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D&D Gamma World Roleplaying Game: A D&D Genre Setting

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A wacky, wily roleplaying game of post-apocalyptic peril.

Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here.
 
The D&D ® Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils.
 
This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world.
 
Game components:
 
• 160-page book with rules for character creation, game rules, and an adventure
• 2 sheets of die-cut character and monster tokens
• 2 double-sided battle maps
• Cardstock character sheets and mutation power cards
• Mutation power card deck
• Loot power card deck

152 pages, Game

First published October 19, 2010

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24 people want to read

About the author

Richard Baker

84 books226 followers
A best-selling author and award-winning game designer, Richard Baker is known for his novels in the Forgotten Realms setting and his work on the Dungeons & Dragons game. His Realms novels include Condemnation (book 3 of the War of the Spider Queen), the Last Mythal trilogy, and the Blades of the Moonsea trilogy. He is currently working on a new military-themed science fiction series centered on the character Sikander North; Valiant Dust, the first book in the new series, debuts in November 2017 from Tor Books.

A native of Ocean City, New Jersey, Rich graduated from Virginia Tech in 1988 and went on to serve as a surface warfare officer in the United States Navy. When he's not writing fantasy or science fiction, he works in game publishing. He's the founder of Sasquatch Game Studio, a small game company based in Auburn, Washington.

Rich currently resides in the Seattle area with his wife, Kim, and their daughters Alex and Hannah. His interests include gaming (naturally), history, hiking, racquetball, and the Philadelphia Phillies.

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Displaying 1 - 4 of 4 reviews
Profile Image for Hans Otterson.
259 reviews5 followers
Read
August 16, 2023
Reread this. Ran a session once like 13 years ago, and it was randomly calling to me so I took it off the shelf. Incredibly solid gonzo action roleplaying game with some very interesting situational elements. Lots of strong inspiration for play. I need to get it to the table soon.
Profile Image for Tazio Bettin.
Author 70 books18 followers
January 15, 2016
Gamma World is probably the best iteration of the D&D 4th edition rule system. It doesn't have D&D's massive list of powers, and it's quite essential. It has all you need to play and enjoy the game in a 160 pages book that even includes monsters and an adventure, as opposed to D&D giving you the same in three manuals of more than 300 pages each.
Weeding out the superfluous made a huge difference. In D&D, creating the character's build was actually more fun than playing it. Here you don't have to study that hard. Character creation is quick and quite fun. You have random origins that create weird and fun characters, but it's well designed, and no matter your luck, you'll end up with a functioning character very well merged into the setting.
I don't mind the Alpha Powers and Omega Tech cards either. They add fun and flavor (and some randomness of the fun type). Making them collectable was quite silly (really, did they expect players to buy booster packs for an RPG?) but you have all the fun you need in the starting box, which is, by the way, quite gorgeous, with maps and tokens as well as a sturdy, compact manual and a deck of cards.
Of course this is a traditional game. As well balanced and built as it is (making an encounter is an easy and fun job for the GM), it lacks several things that would make it really shine. For example, characters tend to be a bunch of powers and numbers with little in the way of having quirks and traits that build a story. The character sheet says what your character can do, but nothing about who he really is. Had they had traits like Burning Wheel's beliefs, instincts or goals, they would be easier to turn into real protagonists of a story (not that it would be difficult to implement them). But for a mainstram game, it's quite good and fun. I definitely recommend giving it a go. Besides, who wouldn't love to play a fungoid robot or a sentient cockroach swarm?
Displaying 1 - 4 of 4 reviews

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