Introduction
Here it is again... the game that doesn't want to die. Gamma World
is back in its fifth edition with yet another rules system (this time
it has been ported to the Alternity rules created by TSR)... and it's
dead before it could start seriously. Even before Gamma World 5th Edition
(GW5 for short from now on) was published, TSR announced that the Alternity
line won't be supported with any further commercial products after the
end of this year. How much unofficial support there will be is left
to be seen.
Given those dark premises I did not feel very well about GW5 and I
have not been pleasantly surprised. But first of all some words about
me: I have been an avid fan of Gamma World for many years, I own all
editions and almost all the stuff ever published for Gamma World and
I created the first (now almost defunct) Gamma World mailing list the
Internet had. I was very much looking forward to this release because
I like the Alternity rules and finally saw the chance to have a Gamma
World edition worth its money. This sadly is not quite what I got...
but see below.
After reading over this review I noticed that I talk a lot about the
art (and the lack thereof). Don't take this as a hint of me being an
art junkie. In retrospective I rather feel that this recurring point
of criticism has its roots in the subjective feeling, that the GW5 lacks
the heart and the soul of the former editions.
And a final warning: this is going to be a pretty long review because
I really like the Gamma Terra setting! Proceed at your own danger!
Short Introduction for Newbies
This review is targetted at the oldtime Gamma World fans and thus only
will cover the basics of the game only at the surface. I will assume
some familiarity with both the Gamma World background and Alternity.
To sum up the most important points: Earth has gone to hell due to
some kind of [nuclear / biological / chemical] war waged by the Ancients.
There is not much left except for the radiated remains of cities, mutant
settlements and technological artifacts no longer fully understood by
the survivors. Gamma World never has been very scientific (earlier editions
had everything from sentient plant PCs to instant mutation effects due
to radiation). Mutations and the wonders of discovering technological
remains of the Ancients have always been a big part of many campaigns.
Mutations mostly were pretty weird (everything from two brains to a
life leech aura).
Life in Gamma Terra usually was short and hard, many campaigns were
full of action and the game was able to cover all kinds of gaming styles
from mystery over action to downright silly. All previous editions of
Gamma World left the joice between serious, weird, mysterious or outright
sill campaigns in the hands of the GM.
.
Overall Impression
GW5 comes in a softcover book of 192 pages (actually 189, the first
two pages contain just publishing data and credits, the last page sports
a Dragon magazine advertisement). The cover is full color but nothing
I got excited about: two armed humans and a Menarl (a ten-armed mutated
water snake) in front of the remains of Seattle. Neither the colors
nor the dynamics of the scene are very inspiring... it's basically a
standard "two post-apocalyptic warriors and a mutie monster" scene.
Even if earlier edition covers might be less perfect from a pure technical
point of view (3rd edition IMHO was miles above this one, BTW), they
always managed to spark a sense of wonder and excitement in me... this
cover makes me think of the countless other post-apocalyptic games out
there. There's nothing special about it.
The interior of the book is pure black and white on non-glossy paper
- the next disappointment for me. Most of the previous Alternity releases
have been of very high quality with glossy paper, colored maps, etc.
The core rulebooks IMHO embody the current state of the art in RPG design
and layout. Not much of this shines through in GW5. While the layout
is readable, it's not very inspiring and does not carry much of the
flavour of Gamma Terra. The pages are surrounded by some ruin scene,
which could fit into any standard Mad Max flick. The B/W art itself
is pretty well done, although it's standard post apocalypse fare (except
for the occasional mutant). The weird undertones of earlier editions
have been seriously downplayed in this edition... wild it might be,
wahoo it no longer is.
The maps and equipment pictures also are pretty well done. In color
and with high-gloss paper (and with a bit more of the weird feel of
earlier edition) GW5 might have stood out as beautiful rulebook and
an interesting game - the current design (at least for me) makes it
pretty standard.
The Contents
In the following sections I'd like to comment on the individual chapters
of the book. I'll try to avoid concentrating on the technical details
where unnecessary (because rules use standard Alternity systems) and
feel and objective completeness.
Besides the chapters described below there is a very well-done 3-page
table of contents and two pages with a general introduction to the game.
The designer notes stress that the designers felt that it was their
duty to put a slightly different spin on the familiar Gamma terra setting:
make the world tougher, darker and more serious. Personally I can't
agree with this decision since one of the strengths of former editions
was that they provided you with all the tools and information for campaigns
of any flavour and left the final decision to the GM. GW5 takes this
decision partially out of the hands of the GM by removing some of the
information required for less serious campaigns (see below). Thus Gamma
World in its 5th edition is doomed to become one of the many post-apocalypse
games on the markets (it feels surprisingly similar to the Blood Dawn
rpg which not necessarily is a good thing).
Chapter 1: Welcome to Gamma Terra (4 pages)
A short and functional introduction to roleplaying and Gamma Terra.
I would have liked to see a short story introducing the game (not longer
than a page or two) and a bit more about the style of the game instead
of constant plug- ins to other TSR products. The initial flavour text
"The Shadow Age" doesn't quite make up for this omission because it
tries to take one of the basic mysteries of Gama Terra out of the hands
of the GM: why has the world become what it is today? Overall this section
is pretty average in quality.
Chapter 2: Hero Creation (19 pages)
This chapter presents you with a somewhat simplified version of the
Alternity Hero Creation rules (there e.g. are no Perks, which I'll re-adopt
immediately from the core rules). Character creation is somewhat less
random than in previous editions, mutations are still rolled for (with
a non-random choice of category and general power of the mutations),
attributes and skills are purchased with a point system. You can choose
several races (Pure Strain Humans, Mutants, Androids, Dabbers, Sleeth
and Sasquatch) and professions (basically warrior, rogue, technician
and diplomat). Characters are elaborated with a moral attitude, motivations
and a few traits.
The chapter concludes with rules for experience and advancement.
The steps in this section are pretty clear for experienced role-players
although new role players (which probably won't buy GW5 anyways) will
be inhibited by the lack of a decent introduction to the technical aspects
of roleplaying and the Alternity terminology.
The major disappointment for me was that this section does not contain
any rules for mutated animals or plants. For me these things were a
major part of the fun of Gamma Terra - now they are gone and there is
not even a hint on how to get them back. You'll have to refer to the
Alternity core rules and do quite a bit of work for yourself to get
these races back. If you never liked sentient cacti and talking tigers,
you won't miss them - I do. Folks like me probably can get by for some
time by referring to the 4th edition of Gamma World and converting values
when needed. The omission nonetheless annoys me because it IMHO makes
GW5 incomplete - four more pages probably would have been sufficient
to provide dozens of additional options for fascinating characters.
Erase the dabbers, sasquatches and sleeth (who never were available
as PCs - makes for 1 1/2 pages) and make better use of the open spaces
in the remaining book (a 1/3 empty page at the end of chapter 2, a 2/3
empty page at the end of chapter 4, a 1/2 empty page at the end of chapter
5 and the annoying 1 page advertisement in the back and you easily get
the required amount of space.
Ok, I got worked up about this enough ;-)
Final nitpick: The racial descriptions for the non-humans are rudimentary
at best - you will not receive anything but a very general idea about
each race ("they are strong and wild", "they are wise and aloof", "they
are nimble tricksters", only in more words). A look at the monster section
somewhat remedies this situation since there you'll find tiny tidbits
of additional information about the social habits and the actual cultures
of the races.
To summarize: a well-structured and understandable character creation
system with a few (IMHO very annoying) holes as far as available detail
and options are concerned.
Chapter 3: Heroes in Action (30 pages)
This chapter contains the Alternity rules, adopted for Gamma World.
There aren't any noticable changes compared to the Alternity core rules
that I'm instantly aware of (some optional rules have been omitted).
The beautiful thing about this section is, that it's very very complete.
You'll find everything from short campaign advice, skill checks, scavenging,
combat, damage, recovery and movement to various environmental hazards.
Although the presentation is pretty dry this section is surprisingly
complete. You don't just get a dumped down fast-play version of Alternity
but a very complete rundown on the required parts of the game. More
than enough to play without having to resort to the core rules... and
they even included optional advanced rules for combat.
In other words: very well done! For me these rules are the best and
most comprehensible that ever graced any edition of Gamma World.
Chapter 4: Mutations (18 pages)
While pretty complete this section again suffers from dry presentation.
Just one piece of art in 18 pages makes for hard reading, especially
since there is neither much narrative nor much flavour text given with
the mutations. OTOH the section is pretty complete and covers over 120
mutations and drawbacks, which should be more than enough to create
a wide variety of interesting mutants.
Mutations can either be determined in a completely random or in a semi-random
fashion. With the latter method the categories (physical & mental)
can be preselected and the strength of the desired mutation can be purchased
with a point system. The exact mutation nonetheless is determined randomly.
Overall I'm content with this section since it gets its job done.
Chapter 5: Skills (10 pages)
This chapter lists all available skills, arranged in broad categories
and specialized skills connected to a broad category. Each skill is
linked to an attribute which is used to determine the skill score. The
list is pretty complete and seems to be appropriate for Gamma World.
The descriptions once more are dry and not very interesting to read.
Skills suffer somewhat from nitpicky details ("at level 4 you can...
then at level 8 you can...").
Personally I miss one optional rule mentioned at the WotC website that
IMHO really improves the skill system: the cost for raising a skill
(in the rules) is list price (if the skill does not belong
to your profession) or list price - 1 (if the skill is related
to your profession) plus the new rank minus one. This makes it pretty
expensive to raise skills to high levels and IMHO makes high skill levels
overpriced compared to their usefulness. The revised rule stated that
skill levels always cost list price or list price - 1,
no matter to which level they get raised.
Besides this minor technical quibble and the dry presentation this
section is pretty well-done (and short enough to leave more room for
more specialized GW5 stuff).
Chapter 6: Equipment (26 pages)
The equipment section is pretty thorough in its treatment of potential
equipment. It covers items from three tech levels (the ancient age,
the shadow age and the gamma age) for the following categories: melee
weapons, missile weapons, armor, miscellaneous items, cyberware and
vehicles. The listings are pretty complete for a decent start. If you
want more, you can easily insert the equipment guides from the Dark*Matter
campaign or the Star*Drive campaign.
My major quibbles with this section can be summarized as follows:
- It would have been nice to see captions for the various p
ieces of
art.
Sometimes it's hard to guess what is what.
- There could be more art (but since contents is more important
than art,
the mixture seems to be good).
- I could not find any explanation for the meaning of the
Actions
column in the equipment list.
- The system for figuring out the functions of artifacts is a lot
less
interesting and exciting than in earlier editions.
Chapter 7: Creatures of Gamma Terra & Cryptic Alliances (25
pages)
This chapter lists 26 creatures typical for Gamma Terra and 5
Cryptic
Alliances (secret cults). Each creature/alliance is given roughly a
2/3 page
description and there are pictures for all beings (except for the
non-human PC
races, which got their pictures in chapter 2). The art is very
well-done
(although I would have loved to see color art), the descriptions are
useful
enough given the space constraints and the cryptic alliances are
well-chosen
(from the helpful to the diabolical).
Overall this section provides a great start for any campaign. Minor
quibble: for new players it probably would have been helpful to add
captions
to the art to make it clearer which picture depicts which
creatures.
Chapter 8: The Land of Settle (9 pages)
This section once more disappointed me... it's a pretty generic
description
of the post-apocalyptic remains of the larger Seattle area with some
feeble
attempts at providing interesting adventure hooks. Nonetheless most of
the
stuff is presented in a very boring and generic way ("there's yet
another
village with xxx mutants...").
Personally I found this section to be a waste of space... a short
description of the general state of the world with some generic advice
on
setting up different campaign types would have been a lot more useful
than a
unimaginative campaign setting which is not very useful to new players
and can
be made up by experienced GMs in about 15 minutes.
Chapter 9: Adventures in Gamma World (41 pages)
The adventure section contains three adventures: one
introductory-level
adventure (levels 1-4), one medium-level adventure (levels 4-8) and
one high-level
adventure (levels 10+). The adventures are loosely tied together to be
used in a longer-running campaign and all take place in the area of
Settle.
The low-level adventure is a basic "transport this item to the next
village" type mission with lots of combat and too many situations that
lend
themselves to solving them in a brutal way. Besides the mindless
"monster
bashing" there's another feeble plot attempt involving a few cryptic
alliances. Sadly this whole subplot is badly contrived and not used to
create
any more interesting diversions than some more fights at worst and
some weak
social encounters at best.
Overall this is one of the typical boring and mediocre introductory
adventures
that plague todays rpg releases. Quite a bit of GM work is required to
turn
this adventure into something decent.
The medium-level adventure puts the heroes into the middle of a
desperate
attempt to save their home village from an advancing hostile mutant
army. The
adventure (as presented) again is nothing but a series of boring
combat
encounters and die rolls, but it at least has the redeeming feature of
being
easily extendable. It also lends itself to a lot of creativity, drama
and
roleplaying and thus for me rates a lot better than the introductory
adventure.
The final high-level adventure pits the adventurers against the
Knights of
Genetic Purity who intend to let loose the wrath of the Ancients upon
Gamma
Terra to get rid of all mutants in a terminal way. This adventure
involves
some high-level power-gaming and is very combat- and stealth oriented.
Overall
I'd rate it as an average adventure because - although the risk is
high - it
offers less opportunity for drama than the medium-level adventure.
In summary 42 pages spent on adventures instead of campaign and
plot ideas
IMHO were the wrong way to go. Too much of the stuff presented is
standard
fare (or even below). I was throughly disappointed by this chapter,
especially
considering the juicy tidbits of information that could have been
included
instead.
Appendix: Hero Sheet & Skill Sheet (2 pages)
The hero sheet and the skill sheet both are functional if a bit
cluttered.
Both are presented in the same uninspiring way as the rest of the
rules and
don't provide any flavour. The folks at WoTC might want to look at
state-of-
the-art character sheets (e.g. from the Deadlands game) that
effectively
combine design and functionality to create useful character
sheets.
OTOH I have never found a truly usable character sheet in any
rulebook, so I'm
not overly disappointed or surprised.
Summary
So what does all this mean for my final vote? Well, GW5 had the
potential
to be a truly great game. Rules-wise there are the Alternity rules
(IMHO the
best rules incarnation Gamma World so far had), which combine
playability, a
certain degree of realism and flexibility in an effective way very
well suited
for Gamma World. Flavour-wise TSR/WotC had the chance to build on many
past
editions to create the epitome of weird post-apocalyptic
roleplaying.
Sadly GW5 fails for me in the second category. 41 pages get almost
completely wasted on bad adventures, while more important features are
left
out (no rules for robots, a scampy look at computers, no mutated
animals or
plants). The layout and physical design of the rulebook is pretty
uninspired
and rather disappointing for someone like me who enjoys both solid
rules, contents
and a good presentation (nothing helps me more to sign up new
players than a visually stunning game - GW5 will cause potential new
players I
know to yawn - but not much else).
Comparing GW5 to the fourth edition also makes it appear of rather
poor
quality. Despite the same number of pages, the 4th edition has more
creatures,
more cryptic alliances, a similar amount of items, mutated animals and
plants,
robots, wonderful art by Elmore and Caldwell (among others), a color
map, more
general background information and and colored pages. The price was
the same,
only the rules system (IMHO) left a lot to be desired compared to the
Alternity system. But can this make up for the lack of information in
GW5? I'd
say: No!
Thus GW5 leaves me with the feeling of great potential and a rather
disturbing impression of incompleteness and sloppy finishing. There
are not
many grammatical or typographical mistakes in the text I noticed, but
many
sections just don't seem to fit very well together. Maybe my
expectations
simply were too high, but GW5 once more left me pondering wether I
finally
should start to write my own rules for this setting or to patch an
existing
system. Since the foundation (Alternity) suits me very well, I'll
probably go
for the latter approach. Nonetheless I would have loved the idea of
finally
getting a really great Gamma World rulebook with a solid rules system,
great
art and complete loads of useful information. I still believe that it
can be
done in 192 pages... maybe in Gamma World 6th Edition (probbly due in
another
ten years and based on the D20 system?).
Style: 2 (Needs Work)
Substance: 3 (Average)