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Reviews for Gamma World Role-Playing Game; Rules, Gamma World Science-Fiction Game

 Gamma World Role-Playing Game magazine reviews

The average rating for Gamma World Role-Playing Game; Rules, Gamma World Science-Fiction Game based on 2 reviews is 3.5 stars.has a rating of 3.5 stars

Review # 1 was written on 2012-12-26 00:00:00
0was given a rating of 4 stars Kenneth Vaughan
This was sort of a diamond in the rough. It didn't get the "play" that the other major games of the era did, Dungeons and Dragons, Traveler and Champions, but it had enough detail that went in enough diverse directions to allow creativity but enough structure to make sound modules (mostly self-made) and interesting adventures. Not as strong for story based campaigns as traditional D&D or Traveler, but, the single "adventures" were usually fun. Mutations rather than magic allowed a more fair balance of power between characters and random mutations instead of chosen ones helped make things interesting. It also managed to be convertible to other systems, for the "out there" reality leaping gamers. Table Top RPGs...this was one of the pillars of the bunch in our world, though I'm not sure how old it is compared to others. drawbacks: Not enough modules for those unable, unwilling or needing a "Quick game." Character generation could be timely, though, not as bad as other games. Plus: It worked and played well with other systems and the combat worked similarly so there wasn't as much relearning needed to switch games. The random mutation system helped spread power among the PCs more evenly and the entire system was more flexible than most allowing more creative imagination for those who liked "Story Based" table-topping. (which was what the rage was about these things in the last millennium).
Review # 2 was written on 2017-05-16 00:00:00
0was given a rating of 3 stars YUTAKA NAGASAKI
One of the, um, 6? 7? editions of Gamma World. Based roughly on the AD&D 2E rules it's probably the most accessible, but it suffers from the same problems that AD&D 2E had - nothing in the rules is terribly innovative, nothing in the text is incredibly memorable. It's a perfectly workmanlike system that lets you run Gamma World. That might be a little harsh, but it's accurate. The Sleeth Historian describing the various species and cultures should have flavor, but it doesn't - not compared to some of the really great flavor texts out there. The rules are well explained in simple language that all works, but fails to sing. The decision to add character classes and levels is now to the Gamma World setting, understandable to most players and extraneous to the original ideas, which rubs me a little bit the wrong way but I know why it's there. The character creation system is still suitably gonzo, and the use of artifacts flowchart is a clever bit of mechanics. I do appreciate the authors pointing out that yes, the setting is insane, yes, the science is nuts, yes entropy works exactly as much as is needed to advance the plot, run with it. If you're looking for a reliable way to play Gamma World, this is probably it. I just wish it sang more.


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