![]() GW 2e - Lighter tone (think OD&D's sword & sorcery tone vs the lighter tone of BECMI). Two modules - Legion of Gold, and Famine in Far-Go both included new monsters, tech, and rules additions. GW 1e - Dark, post apocalyptic science fantasy (think Brian Aldiss' "Long Afternoon of Earth", Sterling Lanier's "Hiero's Journey" in tone). For folks not familiar with Gamma World, here's a quick rundown: Lastly, were there any particularly good GW adventure modules?įor what it's worth, I'm partial to GW 1e and original edition MA. Are these truly better suited for Science Fiction or Science Fantasy. I usually don't like to fuse with Skill-based systems like RuneQuest or Savage Worlds, but I'm trying to be open minded. EDIT: The "Crusader's Companion" also has a section on Mutant Animal races. Use Castles & Crusades + Amazing Adventures Companion and convert the Gamma World material to C&C? - ascending armor class and siege doesn't bother me and wouldn't bother my friends and players. Look for used copies or revised re-prints of Gamma World 4e or earlier editions? How feasible is this? EDIT: Dragon #183 also seemed to have a AD&D 2e to Gamma World 4th edition conversion advice. Use Mutant Future by Goblinoid Games: Is the Mutant Future compatible with classic GW adventure modules and settings? but this is only good for one adventure, still Fantasy genre, and where to go from there? ![]() - Run AD&D 1e, Expedition to Barrier Peaks.But what is the easiest way to get started these days? ![]() Classic Gamma World (that is GW 4e and earlier or so it would seem) or Metamorphosis Alpha looks like a great place to start. Publishers use these marks when books are returned to them.Hi All: I usually run D&D in a classic/ad&d style, but lately I've been looking to expand my horizons into more genres beyond fantasy.
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