No, it’s not a joke – this is my new Gamma World campaign. Not only did I finish writing my conversion to Pathfinder rules, but also my gaming group rolled up characters and we’ve played about six sessions.
Three play test sessions (mostly last year) had helped me to establish what skills I wanted, and tweak my races, classes and feats. My mutation system seems fine, but the mutations themselves have had small adjustments, even into our first two gaming sessions, as both my players and I realised what wasn’t defined or could be refined – especially things like range for powers and whether something needed an attack roll or saving throw.
My full GM Rulebook is 90 pages long (so far) and I’m now converting GW creatures to the Pathfinder system. I’ve even built the basics of the system in Hero Lab – Races, Classes, Skills, Talents, Feats, basic weapons and all armour working properly. I still have to code the mutations and artefact equipment/weapons.
So this is what I have now:
5 Genotypes (Races, with 15 Animal subtypes, and 6 plant subtypes)
10 Classes
30 base Skills (8 Crafts, and 8 Knowledge expanding those)
78 Talents (Class abilities)
101 Feats
120 Positive Mutations
25 Mutation Defects
A heap of armour, weapons and misc equipment
7 Prestige Classes
1 NPC Class
32 Creatures
An abridged PDF of my rules is available on my Resources page.
The Campaign so far has been converted 2nd edition adventures. We started with GW2 “Famine at Far-Go”, then the mini-adventure “The Albuquerque Starport”. The group is currently halfway through GW1 “The Legion of Gold”. They have reached second level and have an assortment of the ancients equipment – mostly “Pre-war” stuff, but a couple of “advanced” items. Most of them can’t wait to level up to 3rd so that they can get a Tech Familiarity feat (so they don’t use things like guns and lasers with penalties), or to get a new mutation! I have a theme that I introduced in the first adventure (“Have you heard the words of the Electron Prophet?”) that will reveal itself again soon, and steadily build up to something I’ll have to write myself later. My next blog post should be about this group and gameplay.
Gamma World is a weird blend of crazy, humorous role-play that can suddenly turn deadly serious. Our last session has good examples. A huge bright orange lion flew down out of the sky yelling at the group. It landed and looked the group’s main warrior up and down. “It’s awesome, I’ve got to have it. It looks just like the one I ate last week – what do you want for it?” Tense concern melted into laughter when they realised that Yexil’s eat cloth, especially synthetics and it wanted Hack’s pre-war armour, less the ceramic plates. They managed to trade some fabric they recovered from a clothing store (on a space station!) for two photon grenades. The very happy Yexil flew off looking for Elvis – it had seen an image and wanted his jacket. A few hours later the players were fleeing in a panic because the four screaming mutants they’d just encountered in a bunker all had life-leech – a mutation power that drains hit points from living things within 30 feet and heals the mutant. The android in the party keeps proving a valuable choice.
Apart from Gamma World – I haven’t done much this year (more reading and playing computer games than usual). I’m determined to finish painting my Zombicide abominations over the next week or two. I also have plans for a new painting project. I undercoated 20 Star Wars figures from Ral Partha this morning – with the expectation to use many of them for GW. More detail on that as it comes.