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!!MA40nsGlj/I 05/18/10(Tue)23:14 No.9908027>>9907852
According to wiki, TSR did editions 1-4, WotC did 5, Swords and Sorcery Studios did 6, and now WotC is doing 7.
Some rumors from Game Day:
Gamma World: 30 classic monsters + a few new ones, 10 encounter adventure, rules. Self contained game to get started. 4 token sheets GW: a few poster maps, and a GM's deck of cards that includes 40 mutation cards and 40 tech cards. Doesn't necessarily use classes. Some things remain the same w/ character, some change, plus mutations of all kinds Your Half-Yeti can wield an M-16 and a stop sign in leather armor. There's also power armor, blasters, etc. 120 card set, 8 card boosters for $3.99 for more mutations, tech cards, and player "personal deck" cards. "Famine at Fargo" adventure released after core, featuring a giant mutated chicken. Expansion adds 10 cards. More expansion in 2011 Gamma World is "very compatible" with DnD. Skill list slightly different, but D&D monsters work just fine and vice versa Tech artifacts would be "spooky and scary" in D&D but they work similarly as magic items. "Radiation" as damage type. "In LFR, can we use Gamma World artifacts?" Chris Tulach shuts that down pretty quick There are character themes that have elements of D&D roles- acid-spitting cockroach might be kind of a striker, for instance. Almost entirely random character generation, you'll have a key stat for your theme, and then stats rolled, as well as stats and mutations Character creation takes maybe up to 15 minutes because so much of it is random. Equipment purchase is one of the few decisions Character progression is faster than D&D, and goes up until level 10 and stops. |