Captain Rufus over at Wargame Dork has a nice set of house rules to take some of the silliness out of the 4E version of Gamma World. Having played the game, I love the silly aspect, but I would also want at least the option to play it more as a traditional RPG, without the constant mutations (i.e., the Alpha Mutation card deck).
The result adds a more stability to the game and allows the GM to put more emphasis on the setting itself and not have to worry about the cards taking the spotlight.
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