Sunday, October 4, 2020

Mail Room: Gamma World (4th Edition)

So my printed copy of Gamma World 4th Edition came (with the Judge Dredd looking cover), and I can see the seeds of the "Wild and Wahoo" mood of the next (D&D 4th) version of the game. This version still gives you a serious play option, which is nice.

I also see a lot of gear, and so much when you toss in the Treasures of the Ancients book the gear almost feels like it takes over the game. We have page after page of gear in perfect working order, and while needed, it makes me feel that the pre-ruin world is more important than the one which came after. I feel this is a huge problem, I get this feeling that the player who creates a cool "dandelion person" mutant plant is going to see the power and usefulness of their mutations pale in comparison to having the best power armor, a Mk VII blaster, and a legion of death-bots following them around.

In my feeling, there has to be a conflict between the old world and the new one. The old world is civilization, technology, and ancient artifacts and weapons. The new world are mutations, new lifeforms, psionics, and powers that can meet or exceed the devices the ancients came up with. Here? It feels very old-world biased, like the only way to get better is to grab better loot, and thus - the ancients were right and your new world - mutations, intelligent plants and animals, and psionics alike - kind of suck.

I need mutations that can be developed and equal the power of those Mk VII blasters and micro-missile launchers. I need cyborgs trying to mix old and new worlds to disasters results. I need psionics that eliminate the need for old-tech, or beat it at its own game.

The game has artwork from previous editions, like the 3rd and missing 2nd, so it does have value if you wanted to convert these to Mutant Future or use it as a sourcebook. If I were using it as a sourcebook I would be very careful not to let "all this cool gear" overshadow how the new world is now, and take over the game by making it a loot collection game.

You risk solving the inherent conflict of these future-apocalypse worlds by saying, "everyone had it good before all this, scavenge junk until you rebuild that."

Also, the book is very, very dense. We have long two column solid text blocks for page after page, with some repetitive header art on the top of every page that is nice - but it gets old and it feels lazy to have the same image, page after page, when I would have loved this header mixed up. Maybe a robot-themed one, a mutation themed one, and some different headers to help visually separate the sections of the book. As it is, there is an eyeball with weeds on the top of every page, and it feels like 90's desktop publishing.

It is nice to have this book, it is nice to have this information preserved and collected, but I feel there are some problems here that need further discussion in regards to previous editions, and also the retro-clones of today - especially in direction and theme. More soon.

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