I'm not sure whether the Ancients ever played a direct role in any Gamma campaign but to me it always seemed pretty obvious that there should be some place in Gaia Gamma, where enclaves of Ancients still survive. Probably even in a pretty unaltered form, sheltered by ancient fortresses from the havoc they caused. Maybe working on rebuilding the world, maybe trying to alter it even more and maybe following some ultimately extremely sinister scheme far beyond the grasp of Gaia Gammas new inhabitants.
May 16, 2011
May 08, 2011
May 07, 2011
Metamorphosis Alpha for a long time has been a distant dream for me. I totally loved the idea behind the RPG since I first ever read about it. But that was a long time ago and there was no Internet, no eBay and I was in Germany. Far away from TSR and its games.
May 06, 2011
Sometimes images are bad, sometimes images are decent, sometimes images are good and sometimes images are... images. That blow you away. That spark your creativity and that blow your nerve fibres into a state of total exhilaration. For me this happened a couple of days with the picture depicted below.
May 05, 2011
ideas concerning character classes were running along the lines of strengthening archetypical concepts with skill area specializations (then called talents). I have renamed talents to boons (mostly for abbreviation purposes - a talent level (TL) would have conflicted with a tech level). Now we will have boon levels (BL) which are calculated by an easy formula and specify the detailed effects of boons chosen.
May 04, 2011
May 03, 2011
(And no: The Gaia Gamma blogging speed should not deteriorate - this still is priority one and as the goal is finite I hope to continue with at least one post per day).
roguewombat proposed to use a system of wises inspired by the Mouse Guard RPG. Wises modify the use of other more active skills by providing bonusses in appropriate situations. I have given this some more thought and now have a stance concerning using the approach for Gaia Gamma.
May 02, 2011
raised a very interesting point concerning the cover of Gamma World 1st edition: The cover shows a situation that is not possible given the rules provided in the book - a group of pure strain humans with high tech equipment is preparing to explore a ruined city. Such a setup is not possible with the given rules, which IMHO is a shame.
May 01, 2011
James over at Grognardia announced to dedicate the month of May towards a Gamma World retrospective.
Today's post probably will be one of the stranger ones in this blog. But I'm feeling like having a zen moment of game design right now. While paging through release 6 of Gaia Gamma and fiddling with stuff for release 7 I noticed a minor detail that I subconsciously had been following in order to make the design even smoother.