Gamma World
Encyclopedia
Gamma World is a science fantasy
role-playing game
, originally designed by James M. Ward and Gary Jaquet, and first published by TSR
in 1978. It borrowed heavily from James M. Ward's earlier product, Metamorphosis Alpha
.
had decimated human civilization. The game's designers took inspiration from the post-apocalyptic novels and movies of the 1950s, 1960s, and 1970s; the first edition rules cite Brian Aldiss
's Hothouse
, Andre Norton
's Star Man's Son (also published as Daybreak - 2250 A.D.), Sterling E. Lanier
's Hiero's Journey, and Ralph Bakshi
's Wizards
.
The war that destroyed civilization in Gamma World is only vaguely described in most editions of the game, and what details are provided change from version to version. The first two editions place a first nuclear war near the end of the 21st century, with the final war in the years AD 2309-2322, and ascribe the final annihilation to a terrorist group called "The Apocalypse and the ensuing retaliation by surviving factions. The 2010 edition introduces a significantly different backstory that attributes the destruction of civilization to the activation of the Large Hadron Collider
, which caused multiple realities to exchange features in an event known as "The Big Mistake". All editions, however, agree that the cataclysm destroyed all government and society beyond a village scale, plunging the world into a Dark Age. In many editions of the game technology is at best quasi-medieval (in the first edition, the crossbow is described as "the ultimate weapon" for most Gamma World societies). Some, such as the 2010 edition, feature advanced, but rare, technology that is risky to use due to the average Gamma World character not knowing how to properly operate such devices. The post-apocalyptic inhabitants of Earth now refer to their planet as "Gamma World" (or "Gamma Terra" in later editions).
Gamma World is a chaotic, dangerous environment that little resembles pre-apocalyptic Earth. The weapons unleashed during the final war were strong enough to alter coastlines, level cities, and leave large areas of land lethally radioactive. These future weapons bathed the surviving life of Earth in unspecified forms of radiation
and biochemical agents, producing widespread, permanent mutations among humans, animals, and plants. As a result, fantastic mutations such as multiple limbs, super strength, and psychic powers are relatively common. (Random tables of such improbable mutations are a hallmark of every edition of Gamma World.) Many animals and plants are sentient, semi-civilized species competing with surviving humans. Both humans and non-humans have lost most knowledge of the pre-war humans, whom Gamma World's inhabitants refer to as "the Ancients". The only group with significant knowledge of the Ancients are isolated robots and other artificial intelligences that survived the war—though these machines tend to be damaged, in ill-repair, or insanely hostile to organic beings.
Gamma World player characters include unmutated humans (referred to as "Pure Strain Humans" in most editions), mutated humans, sentient animals or plants, and androids. Characters explore Ancient ruins and strange post-apocalyptic societies to gain knowledge of the Ancients and social status for themselves. Common adventure themes involve protecting fragile post-apocalypse societies, retrieving Ancient "artifacts" (science fiction gadgetry such as power armor, laser pistols, and anti-grav sleds), or mere survival against the multifarious dangers of the future (such as gun-toting mutant rabbits, rampaging ancient death machines, or other Gamma Worlders bent on mayhem).
A recurrent source of conflict on Gamma World is the rivalry among the "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania
—often bring them into conflict with the rest of the Gamma World. For example, the Pure Strain Human "Knights of Genetic Purity" seek to exterminate all mutants, while the all-mutant "Iron Society" wants to eliminate unmutated humans. Other rivalries involve attitudes towards Ancient technology, with some Alliances (such as "The Restorationists") seeking to rebuild Ancient society, while others (such as "The Seekers") want to destroy remaining artifacts.
and other role-playing games of the time. Player characters in both games, for instance, have six Attributes
rated on a scale of 3 to 18, randomly generated by rolling six-sided dice. Four of those abilities (Charisma, Constitution, Dexterity and Intelligence) have the same name and functions in both games, and the Physical Strength and Mental Strength attributes in Gamma World closely parallel Strength and Wisdom in D&D.
Character generation is mostly random, and features one of the game's most distinctive mechanics, the mutation tables. Players who choose to play mutants roll dice
to randomly determine their characters' mutations. All versions of Gamma World eschew a realistic portrayal of genetic mutation
, instead giving characters fantastic abilities (often resembling comic book superpowers) such as electrical generation, infravision, quills, sonic attacks, multiple limbs, dual brains, total body carapaces, precognition, planar travel, weather manipulation, telepathy, and "life leeching".
Characters in all versions of Gamma World earn experience points during their adventures, which cause the character's Rank (in some editions, Level) to increase. Unlike D&D, however, the first two editions of Gamma World do not use a concept of character class
, and increases in Rank do not affect the character's skills or combat abilities. In fact, in the first three editions of the game, character rank is primarily a measure of the character's social prestige.
The game mechanics used for resolving character actions, on the other hand, greatly varied between Gamma World editions. The first two editions, like the early editions of D&D, depend heavily on matrix-based mechanics, where two factors (one representing the actor or attacker, and one representing the opponent) are cross-referenced on a chart. For some actions, such as attacks, the number located on the matrix represents a number the acting player must roll. For other actions (such as determining the result of radiation exposure), the matrix result indicates a non-negotiable result. Gamma Worlds first two editions had a variety of specialized matrices for different situations (again, closely resembling D&D).
The third edition rules replace specialized matrices with the Action Control Table (ACT), a single, color-coded chart that allowed players to determine whether a character action succeeded, and the degree of success, with a single roll. (The ACT concept is drawn from the Marvel Super Heroes
game published by TSR shortly before development of Gamma World' s third edition.) The ACT requires the referee to cross-reference the difficulty of a character action with the ability score used to complete that action, determining which column of the ACT is used for that action. The character's player then rolls percentile dice; the result is compared to appropriate column, determining a degree of success or failure and eliminating the need for second result roll (e.g. the damage roll that many games require after a successful combat action).
Gamma World' s fourth edition abandoned the Action Control Table in favor of mechanics derived from the Advanced Dungeons & Dragons 2nd Edition rules, although some mechanics presage Alternity
and the 3rd edition D&D rules. (For example, Gamma Worlds 4th edition inverted the Armor Class (AC) scale its predecessors inherited, so that higher AC numbers indicate better armor.) AD&D-borrowed concepts such as character classes and Attribute Checks were also prominent in the 4th edition.
The fifth and sixth versions of Gamma World take the game's tendency of mimicking other games to its logical end, adopting the rules systems of other games wholesale: The fifth edition of the game uses the Alternity
rules, while the sixth edition uses the d20 Modern
rules. Both of those systems, not coincidentally, use game mechanics inspired by D&D, giving Gamma World characters six ability scores, and measuring character development through increases in character class level.
The seventh version is a 4th Edition D&D genre setting using a modified version of the 4th Edition mechanics. Instead of choosing a character class, a player must roll a twenty-sided die two times and consult an accompanying character origin table. For example, a player might obtain the result "Radioactive Yeti" and gain the powers associated with the "Radioactive" and "Yeti" origins. Two decks of cards are included with the game. One deck represents random Alpha Mutations, which can be drawn to gain temporary powers, and the other contains various Omega Tech, powerful technological devices that could possibly backfire on those that use them. Other deviations from the standard 4th Edition D&D rules include new damage types such as "Radiation", Gamma World-specific skills, and increased lethality. Despite these differences, it is possible to use characters and monsters from a D&D game in Gamma World and vice versa.
Grenadier Miniatures
also supported the game, with a line of licensed miniatures. http://www.cs.cmu.edu/~tpope/sol/grenadier/gamma-world.html
At least one other TSR product was announced -- Metamorphosis Alpha to Omega, an adaptation of Metamorphosis Alpha's campaign setting to Gamma World's rules (Anon 1981). Work on the adaptation was halted when a 2nd edition of Gamma World was announced. This was later released as Metamorphosis Alpha to Omega using the Amazing Engine Rules.
TSR also produced four packs of Gamma World miniatures. http://www.cs.cmu.edu/~tpope/sol/tsr/gamma-world.html TSR started production on a third adventure module, which was to be assigned the identification code GW5 and had the working title Rapture of the Deep . This module was not published (Williams 1989). However, a 'ghost' Second Edition GW5 Rapture of the Deep module was produced in 2007 - see Gap material below.
, and Top Secret
to use similar tables.) Unfortunately for TSR, this version of the rules became notorious for the number of editorial mistakes, including cross-references to rules that didn't appear in the boxed set. The errors were serious enough that TSR published a Gamma World Rules Supplement containing the "missing" rules. The Rules Supplement was sent to gamers who requested it by mail, and included in reprintings of the boxed set (Ward and Johnson 1986).
The five modules TSR published for Gamma World's 3rd edition introduced the setting's first multi-module metaplot
, which involved rebuilding an ancient 'sky chariot':
TSR dropped the 3rd edition of Gamma World from its product line before the multi-module storyline could be completed. In 2003 an unofficial, but well received conclusion to the series was published under the title GW11 Omega Project - see Gap material below.
Despite its editorial issues, the 3rd edition rules were well-received enough to win the 1986/1987 Gamer's Choice Award for "Best Science-Fiction Roleplaying Game" (Rabe 1987).
TSR's Gamma World development team announced at Gen Con
1993 that no further products would be released for the 4th edition. They also announced that TSR had restarted development of Metamorphosis Alpha to Omega
, but that the manuscript would be completed using the Amazing Engine
rules.
. (In a nod to Gamma Worlds reputation for being repeatedly revised, the book's back cover states "That's right, it's the return of the Gamma World".) The Gamma World Campaign Setting (ISBN 0-7869-1629-X) was a 192-page softcover book written by Andy Collins and Jeff Grubb
, published in 2000 by Wizards of the Coast
(WOTC), only a month after WOTC announced its cancellation of the Alternity line. This version of Gamma World is unique as the only one not to have accessories or supplements.
mini-game based on Gamma World and written by Jonathan Tweet
, was published in Dungeon 94/Polyhedron 153. Tweet does not plan any expansions for the game, http://www.jonathantweet.com/jotgameow-faq.html although it received a warm reception from Gamma World fans and players new to the concept alike.
system, and mimicked D&Ds "three core book" model with three hardcover manuals:
Sword & Sorcery Studios also published three paperback supplements for the d20 version of Gamma World:
This new version of the game presented a more sober and serious approach to the concept of a post-nuclear world, at odds with the more light-hearted and adventurous approach taken by previous editions; it was also the first edition of the game to include fantastical nanotechnology
on a large scale. In August 2005, White Wolf announced that it was reverting the rights to publish Gamma World products back to Wizards of the Coast, putting the game out of print again. http://www.white-wolf.com/swordsorcery/index.php?articleid=276 Several critics and fans considered Tweet's Omega World to be a superior d20 System treatment of the Gamma World concept. http://www.rpg.net/reviews/archive/9/9821.phtml
, but is not considered a separate D&D setting.
The basic box includes 80 non-random cards but no polyhedral dice, which are to be purchased separately from local game retailers. In addition, random "boosters" of "Alpha Mutation" and "Omega Tech" cards for players are sold separately in packs of eight.
This edition of Gamma World includes the following three boxed sets (one core set and two expansion kits):
Owing to the loyal following for the game, these 'gaps' were filled in long after the original publications ceased production. In 2003, a fan (Les Braun) published GW11 Omega Project on the internet, finishing the Third Edition series by closely following Eastland's original storyline. It had a polished layout - even including original interior artwork by TSR artist Jeff Dee
. It was well received by the Gamma World community.
In 2007, a group of fans completed module GW5 "Rapture of the Deep". There was very little information available about the original project (even ex-TSR employees having forgotten what they knew about the module over the years), so the module was published based entirely on the working title and information drawn from Dragon
magazine articles. It too was professionally put together, having the look and feel of a true TSR Second Edition module.
Science fantasy
Science fantasy is a mixed genre within speculative fiction drawing elements from both science fiction and fantasy. Although in some terms of its portrayal in recent media products it can be defined as instead of being a mixed genre of science fiction and fantasy it is instead a mixing of the...
role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...
, originally designed by James M. Ward and Gary Jaquet, and first published by TSR
TSR, Inc.
Blume and Gygax, the remaining owners, incorporated a new company called TSR Hobbies, Inc., with Blume and his father, Melvin Blume, owning the larger share. The former assets of the partnership were transferred to TSR Hobbies, Inc....
in 1978. It borrowed heavily from James M. Ward's earlier product, Metamorphosis Alpha
Metamorphosis Alpha
Metamorphosis Alpha is a science fiction role-playing game. It was created by James M. Ward and originally produced by TSR, the publisher of Dungeons & Dragons...
.
Setting
Gamma World takes place in the mid-25th century, more than a century after a second nuclear warNuclear warfare
Nuclear warfare, or atomic warfare, is a military conflict or political strategy in which nuclear weaponry is detonated on an opponent. Compared to conventional warfare, nuclear warfare can be vastly more destructive in range and extent of damage...
had decimated human civilization. The game's designers took inspiration from the post-apocalyptic novels and movies of the 1950s, 1960s, and 1970s; the first edition rules cite Brian Aldiss
Brian Aldiss
Brian Wilson Aldiss, OBE is an English author of both general fiction and science fiction. His byline reads either Brian W. Aldiss or simply Brian Aldiss. Greatly influenced by science fiction pioneer H. G. Wells, Aldiss is a vice-president of the international H. G. Wells Society...
's Hothouse
Hothouse (novel)
Hothouse is a 1962 award-winning fantasy/science fiction novel by British author Brian Aldiss, composed of 5 novelettes that were originally serialized in a magazine. In the US, an abridged version was published as The Long Afternoon of Earth; the full version was not published there until 1976...
, Andre Norton
Andre Norton
Andre Alice Norton, née Alice Mary Norton was an American science fiction and fantasy author under the noms de plume Andre Norton, Andrew North and Allen Weston...
's Star Man's Son (also published as Daybreak - 2250 A.D.), Sterling E. Lanier
Sterling E. Lanier
Sterling Edmund Lanier was an American editor, science fiction author and sculptor who published as both Sterling Lanier and Sterling E. Lanier. He is perhaps known best as the editor who championed the publication of Frank Herbert’s bestselling novel Dune.-Life:Lanier was born in New York City...
's Hiero's Journey, and Ralph Bakshi
Ralph Bakshi
Ralph Bakshi is an Israeli-American director of animated and live-action films. In the 1970s, he established an alternative to mainstream animation through independent and adult-oriented productions. Between 1972 and 1992, he directed nine theatrically released feature films, five of which he wrote...
's Wizards
Wizards (film)
Wizards is a 1977 American animated post-apocalyptic science fantasy film about the battle between two wizards, one representing the forces of magic and one representing the forces of industrial technology. It was written, produced, and directed by Ralph Bakshi...
.
The war that destroyed civilization in Gamma World is only vaguely described in most editions of the game, and what details are provided change from version to version. The first two editions place a first nuclear war near the end of the 21st century, with the final war in the years AD 2309-2322, and ascribe the final annihilation to a terrorist group called "The Apocalypse and the ensuing retaliation by surviving factions. The 2010 edition introduces a significantly different backstory that attributes the destruction of civilization to the activation of the Large Hadron Collider
Large Hadron Collider
The Large Hadron Collider is the world's largest and highest-energy particle accelerator. It is expected to address some of the most fundamental questions of physics, advancing the understanding of the deepest laws of nature....
, which caused multiple realities to exchange features in an event known as "The Big Mistake". All editions, however, agree that the cataclysm destroyed all government and society beyond a village scale, plunging the world into a Dark Age. In many editions of the game technology is at best quasi-medieval (in the first edition, the crossbow is described as "the ultimate weapon" for most Gamma World societies). Some, such as the 2010 edition, feature advanced, but rare, technology that is risky to use due to the average Gamma World character not knowing how to properly operate such devices. The post-apocalyptic inhabitants of Earth now refer to their planet as "Gamma World" (or "Gamma Terra" in later editions).
Gamma World is a chaotic, dangerous environment that little resembles pre-apocalyptic Earth. The weapons unleashed during the final war were strong enough to alter coastlines, level cities, and leave large areas of land lethally radioactive. These future weapons bathed the surviving life of Earth in unspecified forms of radiation
Radiation
In physics, radiation is a process in which energetic particles or energetic waves travel through a medium or space. There are two distinct types of radiation; ionizing and non-ionizing...
and biochemical agents, producing widespread, permanent mutations among humans, animals, and plants. As a result, fantastic mutations such as multiple limbs, super strength, and psychic powers are relatively common. (Random tables of such improbable mutations are a hallmark of every edition of Gamma World.) Many animals and plants are sentient, semi-civilized species competing with surviving humans. Both humans and non-humans have lost most knowledge of the pre-war humans, whom Gamma World's inhabitants refer to as "the Ancients". The only group with significant knowledge of the Ancients are isolated robots and other artificial intelligences that survived the war—though these machines tend to be damaged, in ill-repair, or insanely hostile to organic beings.
Gamma World player characters include unmutated humans (referred to as "Pure Strain Humans" in most editions), mutated humans, sentient animals or plants, and androids. Characters explore Ancient ruins and strange post-apocalyptic societies to gain knowledge of the Ancients and social status for themselves. Common adventure themes involve protecting fragile post-apocalypse societies, retrieving Ancient "artifacts" (science fiction gadgetry such as power armor, laser pistols, and anti-grav sleds), or mere survival against the multifarious dangers of the future (such as gun-toting mutant rabbits, rampaging ancient death machines, or other Gamma Worlders bent on mayhem).
A recurrent source of conflict on Gamma World is the rivalry among the "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania
Monomania
In 19th century psychiatry, monomania is a single pathological preoccupation in an otherwise sound mind. Emotional monomania is that in which the patient is obsessed with only one emotion or several related to it; intellectual monomania is that which is related to only one kind of delirious idea...
—often bring them into conflict with the rest of the Gamma World. For example, the Pure Strain Human "Knights of Genetic Purity" seek to exterminate all mutants, while the all-mutant "Iron Society" wants to eliminate unmutated humans. Other rivalries involve attitudes towards Ancient technology, with some Alliances (such as "The Restorationists") seeking to rebuild Ancient society, while others (such as "The Seekers") want to destroy remaining artifacts.
System
Throughout the game's many editions, Gamma World has almost always remained strongly influenced by Dungeons & DragonsDungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...
and other role-playing games of the time. Player characters in both games, for instance, have six Attributes
Attribute (role-playing games)
An attribute is a piece of data that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a set of dice...
rated on a scale of 3 to 18, randomly generated by rolling six-sided dice. Four of those abilities (Charisma, Constitution, Dexterity and Intelligence) have the same name and functions in both games, and the Physical Strength and Mental Strength attributes in Gamma World closely parallel Strength and Wisdom in D&D.
Character generation is mostly random, and features one of the game's most distinctive mechanics, the mutation tables. Players who choose to play mutants roll dice
Dice
A die is a small throwable object with multiple resting positions, used for generating random numbers...
to randomly determine their characters' mutations. All versions of Gamma World eschew a realistic portrayal of genetic mutation
Mutation
In molecular biology and genetics, mutations are changes in a genomic sequence: the DNA sequence of a cell's genome or the DNA or RNA sequence of a virus. They can be defined as sudden and spontaneous changes in the cell. Mutations are caused by radiation, viruses, transposons and mutagenic...
, instead giving characters fantastic abilities (often resembling comic book superpowers) such as electrical generation, infravision, quills, sonic attacks, multiple limbs, dual brains, total body carapaces, precognition, planar travel, weather manipulation, telepathy, and "life leeching".
Characters in all versions of Gamma World earn experience points during their adventures, which cause the character's Rank (in some editions, Level) to increase. Unlike D&D, however, the first two editions of Gamma World do not use a concept of character class
Character class
In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour...
, and increases in Rank do not affect the character's skills or combat abilities. In fact, in the first three editions of the game, character rank is primarily a measure of the character's social prestige.
The game mechanics used for resolving character actions, on the other hand, greatly varied between Gamma World editions. The first two editions, like the early editions of D&D, depend heavily on matrix-based mechanics, where two factors (one representing the actor or attacker, and one representing the opponent) are cross-referenced on a chart. For some actions, such as attacks, the number located on the matrix represents a number the acting player must roll. For other actions (such as determining the result of radiation exposure), the matrix result indicates a non-negotiable result. Gamma Worlds first two editions had a variety of specialized matrices for different situations (again, closely resembling D&D).
The third edition rules replace specialized matrices with the Action Control Table (ACT), a single, color-coded chart that allowed players to determine whether a character action succeeded, and the degree of success, with a single roll. (The ACT concept is drawn from the Marvel Super Heroes
Marvel Super Heroes (role-playing game)
Marvel Superheroes , aka "the FASERIP system," is a role playing game set in the Marvel Universe, first published by TSR under license from Marvel Comics in 1984. In 1986, TSR published an expanded edition, entitled the Marvel Superheroes Advanced Game. Jeff Grubb designed both editions and Steve...
game published by TSR shortly before development of Gamma World
Gamma World
Alternity
Alternity is a science fiction role-playing game published by TSR in 1998...
and the 3rd edition D&D rules. (For example, Gamma Worlds 4th edition inverted the Armor Class (AC) scale its predecessors inherited, so that higher AC numbers indicate better armor.) AD&D-borrowed concepts such as character classes and Attribute Checks were also prominent in the 4th edition.
The fifth and sixth versions of Gamma World take the game's tendency of mimicking other games to its logical end, adopting the rules systems of other games wholesale: The fifth edition of the game uses the Alternity
Alternity
Alternity is a science fiction role-playing game published by TSR in 1998...
rules, while the sixth edition uses the d20 Modern
D20 Modern
d20 Modern is a roleplaying game designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. It was published by Wizards of the Coast in November 2002, and uses the d20 System...
rules. Both of those systems, not coincidentally, use game mechanics inspired by D&D, giving Gamma World characters six ability scores, and measuring character development through increases in character class level.
The seventh version is a 4th Edition D&D genre setting using a modified version of the 4th Edition mechanics. Instead of choosing a character class, a player must roll a twenty-sided die two times and consult an accompanying character origin table. For example, a player might obtain the result "Radioactive Yeti" and gain the powers associated with the "Radioactive" and "Yeti" origins. Two decks of cards are included with the game. One deck represents random Alpha Mutations, which can be drawn to gain temporary powers, and the other contains various Omega Tech, powerful technological devices that could possibly backfire on those that use them. Other deviations from the standard 4th Edition D&D rules include new damage types such as "Radiation", Gamma World-specific skills, and increased lethality. Despite these differences, it is possible to use characters and monsters from a D&D game in Gamma World and vice versa.
First Edition (1978)
The original Gamma World boxed set (containing a 56-page rulebook, a map of a devastated North America, and dice) was released in 1978. TSR went on to publish three accessories for the 1st edition of the game:- GW1, Legion of Gold by Gary GygaxGary GygaxErnest Gary Gygax was an American writer and game designer best known for co-creating the pioneering role-playing game Dungeons & Dragons with Dave Arneson. Gygax is generally acknowledged as the father of role-playing games....
, Luke Gygax, and Paul Reiche III (ISBN 0-935696-61-X) - GW2, Famine in Far-Go by Michael Price (ISBN 0-935696-88-1)
- Gamma World Referee's Screen (ISBN 0-935696-78-4)
Grenadier Miniatures
Grenadier Miniatures
Grenadier Models Inc. of Springfield, Pennsylvania produced lead miniature figures for wargames and role-playing games with fantasy, science fiction and heroic themes between 1975 and 1996. Grenadier Models Inc...
also supported the game, with a line of licensed miniatures. http://www.cs.cmu.edu/~tpope/sol/grenadier/gamma-world.html
At least one other TSR product was announced -- Metamorphosis Alpha to Omega, an adaptation of Metamorphosis Alpha's campaign setting to Gamma World's rules (Anon 1981). Work on the adaptation was halted when a 2nd edition of Gamma World was announced. This was later released as Metamorphosis Alpha to Omega using the Amazing Engine Rules.
Second Edition (1983)
The second edition Gamma World boxed set (with rules designed by Ward, Jaquet, and David James Ritchie) was released in 1983. Four accessories were released for this version:- GW3, The Cleansing War of Garik Blackhand by Michael Price & Garry Spiegle (ISBN 0-88038-015-2)
- GW4, The Mind Masters by Philip Taterczynski (ISBN 0-88038-029-2)
- GWAC1, Gamma World Referee's Screen and Mini Module (ISBN 0-935696-78-4)
- GWAC2, Gamma World Character Sheets (ISBN 0-88038-139-6)
TSR also produced four packs of Gamma World miniatures. http://www.cs.cmu.edu/~tpope/sol/tsr/gamma-world.html TSR started production on a third adventure module, which was to be assigned the identification code GW5 and had the working title Rapture of the Deep . This module was not published (Williams 1989). However, a 'ghost' Second Edition GW5 Rapture of the Deep module was produced in 2007 - see Gap material below.
Third Edition (1985)
The 3rd edition of Gamma World was another boxed set, credited to James M. Ward and published in September 1985. It introduced the Action Control Table, a color-coded table use to resolve nearly all actions in the game. (Color-coded tables were something of a trend at TSR in mid-1980s. After 1984's Marvel Super-Heroes proved the viability of the concept, TSR revised Gamma World, Star FrontiersStar Frontiers
Star Frontiers is a science fiction role-playing game produced by TSR beginning in 1982. The game offered a space-opera action-adventure setting.- Setting :...
, and Top Secret
Top Secret (role-playing game)
Top Secret is an espionage-themed role-playing game written by Merle M. Rasmussen and first published in 1980 by TSR, Inc.-Top Secret :...
to use similar tables.) Unfortunately for TSR, this version of the rules became notorious for the number of editorial mistakes, including cross-references to rules that didn't appear in the boxed set. The errors were serious enough that TSR published a Gamma World Rules Supplement containing the "missing" rules. The Rules Supplement was sent to gamers who requested it by mail, and included in reprintings of the boxed set (Ward and Johnson 1986).
The five modules TSR published for Gamma World's 3rd edition introduced the setting's first multi-module metaplot
Metaplot
The metaplot is the overarching storyline that binds together events in a role-playing game. Major story events that change the world, or simply move important non-player characters from one place to another, are part of the metaplot for a game. For example, White Wolf Game Studio's World of...
, which involved rebuilding an ancient 'sky chariot':
- GW6, Alpha Factor by Kim Eastland (ISBN 0-88038-294-5)
- GW7, Beta Principle by Bruce Nesmith (ISBN 0-88038-404-2)
- GW8, Gamma Base by Kim Eastland (ISBN 0-88038-405-0)
- GW9, Delta Fragment by Kim Eastland (ISBN 0-88038-406-9)
- GW10, Epsilon Cyborgs by Kim Eastland (ISBN 0-88038-477-8)
TSR dropped the 3rd edition of Gamma World from its product line before the multi-module storyline could be completed. In 2003 an unofficial, but well received conclusion to the series was published under the title GW11 Omega Project - see Gap material below.
Despite its editorial issues, the 3rd edition rules were well-received enough to win the 1986/1987 Gamer's Choice Award for "Best Science-Fiction Roleplaying Game" (Rabe 1987).
Fourth Edition (1992)
The 4th edition of Gamma World (ISBN 1-56076-401-5) was a 192-page softcover book, written by Bruce Nesmith and James M. Ward, published in May 1992 by TSR. This version of the game abandoned the 3rd edition's Action Control Table for mechanics resembling 2nd Edition Advanced Dungeons & Dragons. TSR published five accessories for the 4th edition:- GWA1, Treasures of the Ancients by Dale "Slade" Henson (ISBN 1-56076-577-1)
- GWA2, The Overlord of Bonparr by Jack A. Barker (ISBN 1-56076-599-2)
- GWQ1, Mutant Master by Bruce Nesmith (ISBN 1-56076-411-2)
- GWQ2, All Animals Are Equal by Dale "Slade" Henson (ISBN 1-56076-638-7)
- GWQ3, Home Before the Sky Falls by Tim Beach, Paul Riegel, Drew Bittner, and Kim Eastland (ISBN 1-56076-674-3)
TSR's Gamma World development team announced at Gen Con
Gen Con
Gen Con is one of the largest and most prominent annual gaming conventions in North America. It features traditional pen-and-paper, board, and card-style games, including role-playing games, miniatures wargames, board games, live action role-playing games, collectible card games, non-collectible...
1993 that no further products would be released for the 4th edition. They also announced that TSR had restarted development of Metamorphosis Alpha to Omega
Metamorphosis Alpha
Metamorphosis Alpha is a science fiction role-playing game. It was created by James M. Ward and originally produced by TSR, the publisher of Dungeons & Dragons...
, but that the manuscript would be completed using the Amazing Engine
Amazing Engine
Amazing Engine was a series of role-playing game books that was published by TSR, Inc. from 1993 until 1994.Each publication employed the same minimalist generic rules, as described in the Amazing Engine System Guide, but each world book had an entirely different setting or genre...
rules.
Fifth edition (2000)
The 5th version of Gamma World was a supplement for the science-fiction game AlternityAlternity
Alternity is a science fiction role-playing game published by TSR in 1998...
. (In a nod to Gamma Worlds reputation for being repeatedly revised, the book's back cover states "That's right, it's the return of the Gamma World".) The Gamma World Campaign Setting (ISBN 0-7869-1629-X) was a 192-page softcover book written by Andy Collins and Jeff Grubb
Jeff Grubb
Jeff Grubb is an author and game designer. He has worked on a number of computer and role-playing games and has written a number of successful novels, short stories and comics...
, published in 2000 by Wizards of the Coast
Wizards of the Coast
Wizards of the Coast is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games...
(WOTC), only a month after WOTC announced its cancellation of the Alternity line. This version of Gamma World is unique as the only one not to have accessories or supplements.
Omega World (2002)
In September 2002, Omega World, a d20 SystemD20 System
The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons...
mini-game based on Gamma World and written by Jonathan Tweet
Jonathan Tweet
Jonathan Tweet is a game designer who has been involved in the development of the role-playing games Ars Magica, Everway, Over the Edge, Talislanta and the third edition of Dungeons & Dragons, as well as the Collectible Miniatures Game Dreamblade.-Early life:Jonathan Tweet started playing D&D in...
, was published in Dungeon 94/Polyhedron 153. Tweet does not plan any expansions for the game, http://www.jonathantweet.com/jotgameow-faq.html although it received a warm reception from Gamma World fans and players new to the concept alike.
Sixth Edition (2003)
In November 2002, Sword & Sorcery Studios (SSS) announced that it had licensed the Gamma World setting from WOTC in order to produce a sixth version of the game. http://www.gamingreport.com/article.php?sid=6207 SSS's version of the game, which reached the market in 2003, used the d20 ModernD20 Modern
d20 Modern is a roleplaying game designed by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan. It was published by Wizards of the Coast in November 2002, and uses the d20 System...
system, and mimicked D&Ds "three core book" model with three hardcover manuals:
- Gamma World Player's Handbook by Bruce Baugh, Ian Eller, Mikko Rautalahti, and Geoff Skellams (ISBN 1-58846-069-X)
- Gamma World Game Master's Guide by Bruce Baugh, Werner Hager, Lizard, and Doug Oglesby (ISBN 1-58846-068-1)
- Gamma World Mutants and Machines by David Bolack, Gareth Hanrahan, Patrick O'Duffy, and Chuck Wendig (ISBN 1-58846-067-3)
Sword & Sorcery Studios also published three paperback supplements for the d20 version of Gamma World:
- Gamma World Beyond the Horizon by Ellen Kiley (ISBN 1-58846-977-8)
- Gamma World Cryptic Alliances and Unknown Enemies by Owen K.C. Stephens, Alejandro Melchor, and Geoff Skellams (ISBN 1-58846-966-2)
- Gamma World Out of the Vaults by James Maliszewski, John SneadJohn SneadJohn Snead is a freelance role-playing writer who lives in Portland, Oregon. He has been gaming since 1980 and became a full time designer and writer of role-playing games in 1998. His education includes majors in Mathematics and History and minors in Classics and Physics from Washington...
, and Ellen P. Kiley (ISBN 1-58846-022-3)
This new version of the game presented a more sober and serious approach to the concept of a post-nuclear world, at odds with the more light-hearted and adventurous approach taken by previous editions; it was also the first edition of the game to include fantastical nanotechnology
Nanotechnology
Nanotechnology is the study of manipulating matter on an atomic and molecular scale. Generally, nanotechnology deals with developing materials, devices, or other structures possessing at least one dimension sized from 1 to 100 nanometres...
on a large scale. In August 2005, White Wolf announced that it was reverting the rights to publish Gamma World products back to Wizards of the Coast, putting the game out of print again. http://www.white-wolf.com/swordsorcery/index.php?articleid=276 Several critics and fans considered Tweet's Omega World to be a superior d20 System treatment of the Gamma World concept. http://www.rpg.net/reviews/archive/9/9821.phtml
Seventh Edition (2010)
WOTC announced at DDXP 2010 a new version of Gamma World, to be released in October 2010. The game is compatible with the D&D 4th Edition rules and the System Reference DocumentSystem Reference Document
The System Reference Document, or SRD, is a set of reference role playing game mechanics licensed under the Open Game License by Wizards of the Coast and based upon their Dungeons and Dragons role-playing game. The SRD forms the basis of WotC's various d20 System role-playing games, including the...
, but is not considered a separate D&D setting.
The basic box includes 80 non-random cards but no polyhedral dice, which are to be purchased separately from local game retailers. In addition, random "boosters" of "Alpha Mutation" and "Omega Tech" cards for players are sold separately in packs of eight.
This edition of Gamma World includes the following three boxed sets (one core set and two expansion kits):
- D&D Gamma World Roleplaying Game by Richard Baker and Bruce R. Cordell (ISBN 978-0-7869-5508-4)
- D&D Gamma World Expansion Kit: Famine in Far-go by Robert J. Schwalb (ISBN 978-0-7869-5509-1)
- D&D Gamma World Expansion Kit: Legion of Gold by Richard Baker and Bruce Cordell (ISBN 978-0-7869-5510-7)
Gap material
Due to the sporadic publishing and support of Gamma World during the TSR years, several proposed products never saw the light of day. Most notably were the Second Edition adventure module GW5 "Rapture of the Deep" and the conclusion to the metaplot storyline put forth in Kim Eastland's Third Edition module series (GW6-10).Owing to the loyal following for the game, these 'gaps' were filled in long after the original publications ceased production. In 2003, a fan (Les Braun) published GW11 Omega Project on the internet, finishing the Third Edition series by closely following Eastland's original storyline. It had a polished layout - even including original interior artwork by TSR artist Jeff Dee
Jeff Dee
Jeff Dee is an American artist and game designer. Based in Austin, Texas, he is a recognized figure in the role-playing game community and game industry...
. It was well received by the Gamma World community.
In 2007, a group of fans completed module GW5 "Rapture of the Deep". There was very little information available about the original project (even ex-TSR employees having forgotten what they knew about the module over the years), so the module was published based entirely on the working title and information drawn from Dragon
Dragon (magazine)
Dragon is one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products, the other being Dungeon. TSR, Inc. originally launched the monthly printed magazine in 1976 to succeed the company's earlier publication, The Strategic Review. The...
magazine articles. It too was professionally put together, having the look and feel of a true TSR Second Edition module.
See also
- Aftermath!Aftermath!Aftermath! is a role-playing game created by Paul Hume & Robert Charette which was published in 1981 by Fantasy Games Unlimited.It is set in a post-apocalyptic world in which the characters typically have to fight for food, water, basic supplies and shelter. The rules are reasonably complex and...
- After The Bomb
- d20 ApocalypseD20 Apocalypsed20 Apocalypse is a 96-page softcover supplement to the d20 Modern role-playing game, providing a rules framework and setting guides for campaigns set in a post-apocalyptic setting.-Scenarios:...
- d20 FutureD20 Futured20 Future is an accessory for the d20 Modern role-playing game written by Christopher Perkins, Rodney Thompson, and JD Wiker. It facilitates the playing of campaigns in the far future, using elements such as cybernetics, mecha, mutations, robotics, space travel, starships, and xenobiology...
- Metamorphosis AlphaMetamorphosis AlphaMetamorphosis Alpha is a science fiction role-playing game. It was created by James M. Ward and originally produced by TSR, the publisher of Dungeons & Dragons...
- Mutant FutureMutant FutureMutant Future is a post-apocalyptic, science fantasy role-playing game created by Daniel Proctor and Ryan Denison and published by Goblinoid Games. The game is compatible with Labyrinth Lord, which emulates the rules of classic era Dungeons & Dragons using the Open Game License from Wizards of...
- RiftsRifts (role-playing game)Rifts is a multi-genre role-playing game created by Kevin Siembieda in 1990 and published continuously by Palladium Books since then. Rifts takes place in a post-apocalyptic future, deriving elements from cyberpunk, science fiction, fantasy, horror, western, mythology and many other genres.Rifts...
- Road HogsRoad HogsRoad Hogs is the second supplement to the After the Bomb setting of the Teenage Mutant Ninja Turtles & Other Strangeness role-playing game...
- TravellerTraveller (role-playing game)Traveller is a series of related science fiction role-playing games, the first published in 1977 by Game Designers' Workshop and subsequent editions by various companies remaining in print to this day. The game was inspired from such classic science fiction stories as the Dumarest saga series by...
- TorgTorgTorg is a cinematic multi-genre role-playing game created by Greg Gorden and Bill Slavicsek and released by West End Games in 1990, which uses several innovative techniques...
- Twilight 2000Twilight 2000Twilight 2000 is a role-playing game set in the aftermath of World War III . The premise is that the United States/NATO and the Soviet Union/Warsaw Pact have fought a lengthy conventional war, followed by a nuclear war with all its consequences...