June 13, 2011

Mutated Humans

This morning I finished the section on mutated humans. While writing it I noticed that mutated humans probably are the baseline of the game as their section is going to be the shortest.

Another forgotten 'Gamma' game: Waste World

Swords & Stitchery just reminded me of another cool post-apocalyptic game I own but I currently do not have available in my games library and thus forgot to mention some time ago in my Gamma games overview (it still must be hidden in some book stack in the attic of my mother... I finally need to get all those RPG boxes moved to our new home): Waste World. I just can second the opinion expressed by Swords & Stitchery: If you like post-apocalyptic games - get it!

June 11, 2011

Mutational skills

Gaia Gamma will make extensive use of so-called mutational skills. For each mutation that might allow for some variance (from telekinesis over flying to death field generation) there will be a skill. The skill will have major effects on actual game play.

June 10, 2011

Inventing new mutations

There never seem to be enough of them... mutations I mean. Although Gaia Gamma will contain many dozens (most likely far more than 100) mutations you probably will soon want to invent new mutations. Today I would like to present the simple rules I devised for that. They are inspired by Nexus: The Infinite City, a roleplaying game I heartily recommend for anyone interested in strange parallel universes and genre mixes (and the precursor to Feng Shui - another great RPG).

June 09, 2011

Attribute and skill modifiers

Gaia Gamma will use direct attribute and skill values for tests, as explained in an older post. Nonetheless there also will be attribute modifiers that influence other areas in the game.

June 08, 2011

Gaia Gamma ties as fastest growing OSR blog of April/May with Grognardia!

Thanks to all readers of this blog for making Gaia Gamma a kind of success on Cyclopeatron's list of OSR blogs: Gaia Gamma tied with Grognardia for April/May as the fastest growing OSR blog of these two months. While this does not mean much in reality I am very happy to see that Gamma games enjoy a certain fascination after all the time and I am looking forward to further growth.

May the glow be with you!

June 07, 2011

Preliminary list of altered animals

Sadly I currently have neither access to After The Bomb nor to Metamorphosis Alpha 4th Edition, both of which I intended to mine for more interesting altered animal archetypes. Thus Gamma World 4th Edition has to server as well as my own creativity. Here is a preliminary list of altered animal templates I am going to include in Gaia Gamma:

Selecting mutations for Gaia Gamma

In yesterdays post I really got confused by my own rules... Gaia Gamma R6 already has rules for selecting mutations... at least optional ones. That's what you get for designing the optional rules before the actual rules... but sometimes I get ahead of myself ;-) So I decided to completely revise the mutation rules and here we go:

June 06, 2011

How to determine mutations

While fiddling with mutated humans and altered animals I have been thinking about the topic of how to generate actual mutations. Various approaches seem viable but I currently am highly divided about which one(s) to support in Gaia Gamma.