coffee-stained, beat up copy of the 1E Gamma World rules.

Most fantasy gaming is already post-apocalyptic… older civilizations, more advanced than the current age, have fallen, leaving behind their relics and artifacts.  It's just that in the traditional approach, those relics are the many magic items found strewn about dungeons.  Depending on your point of view, this might be a legacy of Tolkien's influence on the game, or a historical nod to the dark ages and the passage of Rome.  The dissolution of earlier civilizations plays a large role in the weirder inspirational fiction - Lovecraft's elder things, Clark Ashton Smith's Zothique and Hyperborea stories, or Vance's Dying Earth.  I've been enjoying the Marvel comics adaptation of Stephen King's Dark Tower, and that's a post-apocalyptic setting filled with gunslingers, robots, demons, and ancient magic.  It's a glorious mixed omelet.

Now that WOTC has lifted the embargo on PDFs of their games, will we see a high quality scan of the 1st or 2nd editions of Gamma World?  Why not, right?  Bring it on, WOTC brothers.

Have any fellow gamers posted reviews comparing Gamma World to Goblinoid's Mutant Future, or looked closely at Sine Nomine's Other Dust?  I'll have to take Mutant Future and Other Dust off the shelf and give them a thorough read, just to get a sense on how they differ.