Monday, October 10, 2011

Gamma World Update

Yesterday we had our third session of Gamma World and much was accomplished.  The band of merry mutants were able to beat back the robots at the back door of the Federated Robotics factory and push into the main factory area.  After an encounter with a lonely and bored security door (bypassed because the AI was more friendly than smart and easily distracted by a laptop plugged into a local interface port), they fought their way into the main factory floor and waged a pitched battle with barbaric hoop bandits and their robot servitors.  Mid battle an alpha flux occurred - shifting all of their powers and throwing them a bit off balance.  In the end the party triumphed and discovered a cache of Omega Tech weaponry that made everyone happy.

So that ends the first adventure for this group - the adventure that came in the Gamma World boxed set.  Overall it was a lot of fun, but I have to admit we've tweaked a few things.  For starters, we've made the Alpha Mutations a lot more stable - instead of changing after each encounter the characters keep their mutations until an Alpha Flux happens.  We tried the "change after every encounter" rule and it just didn't work as well in practice as it seemed like it would reading it.

As of right now we're planning on keeping with Gamma World when our next game day comes up.  The characters managed to get to 3rd level through the course of this adventure, and it will be interesting to see how the game operates at higher levels.  We'll get back to the D&D game, but for now the Gamma World game has a grip on us.  And who knows - with the crazy way Gamma World works these characters may end up over in the D&D game before things are all said and done.

(Lords of Creation is also messing with my head - I have some ideas about laying a Lords of Creation mask over the top of the Gamma World setting as it sits right now.  But that's probably another post - maybe after I talk about the "Powers" setup in Lords of Creation...)

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