When I started this blog, I wanted it to be centered on creative ideas--less so on the crunch. I feel like as I creep more towards fleshing out a campaign setting I've got to clarify (for myself at least) what type of rule structure this would operate under. While I expect I'll get to the crunch at some point, I decided immediately to avoid making anything edition-specific for now. Also, I've really only played the D&D 4E version of Gamma World (seventh iteration, if you're keeping score).
That said, I've got my hands on Mutant Future and the First Edition of Gamma World and I'd LOVE to play those--possibly even prefer it since they seem to be more malleable when it comes to creating a campaign setting. 4E is less so, because the rules themselves ARE, in sense, the setting, with the randomness mechanics providing much of the flavor of the game. This isn't bad, but it does make for a gaming experience that's wholly unique. Though it's worth mentioning that there are ways to reduce the randomness in 4E so that a homebrew setting could be more easily integrated.
I don't want to make too much of 4E's randomness either. It's a fabulous game as is, and yes, you can add whatever flavor you want to it. But I think any Gamma-head out there will agree that the original version, along with the retro-clone of Mutant Future can better function as blank petri dishes from which to grow-your-own variety of Gamma Terra. I also considered spilling a little After the Bomb over the top of my Gamma Sundae, so who knows really what the final flavor will be.
So for now, GWW will try to keep it neutral, but I'm sure that I'll end up including stats, houserules, etc. at some point and I'll do my best to be clear what which rulesets would best apply.
No comments:
Post a Comment