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#1zombiegleemaxAug 18, 2003 18:15:24 | The GW rules are going to be based on the d20 Modern rules, right? So, as an avid GW 4th edition player right now I have a couple of questions... 1.) Will there be new professions that reflect the GW setting? Such as the Enforcer, Scout, and Esper. 2.) Will hit points be handled the same as in d20 Modern. Example, my first level tough/enforcer type starts with 13 hit points rather than 50 as in GW 4th. 3.) If two is yes, then are the weapons scaled down? They tended to be very powerful in other GW versions, thus the large number of starting hit points. Example, Mark XII blaster 8d10 points of damage. Plasma rifle, 10d10, OUCH! 4.) This has been parsed a bit before, but will there be a wealth system or will we have domars, credits, chits, etc... 5.) Mutated Animals and Plants. Are we talking Moreaus here or are there going to be extensive species as in other versions. 6.) I have noticed a pre-painted line of minis for the classic D&D genres. Are there going to be any for d20 Modern or GW? 7.) Are we going to see a return of the cryptic alliances? 8.) Scenario modules, anyone planning on releasing any? 9.) Any materials or sources being used for the current version? Such as old rule books or modules from past versions... 10.) Will there be a book or series of books that outlines the happenings and places on Gamma Terra. This needs to happen as it would help the players and GMs better build their worlds. It also is a very good platform from which to launch other modules for specific areas that were mentioned in the book. Oh yea, thanks guys for resurecting Gamma World again. BK |
#2zombiegleemaxAug 18, 2003 23:58:27 | We don't know too many details yet. Go to the RPG.net forums and search for "gamma world" in the "open" forum to find the latest scoop from the GW line editor Bruce Baugh. All of my answers are based on what I've read there. 1. I haven't heard anything about professions, but there will be an appendix covering GW4 classes using the D&D rules. 2. Everything will be D20 Modern based. There prolly won't be any deviations from the core rules other than setting-specific stuff like mutations. Hit points and other D20 norms should be in place. 3. GW4 weapon stats are almost identical to existing D20 stats from what I've seen (the two systems are very similar). But, we haven't seen any stats for the new GW equipment, yet. 4. Wealth, baby. It sounds like it'll work out really well. 5. No specifics yet other than there will be no rules for sentient plant PC's. There will be rules for adding mutations to existing D20 creatures (using a mutant template, I think). 6. There are no mini's planned for GW. I haven't heard anything about D20M, though. 7. Cryptic alliances will be there, possibly with prestige classes and specific benefits for belonging to one. 8. There are only plans for a few free adventures released online, if any are released at all. 9. They used sources from all of the previous editions. I believe most of the creatures from all previous editions are included in the PHB and mutant manual. 10. The setting will be intentionally vague (or contradictory) as a whole, but there will be enough setting information (including an exploration guidebook) for GMs to get going. S&S is going for more of a "GM's toolbox" feel for the entire setting. |
#3lissaAug 19, 2003 22:23:39 | What about printed adventure modules? Not all people can download stuff off the computer, you know! |
#4zombiegleemaxAug 19, 2003 23:35:28 | Originally posted by Lissa Maybe you could get someone to download them and print them out for you. |
#5obryn_darkfellAug 20, 2003 0:38:17 | Originally posted by Lissa One of the writers, Geoff, I think his name is, wrote that it really depended how well the rest of the stuff sold. If everything goes well, there may be some print-version Gamma World adventures in the future... |
#6zombiegleemaxAug 20, 2003 21:23:07 | Originally posted by Obryn Darkfell I don't specifically remember mentioning adventures in the future. The word I have is extra supplements depend on how well the game sells. If it goes well, then I would expect things to go in much the same direction as the Ravenloft line that Sword & Sorcery produces. cheers Geoff |
#7obryn_darkfellAug 21, 2003 0:44:56 | Originally posted by Eynowd Then again, I could be wrong...again...*sob* My memory ain't so good in it's old age...thanx for the correction! |
#8BRJNAug 22, 2003 22:45:42 | Originally posted by Haggis Hagarsson I could print downloads for pay. If you are nice, I could print downloads for pizza. |
#9zombiegleemaxAug 24, 2003 13:29:55 | I've got a little free time, so... 1. New occupations, yes. A bunch of them. And also modifications to existing ones. 2. Hit points as per d20 Modern, yes, for both PCs and everything else. 3. Yes, weapons are scaled accordingly, and there's explicit discussion of damage levels and stuff that the GM should think about in the core book. 4. We're using the d20M wealth system, with some notes on local variations. 5. There are both stable mutated species and a system for applying individual transformations. (The same system of effects covers biotech, with different means of producing them.) 6. Figures would be cool but are expensive. I don't expect them. 7. Cryptic alliances are there, and a whole lot more stuff to do with community life. 8. There'll be a fun demo adventure out in conjunction with or not long after the core book. There will probably be some more for demos, convention games, and such. No big campaigns or anything like that are planned. 9. We've made much use of earlier editions, though sometimes with pretty significant adjustments. I never hesitated to make changes or to set old material aside when I thought it best, but I also looked for ways to make good fun use of the work of those who came before. 10. We've taken a very different approach to worldbuilding. The core book has a long section on extrapolating the future of your own neighborhood, or any other place, and turning it into a Gamma World setting. One of the supplements will throw in more possibilities, and there's a lot of setting possibility implicit in the more unusual monsters, the advanced technology, and so on. |