Post date: Oct 11, 2010 12:54:5 AM
Gamma World (GW) (the 7th edition technically) has returned, using the 4e rule set. Having spent the last 3 days reading the rules, finding miniatures in my collection I could use, perusing the cards that I obtained, I now feel ready to render my opinion.
First and foremost, this is the wacky Gamma World, not the serious nukes falling from the sky Gamma World that I grew up running and playing in, but that of just mutations running amuck in a world gone crazy.
Second, it uses a lighter version of rules compared to 4e.
What do I mean when I say lighter rules:
1) No Action Points
2) No Healing surges
3) Second Wind is a Minor Action 1/encounter that heals you your Bloodied Value
4) Rests (short or extended) heal full HP
5) No special attacks (Bull Rush/ Trip/ Sunder/ Grab)
6) No Charging
The last two could be added back in by a GM, but straight up, Rules as Written, its not there.
Third, Character Creation is VERY different than anything else...well, except Gamma World. From the first edition till now a random element played a large part in character creation and in this edition it certainly makes a return with a vengeance. It makes for very interesting characters and lends itself well to the wacky GW vs. the serious GW. The Wizards Forums have been abuzz with various ideas on how to change this element up for more long term..serious play. But I think for my first few games I will go with Rules as Written. Due to the high fatality rate of the game, character creation takes about 15 minutes tops. In short you roll 2 d20 each one representing your origin, then its up to you as a PC to reconcile. Example you could roll a Seismic + Pyrotechnic are you a magma man or does your skin glow red hot like coals. Each origin then grants you powers and skill buffs and your primary origin helps you in specific ways with certain Alpha Mutation cards.
Fourth, there is a card mechanic in the game. Now many will nay-say GW because of the fact that this card mechanic does have a CCG (Collectible Card Game) element to it. But fear not, you do not HAVE to buy the CCG cards, while they are in many aspects cooler with more choices than the cards that come in the Box set, you do NOT have to buy them, you can simply use the ones that come in the Box set. But back to the mechanic at hand, there are two broad types of cards - Alpha Mutations and Omega Tech, each has its own set of rules but the simplest way to think of them is as encounter powers, you use them once per encounter. Alpha Mutations get discarded at the end of each encounter, even the ones you didn't use, but worry not you draw more. Omega Tech may survive till another encounter (10+) , but you usually find more. The fluctuation in Mutations is explained in the back-story, but it adds a definite weirdness to the game that lends itself to that beer and pretzel attitude. Even the text on the cards makes references to pop-culture geek-icons.
So, with that all said, I have not run it. I do hope to do so several times in the future. Right now I give it a 4.3/5 - Good, but not perfect.
Now the contents of the box- what do you get for your caps.
Well you get 160 page rule book - its of the same size and feel of the Savage World Rulebook. The index could have been better, but nothing too shabby. The forums have had a few binding complaints, but I intend to get it spiral bound here soon.
You get 2 double-sided maps (they say poster sized but they are no bigger than 15x20 - I am used the huge ones we got with D&D Minis)
You get double sided tokens for the various monsters - what is nice is they are numbered so tracking them is easy, and with some of the weird monsters in the game that will resist finding minis for, it is a good to have these.
You get double sided tokens for the various PC types with bloodied on the back.
You get a deck of 80 cards, 40 are Alpha Mutations and 40 are Omega Tech. None of them are replicated in the CCG and are distinctly marked from the CCG cards so it is easy to not get them mixed up accidentally.
You get 4 double-sided character sheets - here is where I am the most disappointed with the contents of the box, while compact they really leave some sections lacking - mainly in the skills section. I plan on waiting a few days as there are some PDF ones that are coming out from individuals that look promising.
What I wish they had included, I wish they had included another deck of cards that had all the Origin powers. That or a players pamphlet that just had all the origin powers. As is, you can go and get online (search for Gamma World 4e Power cards) and someone has already created them at www.enworld.org
So with that said, is that all?.... well no. As I had mentioned earlier, there is a CCG element as well, there is 120 cards 40 common, 40 uncommon, and 40 rare that you can try to collect to build your own Player decks (or as a GM modify your GM deck). Deck building rules for player decks is a minimum of 7 cards of which there can be no more than 2 of the same card. But after reading through the cards in both the GM deck and the Player cards I had obtained, I found that there was a clear indication that the rare cards in most cases outstripped anything the GM had in his deck. To be honest, I am okay with this. I think I am going to find that the card mechanic is what makes the game fun. Personally if I get into a long term game, I will build my own decks, but not with uber stuff, but around the concept of salvage. If you are of the right level you can salvage Omega tech of your level or less that is typically better than what you can start with, but still balanced vs. what can be had. And as for the mutations, I will stack the deck with mutations that my Primary Origin gives me bonuses to use.
In summary, this game could be very cheap (just the box) or very expensive (the box, boosters, card sleeves, minis, etc), but that is true of most any game. In the end, I am happy with my purchase and look forward to playing the game in the years ahead.