Most of my RPG
activities tend to focus on some sort of medieval fantasy gaming,
which gets called “High Fantasy,” on some occasions. I have
played Dungeons & Dragons 1st edition, D&D 4th
edition, and most recently Pathfinder.
Being a fan of
science fiction, I have also enjoyed playing SciFi RPG’s. Back in
the early 1980’s, this included Star Frontiers, a TSR game. StarFrontiers was a progressive game with a pure d100 system, that meant
percentile dice were rolled for all rolls. The world of Star
Frontiers is a very optimistic view of the future, which focuses on
planetary exploration adventures. The Sathar are the principle evil
doers, and the Interplanetary Federation provides a clear order to
the structure to the milieu. While the game is fun to play, and in
my opinion ahead of its time, it is not likely a very accurate vision
of the future. While there is still user development of SF, it has
not been officially supported for almost three decades, and there
remain many gaps in the rules that a second edition that never was
published could have fixed.
I have also had
the opportunity to play Star Wars: Saga Edition. This is a d20 game
version of the Star Wars universe. This was enjoyable as well, but
for the casual newcomer to the game, there was a myriad of rules, and
after playing it for almost a year, the surface was barely scratched
with many expansion packs, and different time periods. When playing
a RPG, I also like to have a little more freedom and poetic license
to make a campaign, and find it a little constraining in universe so
well known to everyone.
Around the same
time as Star Frontiers, there was another quirky game known as Gamma
World. This was a place where mutants live alongside humans, but the
two don’t generally get along. There is no magic, but various
pieces of technology have survived into the future, and ones that do
still work are every bit as magical.
While Star
Frontiers never got a 2nd edition, one of the challenges
for the Gamma World neophyte looking to get into the game is which
edition to choose as there are several. There are also differences
between them, making them not easily mutually compatible. One
reasonable choice is the Gamma World 4th edition rules
which are quite playable, and complete. However, there disadvantage
is that they are heavily d6 based, which may not be as familiar to
modern gamers.
One of the
challenges of trying a new game system, and the reason that many of
us stick with the same games is to not need to learn a new rule
system. While the purists may balk, I was committed to trying Gamma
World, and decided on a d20 Modern Gamma World Expansion. This
provided all the richness of Gamma World, with all the d20
familiarity that makes it easy to play. For those who have not
looked at d20 Modern, it is similar enough to D&D 3.5 or
Pathfinder to make those players feel at home, while providing
multiple expansion packs to fit a wide variety of campaign settings.
In my mind, d20 Modern is like a d20 version of GURP.
There are many
flavors that Gamma World can be situated to. These include
controlling how much technology is involved, from very little to
pervasive. Also, the mutations can be rare, more common, or even of
the more humorous variety. On top of that, it can be more chaotic,
or more of an ordered world.
While there were
some modules produced for the game, they are difficult to find these
days. This makes this an ideal game to create your own world and
adventures, but does put additional work on the GM (Gamemaster) so
this may not be for everyone.
The d20 Modern
System has a somewhat unique method of character creation. While
just about every other game starts characters at first level, in d20
Modern, characters start at 3rd level. Players get a
choice of what type of hero they want to be, and in addition, choose
an occupation. This provides plenty of differentiation, with
characters being more unique than in some other systems.
The gameplay is
fairly standard to resolve combat. Initiative is done with a d20,
and done individually for each player. Also, the combat is resolved
without combat tables using a d20 where the character, with bonuses,
needs to roll higher than the defensive score of the enemy.
So far, the d20
Modern Gamma World Expansion has been more than met my expectations.
While a niche product, I find that it is an effective port of a
classic game, to a simple to use contemporary gaming system.
Overall Grade: A
Jonas
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