RPG and board game reviews and discussion presented from a game-design perspective. We review and discuss modern role-playing games, classics, tabletop gaming, old school games, and everything in-between. We also randomly fall in and out of different games, so what we are playing and covering from week-to-week will change. SBRPG is gaming with a focus on storytelling, simplicity, player-created content, sandboxing, and modding.
Wednesday, October 14, 2020
Retrospective: Top Secret
Tuesday, October 13, 2020
Let's Play Shows
Friday, October 9, 2020
Traveller: Specialty Skills
Character Sheet Needed
Some Professions = Specialty Heavy
Skills as Ability Scores?
I Understand Why
Wednesday, October 7, 2020
Mail Room: Gamma World (3rd Edition)
1986.
Chernobyl. The space shuttle Challenger. Iran-Contra.
Top Gun. Aliens. The second year of the Nintendo Entertainment System.
We were still crayoning the dice.
Gamma World 3rd Edition.
I got this one in the mail recently, and my preference for the pre-Wizards editions is 2nd, 1st, 3rd, then 4th. That said, this is a very complete version of the game (with errata) and recommended, and it keeps a good balance between mutations and gear. The artwork is often stunning.
A big addition is the action table - used for every roll in the game and a precursor to the simpler one used in Marvel Superheroes. A lot of the game feels shoehorned into using this table, and the rules bloat as a result - the damage section goes nearly six pages and gets into all sorts of detailed Aftermath style conditions and effects - burns, infections, radiation, system shock, stuns, sunburn, steam, frostbite, electrical damage, rotting, and all sorts of other effects where my mind shuts down and begs for a simple hit point damage system.
In the PDF there is a rules and errata supplement we never got, and this features the cryptic alliances missing from the book (years later I get these I know) - and some major clarifications for the action table's results. Plant mutations are given. We get a price list. A large vehicle and equipment list. Complete is an understatement here.
I like this version of the game, we played it, but this is where it started to decline for us. Again, our group was still big on Aftermath, and even that game felt more streamlined than this one with its d20 roll-under mechanic. Having to go to the d100 chart for every roll in the game felt cumbersome for us, it worked for a while but we grew tired of it quickly. The chart did provide for a lot of special results and levels of success, but Marvel Superheroes (MSH) did this soon after with a much more simplified table and mechanics. This (along with the Indiana Jones game) felt like the beta-test for the more unified and simpler tables later on.
That said, I wish the mutations could have been handled like MSH powers - they would have been much more powerful and usable, and honestly, mutations should be the superpowers that equalize the balance between the old age and the new. I like the fantasy elements, but the beginning of worshipping on the altar of the ancients begins here, and our losing interest because the conflict becomes a scavenging arms race.
All that said, this is probably the best reference guide on classic Gamma World out there, if you can forgive the bloat in the rules and the errata adding critical parts of the game that were left out. It does feel like some of the 4th Edition's "gear worship" is sneaking in here, as you look at what is highlighted in the art and theme of the game. Gear are the game's magic items, and those are your primary route to power and influence.
I wish they would have kept this to the D&D rules, which again is why Mutant Future is so appealing to me these days. I don't want to learn (or re-learn) a new set of rules to play this, and honestly, Gamma World is better off the similar it is to the current version of D&D on the shelf - just because this is a niche genre, and having rules that match what everyone plays makes it easier to find players. This is why OGR versions appeal to me so much these days, I am not asking five or six people to spend money, read hundreds of pages, and learn an entirely new game for a night of fun. There is the retro kitsch factor to this game, but for my tastes being able to play with a larger pool of potential players (and compatible material) is a huge plus.
Even back in the day I feel this would have been a better plan for the game. Make it an alternative experience, one rooted in and supported by the current version of the game, but keep the rules people know. I feel recently, Starfinder made a mistake like this in changing things too much, and you were forced to learn a new set of rules to play. Alternate games, especially from companies with hit games, should pull from standardized or current shipping sets of rules. More potential players is a good thing.
More on this one soon, and it is fun to have a printed copy in my hands again.
Tuesday, October 6, 2020
Game Shopping: They Came from Beneath the Sea
Monday, October 5, 2020
Mail Room: Gamma World (1st Edition)
When we first got the original Boxed set of Gamma World, it felt like a strange, new game. This version lacked the fantasy elements of the 2nd Edition and beyond, there were no elf, fairy, gnoll, or dragon equivalents, but it remained this strange offshoot of AD&D for us that felt like an entirely new experience and world.
Admittedly, the game did not really take off for us until 2nd Edition Gamma World, as the fantasy elements were familiar enough to create some interesting differences between "new world" and "old world" ways. This version felt strangely like the box cover, strange explorers in some strange technicolor land of danger and sinister mutants. There was this feeling of human descendants coning out of vaults and exploring the world, much like a precursor to Fallout by many years for us, and that pitted the new world versus the old and began that conflict in our Gamma World games.
The fantasy elements in 2nd Edition did solidify that conflict, and give the "new world" a familiar fantasy-style face. The fae-like lils were troublemakers, there were elf-like grens, talking animals, and many more of the fantasy tropes present creating a rich and interesting contrast between new worlds and old. The new world was a messed up fantasy world pulled into the ruins of the old civilization. The old world were thinking computers, humans, robots, and the way of living in the past.
Also worth mentioning is the first module Legion of Gold, which includes rules for conventional firearms, has some cool pieces of interior art, and features a campaign setting and a collection of adventures and locations. Including "normal" guns dials back the settings futuristic feeling just a tad, and I prefer the more sci-fi version where you can't find M-16 rifles and M1911A1 pistols lying around. By the time we get to Gamma World 4th Edition, we have nearly every Call of Duty style weapon represented, and I feel that game loses the feeling of "wrecked future society" once you put in Uzi SMGs and all sorts of other weapons. I mean seriously Gamma World 4th, why do they still have tasers when stun ray pistol and rifles are on the same list?
Wrecked future society! Please give up the modern weapons and simplify the gear lists! It is way too easy to fall into an Aftermath or Mad Max style feeling and play with these 1970-2020 weapons lying around.
Back to 1st Edition, and I hope Wizards puts out a 2nd Edition reprint soon, since that version is close to GW 1st while introducing the fantasy elements. No idea what is holding this up, but I am keeping my hopes up. As it is, I have the Fantasy elements in 3rd and 4th well enough, but I like 2nd Edition and that was the version that took off for us and captured our imagination. 3rd Edition is where it went downhill for us, and that felt replaced by Marvel Superheroes.
All that said, I would probably just play Mutant Future with the Gamma World creatures and special gear items pulled in. Nothing beats the basic, OSR feel and simplicity of that basic rules set. It works like most everything I know, and I am not sitting here trying to read and comprehend a set of rules that changed with every version of the game.
In my feeling, Gamma World should have kept close in rules to the current version of D&D - always. It felt like they chased unique mechanics to make the game fun, instead of putting that work into making the game fun. The setting as well, you cannot have a great game without a setting with a clear conflict, characters, and an overarching metaplot to drive interest.
If I were to pull in fantasy elements, I would probably use the Labyrinth Lord collection of creatures as my base, strip the magic off them, add mutations, and make the mutations and origin a random type with the start of every campaign. The fairies? Based off plants in one game, mutants in another, robots in another, cyborgs, psi-creatures, or any other origin I roll for the origin chart with powers rolled and tweaked to match. The psi-fairies would have a lot of standard mental powers, probably be incorporeal glowing purple things, and fly around at night.
And every game would be different, yet share the same fantasy-style elements with an unpredictable factor. The new world? A fantasy world come to life through the "new power" brought to the world. There are some things in Gamma World that feel like classics, but to tell you the truth, I could probably clone them, improve them, and make better versions inside of Mutant Future. Again, you want to be careful to not overshadow the new versus old fight, and balance those additions with that power struggle.
Part of the problem with turning Gamma World into a fantasy "paint by numbers" game is you lose the unpredictability that is a core attraction of the game. What is that fish and why is it swimming above the water? It can talk? Uhhh...I know the game and every monster in the book but I don't know this! And then, the inevitable "run back into the cave" statement with the fantasy Gamma World always comes up, "Why aren't we just playing fantasy?"
This is what randomizing the fantasy monsters powers, origins, intelligence levels, and other aspects brings to the game. The game is not supposed to be predictable. Players are supposed to poke, prod, observe, and try things. They are supposed to figure things out. Is that monster a possible friend or is it trying to eat us? Even the technology to a degree should be mazing and unpredictable. Why does this laser turn things different colors based on a color wheel on top and do no damage? What is that good for? That type of device? In my players' hands? Probably cause more damage than a Mk VII blaster. Players love this stuff.
Perhaps I need to create a book for my ideas and publish it. That is the beauty of OSR, to take what came before, and make it your own. And you are not forced to learn rules that kept changing, getting bigger and more complicated, and took away the focus from story to mechanics.
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.







