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12 Reviews
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5.0 out of 5 stars
Excellent supplement (not standalone),
By William Easterday (Knoxville, TN United States) - See all my reviews
This review is from: Gamma World Player's Handbook (Hardcover)
When viewed an a supplement to the D20 Modern Core Rules, this book provides all of the necessary information for creating and maintaining a character in that setting. Of course, this is not a standalone product and has not advertised itself as such. Additionally, I question the other reviews of this where price is a primary concern. I have been a player and GM in the 1st edition of Gamma World as well as the 2nd edition. When combined with the D20 Modern core rules, this book provides a complete GammaWorld rule base.
2.0 out of 5 stars
Sketchy, Inadequate, Inspiring,
By Lysle Shields (Huntsville, AL) - See all my reviews
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.
3.0 out of 5 stars
Good? Bad? Or Ugly?,
By John W. (Grand Rapids, Michigan) - See all my reviews
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? 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. 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. Next up is environ and society. First is a section detailing environment. Mountains, forest, etc. 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.
1.0 out of 5 stars
Not worth the money...,
By Daniel Watts (Tuscaloosa, AL USA) - See all my reviews
This review is from: Gamma World Player's Handbook (Hardcover)
I've been playing GW since the days of 3rd edition, and my friends and family have been playing since 1st edition. I'm trying to figure out why I have to buy two $35 books just to play a new (and less entertaining) version of a game where I could spend $25 on ONE book and get all the information I need (and be provided with years of entertainment) without having to buy supplemental books. This is one of the reasons I never managed to get into the D&D system. I'd have to buy the player's handbook, DM's handbook, monster manual, and different books depending on what type of character I had. Gamma World has prided itself on being an all-inclusive gaming system, whether or not the gaming was based off of other rules systems (Alternity, for example). When 5th edition came out (Alternity), I bought it within 20 minutes of reading through the pages, but with the new version, I hesitate to even recommend it to anyone.
1.0 out of 5 stars
virtually unusable.,
By A Customer
This review is from: Gamma World Player's Handbook (Hardcover)
248 pages should have been ample room to present a complete picture of the Gamma World setting as a supplement for d20; this isn't Glorantha, people. Entire editions of previous incarnations managed to do it in a fraction of the page count. They also managed to provide complete, detailed systems for creating mutant PCs-THE key element to any game that calls itself Gamma World. This book, however, deemed it more important to present a flawed community-building mini-game, as well as essential GM content such as, "Formed where the continental plates have forced the land upwards, mountains can be found on every continent," and stats for boxes and sacks. Creating mutated animal PCs, or "mundane" mutations such as an extra limb or darkvision, are left to the reader's imagination and kit-bashing skills. That the FX rules are not grounded in any existing d20 Modern systems make this doubly difficult. It may be that future products will expand upon the various shortcomings of the Player's Handbook-though, as of this writing, none of the scheduled products provide any more material on mutations. If the quality of this product is any indication, however, I cannot justify purchasing any of them. Sloppy editing, uninspired visual design, and a seemingly incomplete understanding of d20 mechanics make this book, in my opinion, essentially unusable; what little useful material that is provided is simply not enough to justify the work needed to bash the game into shape. Its sober take on the setting and lack of sufficient FX rules will disappoint Gamma World veterans, and it's overall poor quality will likely frustrate everyone else. If you're seeking post-apocalyptic d20 fun, I would avoid the Gamma World Player's Handbook and instead check out Darwin's World or the most excellent Omega World d20 mini-game from Polyhedron #94. The latter manages to do in about 50 pages what the Player's handbook fails to do in 248.
5.0 out of 5 stars
Jumping in for the First Time,
By
This review is from: Gamma World Player's Handbook (Hardcover)
This book represents this first version of the game I've actually purchased. I'd seen articles for this in Dragons and though it looked interesting enough but passed on it in the past. The closest I came to purchasing it in the past was the Alternity version which I'll be getting from here soon I hope. Now that I bought this version and I'm suddenly inspired and my mind is running up new ideas. OK, maybe the community rules are better served in the Game Master's Guide but I like having this now instead of later. I just wish there could have been a longer filmography. The Moreau idea I rather like and may make a campaign out of it. Maybe this book is more those like me without all the emotional baggage from previous editions but I love this game. Not a lot of mutations and the sentient plant idea might have been a good idea to include but I'm waiting for the second book in the series to make any real judgements. Again I like what I see so far and recommend it to anyone.
1.0 out of 5 stars
Talk about being suckered!,
By A Customer
This review is from: Gamma World Player's Handbook (Hardcover)
I played Gamma world when it first came out and it was a huge joy in the fact that if offered more in each book. Detailed maps and indepth scenes were in abundence. When my amazon order for gamma world came in it was almost like the day my Harry Potter book arrived. Yet as I read the entire book I was disappointed since it like the quality and style of the orignal Gamma World, in fact I would like to point out that it is extremely weak since it relies heavily on modern D20 instead on its' own.So for those who bought the book it is a waste of money unless you have money to burn (which they are counting on).
1.0 out of 5 stars
Lacking in content & consistency,
This review is from: Gamma World Player's Handbook (Hardcover)
I own every prior addition to Gamma World, and while they were campy, they managed to stuff more content into a few dozen pages than this one does in hundreds. AND they were stand-alone books that didn't require D20 Modern for rules (not that the writers of this version of GW seem to understand the rules anyway).If a post-apocalypse game is your thing, try 'Darwin's World'. It does everything better than Gamma World. In short - little content, odd inconsistent game mechanics, too expensive for the content, captures little of the spirit of the earlier versions of Gamma World, VERY poorly edited.
3.0 out of 5 stars
Gamma World's 25th aniversary,
By
This review is from: Gamma World Player's Handbook (Hardcover)
The 25th aniversary of one of my all time favorite RPGs, Gamma World, brings us the 6th edition of the game. For those unfamiliar with this setting, Alpha World was the dinosaurs, Beta World is our world now and Gamma World is what comes next. A world where science and technology reached an unbeilvable apex only to collapse into ruin. It is a world of Mutants, Robots and ancient ruins. A World where you carry a sword and a laser pistol while running from humanoid badgers with machine guns. It's Mad Max mixed with Tank Girl and a pich of Logan's Run thrown in.Now does the 6th edition live up to its predecesors? No it does not! The focus of Gamma World has always been playing weird and wacky adventures. You might be a mutant wombat traveling with a walking, talking rose bush, but the new designers have decided that they didn't like that kind of gamming and so mutant plants are gone and mutants have only 50 mutations to choose from and half of them are defects(previous editions had from 80 to 150 mutations). The psionic rules are sucidal, you may kill yourself every time you use your psychic powers and far to much of this book is Game Master information, not player information. The book does introduce cybernetics and nanotech, but those that use nano quickly devolve into a D&D cleric. While I love the Gamma World setting, this book will not be fun or easy to play. I would advise you check out Darwin's World 2, currently in pdf format and will be in hardcover in December. Both games use D20 Modern rules, so they are interchangable and DW2 mutation rules, psionic rules and tech rules are much better to use. Between the two, you can probably recreate the Gamma World so many of us love.
3.0 out of 5 stars
uhmm... i'm just glad someone picked it up.,
By Brian "eateroftheham" (Crown Point, IN United States) - See all my reviews
This review is from: Gamma World Player's Handbook (Hardcover)
I'm not sure that this is an IMPROVEMENT in the Gammaworld line, but it is certainly a change, and change fosters movement, and movement means hopefully acceptance, and acceptance will grow to improvment.. Why do I blather like that, well thats kinda what the new rules do. They've totally nerfed mutations and mutants, added biotechnology, and nanotechnology. No more mutant PC plants. So I don't know how well it will be recieved, for myself, I'm happy with the book, and will be making house rules to put more fun back into mutants. Also -- They've left no way to deal with radiation, thats a really bad thing in Gamma World. Happy Scavenging!!
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Gamma World Player's Handbook by Lizard (Hardcover - Sep 2003)
Used & New from: CDN$ 52.57
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