D&D Gamma World Roleplaying Game: A D&D Genre Setting (4th Edition D&D)
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.
• 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
Very fun game, and they got the wackiness right!
By David C. Haller - October 19, 2010
I'm going to start by saying that Gamma World IS loads of fun in play - I highly recommend the game. I'm unsure how it will play in a long-term campaign (it's too new to have an opinion on this) but it can work very well both as a short-term campaign (say, the time frame of your typical Cthulhu campaign - GW, like CoC, is a high lethality setting!) and for one-shot games. It's this latter aspect of the game that I really like; it can serve as a great "party game" because the MECHANICS make it just as fun as the SETTING does.
Physically, Gamma World is a fully self-contained boxed set, containing a comprehensive 160 page digest-size rulebook (containing all pertinent 4E rules, so it is NOT necessary to have, say, and D&D books), two packs of cards - Alpha Mutations and Omega Techs, a card booster pack, various maps, and a couple of sets of thick cardstock punch-out chits representing iconic GW monsters (adding to the old-school feel of the game). The book is made of nice... read more
Fun World, Beautiful Mechanics
By TheScientistDM - October 20, 2010
This edition of D&D Gamma World is a part of a new series of releases from WotC called D&D Genre Settings. In it, a humorous post-apocalyptic world called Gamma Terra is detailed, and 4th Edition D&D rules are modified to fit the setting more appropriately. Gamma World is an excellent 4e product for any casual or veteran group (at least, any group that likes post-apocalyptic worlds) due to its simplified rule system and sense of humor.
The game is packaged with everything you need to run it with the exception of dice. This includes a full rulebook, character sheets, monster & character tokens (which means there is no need for miniatures!), a couple battle mats, and a deck of Gamma World cards that includes Alpha Mutations and Omega Tech, as well as a random booster pack to supplement that deck.
In terms of rules and mechanics, Gamma World simplifies 4e's system, then adds its own twists. Characters lack a race, class, and daily resources and instead have two... read more
By Meanwhile - October 17, 2011
In creating Gamma World, WotC has combined a rollicking setting with fast-paced game mechanics and an ultra-streamlined character system. The end product? Sadly, it turns out to be something less than the sum of its parts. Don't get me wrong; it's a fun game the FIRST time you play it. Believe me, I do get the initial appeal. However, in attempting to "casualize" every element of D&D, they've made a game that's just too flimsy to have any real staying power.
Let's start with the setting. Post-apocalyptic, tongue-in-cheek, full of crazy, full of wild. Also vague, unpolished, and lacking in hooks. As a game master, there's just not a lot to grab onto, world-wise. This would be fine if the other elements of the game (mechanics and character system) were a little deeper. A GM can often use those other things to generate story where none is provided. No such option here, so once you've used up what little lore is provided, you're on your own. A seasoned GM will be... read more