*** Welcome to piglix ***

Gamma World

Gamma World
Gamma World Book.jpg
Gamma World 2nd edition Basic Rules Booklet cover
Designer(s) James M. Ward and Gary Jaquet
Publisher(s) TSR (1st edition–4th edition)
Wizards of the Coast (5th edition, 7th edition)
Sword and Sorcery Studios (6th edition)
Publication date 1978 (1st edition)
1983 (2nd edition)
1986 (3rd edition)
1992 (4th edition)
2000 (5th edition)
2003 (6th edition)
2010 (7th edition)
Genre(s) Post-apocalypse, Science fantasy
System(s) Custom (1st–4th edition)
Alternity (5th edition)
d20 System (6th-7th edition)

Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrowed heavily from Ward's earlier product, Metamorphosis Alpha.

Gamma World takes place in the mid-25th century, more than a century after a second nuclear war had destroyed human civilization. The war that destroyed civilization in Gamma World is only vaguely described in most editions of the game, and what details are provided change from version to version:

All editions, however, agree that the cataclysm destroyed all government and society beyond a village scale, plunging the world into a Dark Age. In many editions of the game technology is at best quasi-medieval (in the first edition, the crossbow is described as "the ultimate weapon" for most Gamma World societies). Some, such as the 2003 and, to a lesser degree the 2010 edition, feature advanced technology that is well known and often easily available. In contrast, super-science artifacts in earlier editions were risky to use due to the average Gamma World character not knowing how to properly operate such devices, or possibly even what the device is at all. The post-apocalyptic inhabitants of Earth now refer to their planet as "Gamma World" (or "Gamma Terra" in later editions).

Gamma World is a chaotic, dangerous environment that little resembles pre-apocalyptic Earth. The weapons unleashed during the final war were strong enough to alter coastlines, level cities, and leave large areas of land lethally radioactive. These future weapons bathed the surviving life of Earth in unspecified forms of radiation and biochemical agents, producing widespread, permanent mutations among humans, animals, and plants. As a result, fantastic mutations such as extra limbs, super strength, and psychic powers are relatively common. (Random tables of such improbable mutations are a hallmark of every edition of Gamma World.) Many animals and plants are sentient, semi-civilized species competing with surviving humans. Both humans and non-humans have lost most knowledge of the pre-war humans, whom Gamma World's inhabitants refer to as "the Ancients". The only group with significant knowledge of the Ancients are isolated robots and other artificial intelligences that survived the war—though these machines tend to be damaged, in ill-repair, or hostile to organic beings.


...
Wikipedia

...