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 24, 2011
Introducing... the Ancients?
Posted by The Creator at 7:11 AM 2 comments
Labels: ancients, Gaia Gamma
May 16, 2011
Starting to work on altered animals
Posted by The Creator at 6:06 AM 0 comments
Labels: altered animals, Gaia Gamma, images, races
May 08, 2011
Naming the genotypes (part II)
still wrestling with the best names for the planned genotypes. After some pondering I am currently stuck with the following setup:
Posted by The Creator at 1:29 PM 1 comments
Labels: Gaia Gamma, genotypes, names
May 07, 2011
Metamorphosis Alpha: To the stars and beyond
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.
Posted by The Creator at 12:27 AM 0 comments
Labels: Dragonlance, Gaia Gamma, GEN CON, Jorune, Lake Geneva, Metamorphosis Alpha, NUELOW, Steve Miller, TSR
May 06, 2011
Cryptic Alliances: The Harbingers of Doom
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.
Posted by The Creator at 6:34 AM 0 comments
Labels: cryptic alliances, dreamstime.com, Gaia Gamma, Grognardia, harbingers of doom, images, Jesse-lee Lang
May 05, 2011
Archetyping with boons
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.
Posted by The Creator at 12:06 AM 0 comments
Labels: archetypes, boons, classes, Gaia Gamma, skill areas, talents
May 04, 2011
Naming the genotypes
Posted by The Creator at 6:02 AM 2 comments
Labels: Gaia Gamma, genotypes, names
May 03, 2011
Going even more old school...
(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).
Posted by The Creator at 8:24 AM 1 comments
Labels: Gaia Gamma, Gamma World, Metamorphosis Alpha, The Fantasy Game
Lores as skills or additional talents?
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.
Posted by The Creator at 7:46 AM 0 comments
Labels: background, Gaia Gamma, Mouse Guard RPG, skill areas, skills
May 02, 2011
Elaborating PC backgrounds in Gaia Gamma
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.
Posted by The Creator at 12:01 AM 1 comments
Labels: background, Gaia Gamma, Shadowrun
May 01, 2011
Gamma May: The glowing near-future
James over at Grognardia announced to dedicate the month of May towards a Gamma World retrospective.
Posted by The Creator at 10:45 PM 0 comments
Labels: Gaia Gamma, Gamma World, Grognardia, Mutant Future
Abbreviations for primary and secondary attributes
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.
Posted by The Creator at 12:10 AM 1 comments
Labels: abbreviations, attributes, Gaia Gamma, primary attributes, secondary attributes, zen of game design
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