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Gamma World
Posted: Sun Dec 02, 2007 4:12 am
by slimykuotoan
I'd like to GM a 'one-stop' Gamma World campaign some time either next weekend or over Christmas.
Anyone up for it?
I promise many irradiated bodies...
Pretty please...with dead people on it.
Posted: Sun Dec 02, 2007 4:16 am
by slimykuotoan
It may be weird at first, but I think the SEIGE system's up for it.
Seems there's a successful spagetti western floating around here somewhere...
Posted: Sun Dec 02, 2007 4:01 pm
by Aramis
I think Gamma World is very doable in C&C slimy. One of my favourite games.
I was actually mulling doing a ruleset myself (inspired by the simplicity of the Go For Your Gun Boot Hill adaptation). As I recall (haven't played GW for many moons), one problem with the game compared to D&D was how front loaded it was. Characters got a bundle of mutations all at 1st level. And if they happened to roll right, they were crazy tough.
The monsters and "magic items" were also fairly ramped up.
I think if I was to C&C it, I would try to smooth out that progression.
Also, to make it truly like C&C SIEGE, different "classes" would be needed to diversify abilities between players
A (very rough) idea I had was to have 3 different "races" as in the original game. But in this case, your race determines your "magical spells". By that I mean: Pure strain humans get no mutations, humanoids get 1 mutation per level, mutated animals get 2 mutations per level (you would have to invent some new, weak mutations for this, or higher level people would be too tough). Or 1 per level for animals, 1 every 2 levels for humanoids if you keep the gamma world level of mutations. Or you could just have Gamma World top out at 10th level.
The in game explanation for this is: gameplay takes place in irradiated areas (that is where all the goodies are), and over time, some are more susceptible to the effects than others.
In addition, players would acquire defects over time. Again, pure strain humans would get none, humanoids would get a few, and mutated animals more than a few (over their whole "career").
You could also have the table that one rolls the defects and powers on change as one levels, so it scales up in a C&C fashion (in other words, no radiated eyes at 1st level! )
(Keep in mind that most mutations are not limited in their "casting" per day. Which makes them very different than spells.)
So that gives you "magic". The classes could be as basic as you want. Maybe Warrior (fighter), Scavenger (rogue/ranger), Technologist (mage), Tinker (jack of all trades/bard). You get the idea.
Each of these classes can be further refined on a story basis by geography and faction. So warriors from X call themselves "Paladins of the Wasteland", they consider mutations to be a curse mark from god, and they aim to exterminate the unclean. Etc.
One thing to makes sure of is that Pure Strained humans are comparable to the other races. A 3rd prime helps, but I would give them lots of level scaleable bonuses too, to equal mutations. (Although keep in mind, mutations have a built in limitation, in the sense that you have to take the bad (defects) with the good (powers)
If you were runnig a one shot, I would start everyone at 4th level or so, so they can "enjoy" some mutations
Hope that helps. Love to give it a try sometime
EDIT: Forgot to add, there would be some kind of relationship between ability to use technological items and mutations. That is, Pure Strain Humans are much more succesful at using found items than humanoids (50% success) or mutated animals (20%).
The in game reason for this is I think in the original Gamma World. These "ancient" items were designed for humans by humans so they cannot adapt as easily to the muties
The game balance reason is of course, as the game progresses, a mid level mutated animal will have X number of useful mutations, and a couple of tech items, the humanoid will have some useful mutations and some useful items, and the Pure Strain Human will have been able to fully kit himself out with armor, weapons, healing spray, and so on
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"He has everything a boxer needs except speed, stamina, a punch, and ability to take punishment. In other words, he owns a pair of shorts."
Blackie Sherrod
Posted: Sun Dec 02, 2007 5:10 pm
by serleran
Have my own SIEGE variant for this exact thing. C&C can certainly do it... of course, if you're familiar with the GW 4th edition, you can pretty much run it near exact to C&C. Its a little harder for other editions of the game, especially GWd20.
Posted: Mon Dec 03, 2007 4:57 pm
by g026r
serleran wrote:
Its a little harder for other editions of the game, especially GWd20.
La la la la. Doesn't exist. I can't hear you.
Posted: Wed Dec 05, 2007 8:53 pm
by Brutorz Bill
serleran wrote:
Have my own SIEGE variant for this exact thing. C&C can certainly do it... of course, if you're familiar with the GW 4th edition, you can pretty much run it near exact to C&C. Its a little harder for other editions of the game, especially GWd20.
I thought about running a Siege powered version of GW 4th ed. but right now we are having too much fun with our C&C Wilderlands Campaign.
Bill