Upon reading some articles and reviews, notably the two that are up on RPG.net at the moment, I learned a few more things that helped me flesh out an idea of what I might expect. First of all, my wikimancy revealed that D&D Gamma World is actually the seventh or so in a series of Gamma World products designed for various systems and settings (though largely D&D). Reading the reviews told me a few things across which I hadn't stumbled before:
- It's got one of those many-dimensions-merging-into-one things going on.
- Apparently, in 84% of parallel dimensions, the cold war went hot.
- D&D Gamma World uses basically D&D 4E rules as far as the mechanics go.
- Technology is "Omega Tech", and frequently has drawbacks like being single-use or breaking down if used more than once in a single encounter.
- It's got those old-fashioned randomized origins.
- It apparently has randomized booster packs that can be bought in addition to the main box.
Overall, I like what I see, and will probably pick up the box at some point. I'm fortunately in the position of not having a reliable gaming group, so I shouldn't have to worry about someone else bringing his deck to the table. Though, I'll still impose a "no outside cards" house rule. After all, it's still an RPG, and the house always rules.
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