Gamma World

Long live the Restorationists of Gamma World!

I participated in a too short-lived Gamma World campaign that my friend ran. The rules of Gamma World were very compatible with the Dungeons & Dragons rule set and our DM/GM cleverly had us start in magical fantasy setting and had us transported to Gamma World. Over the next few months we fought a nihilistic mutant death cult and joined the Restorationist faction.

We started out with 4 players and in the end it was just me left playing as the other players wanted to go back to the fantasy DnD world. I tried to find new players and keep the game alive, but ultimately I failed and never received closure on what happened to my character. I like to think he was successful in both helping to restore civilization and then used advanced technology to return to his fantasy world home where he was welcome as a high-tech savior of a war-torn world.

Anyone else play any Gamma World? Were you interested in playing it? Do you just remember seeing the ads?

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6 thoughts on “Long live the Restorationists of Gamma World!

  1. ddsw says:

    Hell yes I played Gamma World. It was tough to get other people interested in it so it was jut me and a friend. It was very cool. I especially liked the artwork and the fact that exposure to radiation could give you special powers via mutations.

  2. I played a couple short campaigns with friends many years ago when I was in college. In the first campaign the Gamma Master gave my character a glass hand with missing fingers and my goal was to find the other fingers. I found his storyline for my character very ingenious and creative (until I discovered the episode “Demon with the Glass Hand” on the Outer Limits). I had a lot of fun and so did my other friends in the game who had similar secrets and quests.

    The second campaign was Mastered by a different friend. I don’t remember too much about it expect it had a Bartertown much like Mad Max 3 and my character could teleport short distances. That was cool.

    Sadly, by the time it was my turn to host a campaign, people were getting bored with the Gamma World and RPGs in general and life intervened (graduation, marriages, jobs, etc.). I was ready with my own set of maps and scenarios for the various characters. I based my storyline on the Null-A novels by A.E. van Vogt and it was going to be kick-ass. I still have the maps and notes but, alas, I doubt they’ll ever see a Gamma-World campaign.

  3. GW was more like a one-off or backup in case our whole D&D group didn’t show. Played a couple short games under the original rules and the newer ones. We had a cool GM who had a gift for describing what we consider everyday items so that our characters didn’t instantly know what he was talking about.

    There were a couple or three novels written based in GW that weren’t too bad too.

  4. I liked how it opened up a GM to create well fleshed out worlds based on SF books they might have read. I would play a Star Wars campaign years later where the well-read GM really took this to far out and super fun extremes.

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