Home > 4e, Gamma World, Reviews, RPGs > Gamma World – The good, the bad, the mutated

Gamma World – The good, the bad, the mutated

January 19, 2012

The guys and I played through the 4e Gamma World box set last night, and had a pretty good time with it. The character creation process is certainly one of the highlights. The party consisted of the following: a Demon Plant, a Quickling Vampire, a Pryokinetic Anti-matter Blaster, and my guy a Regenerative Hypercognative.  We used the origins from the original boxed set as well as the Legion of Gold expansion.

We had a great time trying to conceptualize our characters and come up with post-apocalyptic arms and armor. My guy was using a sledge hammer as a two-handed heavy, and throwing cinderblocks as a ranged weapon. Strangely the demon plant elected to have a gun as a ranged weapon, as well as a pointy stick for melee. Probably most memorable was the Pyrokinetic using a 50-gallon drum as heavy armor. Fire in a 50-gallon drum? I don’t remember what he actually named his character, but I just started calling him hobo fire. It was awesome.

The actual encounters included with the original boxed set seemed a little arbitrary. They introduce you to some unique Gamma World bad guys like the Porkers and Badders, but they didn’t seem to have much to do with each other. Overall not a great starter adventure. The previous time I played Gamma World 4e, the GM (Gamma Master?) came up with his own stuff and it was way cooler than what was included.

The card mechanics of Omega Tech and Alpha Mutations were interesting. The Omega tech was a cool way to hand out “treasure” that gave the PCs some different combat options. Getting a different mutation every encounter was a little weird, but not as bad as I thought it would be. Overall, we agreed that if your PC had a power that worked really well with your character you could roll a save for it, the same way you do to salvage re-usable Omega tech. Some of the powers were a little game-breaking, so you wouldn’t want them to have access to it forever, but if you got one that just didn’t work for your guy you wouldn’t be stuck with it forever either.

Next week we level up, and I may try a different guy. Overall, it makes for a fun break from your average fantasy RPG. We may work on giving our game a darker, grittier feel than the typical Gamma World aesthetic as presented by WotC. We’ll let you know how it goes!

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Categories: 4e, Gamma World, Reviews, RPGs
  1. seventhson77
    January 19, 2012 at 10:21 am

    The adventure that came with the original rules is about as high of a quality adventure as I am accustomed to seeing tucked away behind the rule set. It’s probably more of a template for what an adventure might look like, and not really meant to inspire.

    When we first bought 4E, there was some sort of Kobold Caverns adventure in the back of the DMG we played through. Allowed a testing of the mechanics, but little more. In retrospect, it had the same skeletal attributes as the Gamma World freebie adventure.

    A little inspired adventure design may go a long way to making this game more enjoyable.

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