https://gsllcblog.com/2026/05/16/gammaworld7emasterplanfiles/
GMBC029 - Exploring a Post-Apocalyptic Tabletop: A Journey Through Sterling Lanier's Classic - Heiro's Journey #ttrpgpodcast #sciencefiction #books #postapocalyptic #GAMMAWORLD
Apple : https://podcasts.apple.com/.../game-masters.../id1809475765
Spotify: https://open.spotify.com/show/13njyw246LgjpmHM8Znz8E
Amazon: https://www.amazon.com/Game-Masters-Book-Club/dp/B0F5MH818J
Youtube: https://youtu.be/loUxFExSTIQ?si=JHvG6t0a_mWoyXGH
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Finished up playing Gamma World 1992 edition, which is a bit like a pre-cursor to 3E D&D in some ways.
All the characters died when the hover car they tried to escape in failed and they fell, taking 6d6 falling damage.
Everyone laughed.
All in all, everyone enjoyed the game. They agreed that character creation is very swingy in power. Also, zany. One character rolled up they had two brains and would roleplay changing his personality like gollum in the Lord of the Rings movies.
One player mentioned they did not like not knowing what items were or having to roleplay they did not know what an elevator is, for example.
The mechanics were fine, but we really only needed the stat bonuses (-3, -2, -1, 0, +1, +2, +3) and were constantly going and looking them up on the character sheets to add to a 1d20 roll to hit a target number.
I think, with the group I play with, the setting has to be more like Mad Max then some sort of zany mutant filled wasteland. They just like being cowboy types who might rob a bank, or might help the town, you never know with them.
So we voted on what to play next and we are back to my homebrew AD&D but with percentages game.
"Feature Presentation", my first illustrated adventure for Glowburn & Radscars has gotten a minor update-- a fancy new cover!
https://bread-wiz.itch.io/feature-presentation
#ttrpg #postapocalyptic #osr #cairn #gammaworld #dungeonsAndDragons
We have played 3 sessions of 1992 Gamma World. It is like the older 1978 and 1983 editions, but the rules are closer to 2nd edition AD&D, but with some things that would later get incorporated into 3rd edition D&D, such as ascending AC.
Observations and notes.
Like FASERIP, characters can be weak or powerful. Someone can get lucky and get more and more mutations.
Nobody wants to play a pure strain human (THAT IS BORING) because you do not get any mutations and nobody cares about robot recognition.
We are trying to play the game as written, but I have grown very accustom to having the players roll all the dice. To keep in the spirit of the original game, I, as game master have been rolling hit rolls and I really do not like it.
Hit points are roll 1d6 for each point of constitution. Average 10 con might yield 35ish hit points. However, much like mutations, it is very swingy. You can get a real weakling in hit points or the other extreme.
The implied setting is much more conducive to the group I play with. They are goofy. The discount authority. They just want to wander the wasteland and cause havoc.
One of the players named their character Sam Hell after some B-movie called Hell Comes to Frogtown.
It isn't just the passing of centuries that makes maps of the Dustlands unreliable. The place is rife with Great Rollerweeds. If one of them roots in an open basement, it can easily grow big enough to take the building with it when the root snaps in a windstorm. Off it goes, weed & all tumbling across the landscape.
If you're exploring one, better keep one eye on the weather.
One of the differences between 3e D&D and older games like 2e, 1e, BECMI is how you determine the modifier for the stat. In older games, you had to consult a chart as it did not follow a simple math formula.
The 1992 Gamma World character sheet that was included in the rulebook, incorporated the chart off to the side.