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Fun Stuff, Too Bad It's d20

 
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Fun Stuff, Too Bad It's d20
 PostPosted: Sat Oct 28, 2006 5:11 pm Reply with quote  
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  Arsulon
Student of Ancient Lore

Joined: 28 Oct 2006
Posts: 46

A terrific grab-bag of PA tools for your game, including three fun campaign settings. Again, how is it that WOTC can accomplish this in one little book but White Wolf can't get anything done in 5 or 6 hardcovers?

Anyway, I particularly liked their tools for mapping your PA campaign, as follows:

1) Choose Your Apocalypse
-Alien Invasion
-Biological Disaster
-Environmental Disaster
-Asteroid Strike
-Judgement Day
-Nuclear Armageddon
-Rise of the Machines
-Rogue Planet
-Supernatural Invasion

2) Postapocalypse Societies
-Depraved
-Devout
-Ethnic
-Lawful
-Militant
-Savage
-Tribal
-Totalitarian

3) Postapocalypse Eras
-Aftermath
-Generation 0
-Dark Ages
-New World

I thought these were useful tools for qualifying and quantifying any PA world. Mind you, the section on Campaign Rules was of little interest to me as I have no use for d20; however, the campains, Earth Inherited (heaven vs. hell), Atomic Sunrise (take a guess), and Plague World (aliens, believe it or not) were playable and well written. This book is worth getting for any PA gaming enthusiast.


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 PostPosted: Sat Oct 28, 2006 6:09 pm Reply with quote  
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  Gammarauder
Loremaster of the Ancients (Site Admin)

Joined: 23 Oct 2006
Posts: 236
Location: Gamma Terra

Does this have anything in it that has Gamma World written all over it....i.e. mutations, critters, cryptic alliances, etc.?

I'm all for supplements but I'm a sucker for "official" Gamma World material. You know, kind of like how they added Star Frontiers stuff to D20 Future?


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 PostPosted: Mon Oct 30, 2006 5:04 pm Reply with quote  
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  Arsulon
Student of Ancient Lore

Joined: 28 Oct 2006
Posts: 46

No, it's almost as if they were avoiding paralells. The only default setting that comes close is "Atomic Sunrise," by virtue of the high tech (power armour) and mutations (the mutant army of Radillos in Washington state.) That setting's way too close to the apocalypse to look like GW though (e.g. there's a New Texas Repulic, FEMA and CIA survivors.)


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 PostPosted: Tue Jan 23, 2007 12:45 pm Reply with quote  
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  Lt. Tyler
Teacher of Ancient Lore

Joined: 12 Dec 2006
Posts: 91

Gammarauder wrote:
Does this have anything in it that has Gamma World written all over it....i.e. mutations, critters, cryptic alliances, etc.?


Having finished going through the GW 2nd Ed mutations, and converting them to d20, I came to realize that although there are few direct parallels between the d20 Future/Apocalypse mutations and GW, the benefits granted by GW are well covered in the d20 material.

And though it seems like there are few mutations in d20 relative to GW, it's actually somewhat misleading, mostly due to the redundancy among many of the GW mutations. For example, there are a large number of GW mutations that essentially grant damage reduction, sometimes to specific types (e.g. Energy absorption, energy metamorphosis, kinetic absorption, carapace, physical reflection, force field generation, reflection). Some of those do have their separate effects, and they have distinct flavor, but in mechanics terms they are all similar.

None of this is bad or anything, but it made me realize that the possible different types of powers granted by mutations is fairly limited. Also, it made my job as a converter a lot easier, as I generall chose to include a single mutation in the place of a large number of related mutations that were each slightly different. Some flavor might be lost in return for a simpler overall system.

Thus, the energy damage reducing mutations became the d20 future mutations energy diffusion (DR5/- vs two energy types, or DR10/- vs one), or energy absorption (DR10/- vs two, or DR20/- vs one).

I will say that after reading them in detail, and thinking about what other kinds of mutations to include, I am kinda disappointed by the mutations offered up in d20 apocalypse. They're useful to have, but there aren't that many and a couple have very questionable mutation point values. The rules for assigning psionic abilities as mutations are great, but I at times wonder how well tested they will be. I guess we will find out!

LT


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