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Tell me what you like/dislike about 6th edition!
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 PostPosted: Wed Jan 31, 2007 10:21 pm Reply with quote  
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  Scar-Lock
Student of Ancient Lore

Joined: 10 Dec 2006
Posts: 31
Location: Alberta, Canada

I agree, I love the basic rules. More or less for 1st edition games, they work the best for that. MA 4th edition tried to keep it basic, and they did, and made a terrific edition.
But yes, once again, definatley basic of a more complex game.
So I ask this, is 6th edition GW complex or simple, granted it is d20 so I can presume it be basic. But I haven't played it so I couldn't say.
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 PostPosted: Thu Feb 01, 2007 12:43 am Reply with quote  
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  katkin_kalvin
Student of Ancient Lore

Joined: 27 Oct 2006
Posts: 33

TeknoMerk wrote:
Thanks for the Worlds of Wonder link. I haven't seen that one yet.


No worries ;)

That site was my introduction to Chaosium's Basic Roleplaying System. There is some great stuff on the homepage.

Cheers,
John


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 PostPosted: Sat Mar 24, 2007 2:51 am Reply with quote  
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  Malcadon
Associate Professor of Ancient Lore

Joined: 19 Mar 2007
Posts: 102
Location: In the head of some naked, green-skin mutant woman

This is a vary touchy subject. White Wolf makes for some good modern goth-horror RPG, thay don't seem to have what it takes to make an odd-ball RPG like Gamma World. Rolling Eyes

Arsulon had a lot to say and I agree fully, but one thing folks are not talking about is the seriousness of the fiction. They made it in to one of those hard-edge Mad-Max styled fiction. And, they had to give EVERY one of those mutants a dame techincal backstory. I dont know about the rest of you, but I like my Gamma World to be simple and wacky! Mad

I also found it to be a joke that you need Modern D20 to play (the D&D conversion is an even bigger joke! Evil or Very Mad ). I do not want to get Modern D20, the game sucks! If I have to play GW in D20, it will use the combat system from Conan D20 (Dodge/Parry instead of AC, armor is a DR, add Ref to Initiative, and so on) and use the countless GW D20 conversions (for genotypes & mutatons) that are floating all around cyber-space. Wink

One nice thing I liked about the book was the artwork for the equipment. Smile
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 PostPosted: Sat Apr 21, 2007 2:52 pm Reply with quote  
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  Derek Holland
Professor of Ancient Lore

Joined: 03 Dec 2006
Posts: 415

I haven't really answered this thread yet.

Bad- the weak adaptation of d20 rules to GW, the tech book is too hodgepodge and thin, and the suggested settings though don't really cover the idea of small, fairly savage villages.

Good- the advice in GMG on creating and running campaigns and settings, almost everything in CA & UE, most of the new creations in M & M, many of the little gems sprinkled through out (like why Death Machines are insane) and the obvious effort the authors put in even after people screamed bloody murder about the PH.
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 PostPosted: Wed Dec 17, 2008 1:31 pm Reply with quote  
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  Needles
Survivor

Joined: 09 Dec 2008
Posts: 5

Heres the scoop, the background is made to be a bit of an update with a real grab bag of ideas for the game. I found the game to be very uneven in the D20 department but that's ok in my book. I was looking for the fluff. The Game Master's guide is solid but the Player's Handbook is very uneven.
The background is more focused on genetic engineering & nanite induced mutation. I have no problem with that but the D20 system isn't the smoothest on the planet.
I've kept the background but I used another system. Actually I started using the Mutant Future rules but kept the background from this version of Gamma World.


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