Famine in Far-Go is one of the first modules for the classic Gamma World game that I've ever owned and its a perfect vechile to weed out PC's for post apocalyptic gaming especially for a Dungeon Crawl Classics style of game. Here's the low down and some ideas for using GW2 as as a funnel and mini campaign.
I dusted off Famine In Far- Go at about three am and began to dig through my notes for this classic Gamma World module, I bought this module down in Toys- R- Us back in the early Eighties when they carried such wonderful products of the imagination. I started thinking about this module as a possible funnel system for Crawling Under A Broken Moon's fanzine. The first half of the module is a perfect funnel system with full advantages for monster placement and it plugs right into the post apocalyptic nostalgia sweet spot. The PC's are part of the agricultural community of Far-Go, preparing to embark on the Rite of Adulthood. They must quest for the Forrest of Knowledge and experience the One Truth after eating certain sacred berries. Sounds a bit like a Dungeon Crawl Classics funnel to me.
The back cover blurb gives the overview of the first half of the module and a bit of the over arching tone of GW2.
"Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering in the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune. You are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must search for clues to the origin of the mysterious plague. This quest may lead you into great danger... and great knowledge. As you travel through the savage wilderness, all you have are you companions, your wits, your strength... and your dreams!!"
Far-Go is the perfect adventurer location and strikes a nice tone as an adventurer base and community. Far more interesting is the fact that it allows a DM to put his party of adventurers smack dab into the middle of for a Crawling Under A Broken Moon campaign is the rich pickings of 'Merica or to shift it around into the heart land near Pitzburke. I never really cleaved to the heart and soul of the rail road plot line of GW2 and instead focused on letting the players wander from one hex to another. This is quite deadly module in its own right, add to this the meteor that's fallen from the sky which I think gave the whole adventure a weird Lovecraftian quality ala the Colour Out of Space. Add to this the badders that worship their former football mascot now turned god and you've got the makings for one hell of a mini campaign. Badders are nothing to fool with as any GW player will tell you.
The wastelands of the Famine in Far-Go adventure module are a mini snap shot and preview of things to come for both Legion of Gold which preceded it and the Ruins of Pitzburke. This doesn't even begin to over the encounters within the La Prix Industries Automated Chicken Processing Factory and its army of mutated machine gun wielding chickenoids. This is a straight up mutant crawl with all of the trimmings including wacko robots, nasty androids, a whole host of new weapons, equipment, mutated NPC's and more. All of this is perfect fodder for the Crawling Under A Broken Moon 'Merican vibe and materials. Issue #3 of Crawling Under A Broken Moon is going to come in handy for two reasons while running Famine In Far Go. One it can be used easily to generate O level PC's quickly and second the The Mall Maul can serve as a side quest for the PC's before getting to the main dance of death in the chicken factory.
Famine In Far Go isn't actually that expensive to get a hold of a used copy on Amazon clocking in at nine dollars and a bit for shipping. The module remains a classic for a reason and easily adaptable to any number of old school post apocalyptic games.