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Gamma World, 4th edition

Author: staff
Category: game
Company/Publisher: TSR
Line: Gamma World
Capsule Review by Papyrus91 on 07/04/99.
Genre tags: Science_fiction Far_Future Post-apocalypse
This is not a review of the newest edition of the Gamma World game rules (the 4th)(GW4) as such, but some suggestions for its use as a sourcebook for other games:Advanced Dungeons and Dragons, and Villains and Vigilantes (by Fantasy Games Unlimited, V&V) in particular. Even a casual glance will testify to the Gamma World rules compatibility with AD&D. There are cosmetic differences in THAC0, armor class and Hit Dice but all are capable of straight conversion once a basis of comparison is established. Gamma World's armor classes 10 through 21 correspond to AD&D's 10 through -1 armor classes, one starts from 10 and increases, the other starts at 10 and decreases. AD&D THAC0 = 20 - Gamma World THAC. The basic hit die for creatures in the Gamma World rule book is 1d6, instead of AD&D's 1d8, and each GW creature is given a "Level" that designates its toughness equally well in AD&D or GW terms.

The first section of the Gamma World rule book deals with character generation. GMs can create original PC and NPC races using GW's mutations, mutated animal/plant Genotypes and Base Animal Stock List on pages 12 and 13. Old favorites out of the Monstrous Compendiums, or the first edition tomes, can also be fleshed out for use as PCs this way. Bullywugs are mutated frogs, Tabaxi are mutated cats, Dakon are mutated gorillas, Minotaur are mutated bulls, Tortles are mutated turtles, etc. Races from fiction, myth and television are also possible. Villains & Vigilantes players will also find the mutant generation rules useful when creating PCs or NPCs with animal powers, mutations or who are more plant/animal than human (ala Teenage Mutant Ninja Turtles). To use these rules, one only needs to choose a genotype (human, animal or plant), reference the genotype stat modifiers and add mutations as needed to create the desired race.

AD&D and GW4 character attributes are exchangeable one for one. GW does add an attribute called Senses (SN), which any GM can incorporate into his campaign (AD&D/V&V). GW's Mental Strength (MS) attribute would equate to AD&D's Wisdom and GW's Dexterity would be the same as V&V's Agility. GW's character classes and psionics system can prove difficult to meld into an AD&D campaign but V&V players may find it easier. At the least they can be used to create unique and intriguing NPCs to challenge or assist players of either game.

There is a large amount of material on futuristic technical equipment and weapons that have stats compatible with the AD&D/V&V systems. This information fills a large gap left in the V&V rules by providing ready made gizmos for heroes and villains, as well as rules and stats for robots. AD&D gamers can include these items as artifacts of ancient civilizations and/or aliens. Of course the bestiary is useful for providing unique creatures able to surprise the most experienced players. The wonderment and fear of the unknown are often lost when players are too familiar with the rules and encounters of AD&D, here is a way to shake them up a little. V&V GM's may find the bestiary most useful as a source of alien races or mutated beings.

The ultimate combination of GW and AD&D would be in the creation of a Shadowrun-like campaign. This can be done in a variety of combinations, with GW rules playing a bigger part than in the above cases. The Scifi/Fantasy/Cyberpunk environment of Shadowrun is easily recreated using familiar rules, making the transition for AD&D and GW players very easy and enjoyable. It also allows a GM to use Shadowrun source material without having to invest in and learn a new system (although some familiarity is recommended if source material is to be used verbatim). It is in this type of campaign that GW's Cryptic Alliances best fit. If the GM wishes some social upheaval or holocaust to be part of his campaign, the last section of the rules book contains campaign background information that should inspire greatly if not fit the bill as is. Using GW with V&V can grant a campaign a more scifi feel by providing the hardware in a ready to use format. A Marvel-like, heavy on the mutants, environment is made easy with GW's mutations and psionics rules. The section on Cryptic Alliances is a wonderful source for secret societies and underground, or criminal, organizations.

You really cannot go wrong if you buy the new 4th edition Gamma World rules. Its a good game on its own, an alternate campaign sourcebook for AD&D and an expansion sourcebook for V&V. Next time you see Gamma World on the shelf, take the time to examine the contents and discover for yourself what this game can add to your campaign. Of course GW4 GMs will also find AD&D/V&V rules, adventures and supplements equally as useful in expanding their campaigns.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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