2.0 out of 5 stars
Sketchy, Inadequate, Inspiring, Feb 15 2004
This review is from: Gamma World Player's Handbook (Hardcover)
I bought this book along with the Mutants & Machines book as an initiative for our D&D role playing group to try something new. The Gamma World setting was mostly my choice, but we believed trying something new and wild was needed and that Gamma World would deliver. I had played some of the old Gamma World setting, but it had been awhile, so my comments here are based on the quality of the writing and not "old vs. new."
First of all, the book states that you can use the GW Player Handbook with the D&D Player's Handbook. This is unfortunately a far cry from the truth. Although you might stretch it, there are just too many blanks. In the end, I had to purchase the D20 Modern book just to get enough of the correct information to make the game run smoothly.
The new d20 system now requires higher standards in rule details. If you buy this one book thinking you have all you need to play in Gamma World, you are out of luck.
Fortunately, Swords & Sorcery put a module called "Midnight in the Mystery Garden" that has premade characters and a small but eventful adventure. I highly recommend you check it out (http://www.swordsorcery.com/gammaworld/freeadventure.html). It got us past the potentially tedious character building process (where more questions arise) and into game play first. Later, I went back and reviewed the character building process with the given pre-made characters and could understand the details, but not typically before.
The Gamma World Player's Handbook should almost be called a 'World Setting Book'. It does repeat the same classes found in D20 Modern (note: it leaves out alot of details only found in D20 Modern), and goes on to explain world related feats and capabilities (FX). However, what I found the most annoying was what seemed to be a rather incomplete equipment section, sketchy details on the wealth system, and even more sketchy details on synthetics (robots). All in all, very disappointing and very frustrating when I was trying to setup an adventure before hand. I kept having simple questions with no answers.
However, our excitement was to try something new, and the book's world setting definitely does that. It got us excited to think about nanotechnology, mutations (which is the better listed part), and a variety of high-sci-fi questions (such as soultech). It definitely offers that. As a game master, I especially found the way they treat towns just like characters with feats and skills an EXCELLENT concept -- something I plan to take over to my other gaming systems. (Again, something in the player's handbook?)
So, to summarize, I would say the book is misnamed and is misleading. The world setting is powerful and interesting, but only if you have the stamina to figure it out and a desire to fill in the blanks. Game masters with the D20 Modern book and a very creative mind need only buy this book. The players should only put their money on getting a D20 Modern book -- if that at all.
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3.0 out of 5 stars
Good? Bad? Or Ugly?, Feb 13 2004
This review is from: Gamma World Player's Handbook (Hardcover)
All of the above? heh-heh.
First off. Ignore the cover title. This was originally meant to be a Campaign book, not a PHB, and this is why it doesnt feel like a PHB book.
Secondly dont grab this book thinking its going to allow you to play a GW game straight up. There just isnt enough presented to do it propperly without A WHOLE LOTTA work on your part. This book is meant to be part of a FIVE book set. The d20 Modern core book.(D20M), The Players Hand Book(PHB), The Monster Manual(MM), Arms & Equipment(A&E), and Dungeon Masters Guide(DMG).
The third thing to consider is that this IS NOT the old Gamma World setting in any way. Dont expect much to be really familliar, which is a big change from 5 preceeding editions where there was a definite familliarity from one to the next.
What does the book give you?
You get a post apocalyptic setting wherein mankind reached the heights of technological and biological manipulation... And then proceeded to tear it all down and differing factions all vied to make dominant some vision of "how things should be". This is a world where new life forms and sentient beings were grown on demand, where AIs became sentient minds, and were then placed in toasters and screwdrivers, where nanotech became so prevalent the stuff all but saturates some regions. The art is all black and white and is well presented. The writing has many typoes and goofs, but nothing truely reaches out and smacks you as broken.
The book proceeds from a overview of the setting to get down to character creation. Humans are divided into the Stock Human (stadard in all ways), and the Pure Strain Human (Familliar with technology still.) Next are Mutants. Divided into several sub groups, Altered Animals (beasts hiven human form and sentience), Altered Humans (Modified people that breed true), New Men (Mutated humans), and True Mutants (A catch-all for any mutant. They also tend to gain more mutations on levelling or when severely damaged.) The last race being Synthetics. These are free thinking (more or less) robots and androids that have survived after the wars. Synthetics can upgrade themselves with special equipment.
Next is the Class system. This is the d20M system that is based around attribute ideals such as Strong, Tough, Fast, etc. This allows a more custom class creation as you move along. For the d20GW there have been some slight changes and additions.
New skills and feats are presented and occupations available to work through. With time the players can move into Advanced Classes unique to the setting. Survivor, Nanosmith, War Chief, Prophet, Leader, and Cybercologist.
A selection of equipment and vehicles are given. This section has just enough to outfit a character. But is far from complete or extensive. That will be covered in the A&E book (Out of the Vaults). There is a section covering some Synthetic upgrades at the end.
The next section delves into powers and effects and starts with Mutations. Sadly this section is very weak and does not give enough to really satisfy most fans of previous editions. The mutations though follow into the Biotech Implant and Graft section where it is explained the rules for biological gear that mimics mutations.
This is followed by the Nanotech system. This is the focus of the new setting and nanites can be used to produce a vast array of efects limited only by the users imagination, skill, and access to local and personal nanites. You define scope, power, effect, and more, then try to get the nanites to do what you want.
Cybernetics are given their own section. Bionics and cyborg attatchments are detailed.
Psionics are seperated from mutations and now potentially accessible by non-mutants. The system is both very sparse, 4 psi powers with sub-systems, and has some application flaws that can lead to potential abuse.
Next up is environ and society. First is a section detailing environment. Mountains, forest, etc.
Then the book devotes a large section to Community creation. Communities are given PC style stats, skills, feats and more and are meant to draw the players intoa more active role in the affairs of their home base as it were. This section may perplex or delight you, depending on your tastes.
The monster section covers both old edition mutants and machines, and some new ones too. Though many entries are lacking illustrations. The mutants in this section do NOT use the mutations system presented for players.
The book finishes with some conversion notes and the 4th Ed Gamma world classes converted to d20 D&D format for those wishing not to use the d20M class system.
If the changes and new system do not put you off, and you want a setting less grim than Darwins World. Then the new d20GW setting may be the thing for you and this is where you start.
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