Tonight I've been examing Wayne's Books entries on Gamma World first & 2nd edition here. And as a long time player of Gamma World in almost every edition. There's something about first & second that makes either edition favorites along with the fourth edition as well.
Gamma World first edition is unqiue among the various incarnations & editions of the Gamma World rpg for several reasons. First of all it's capability with original Dungeons & Dragons.
The second is the fact that the first edition has a completely different feel then second edition & it's almost coheriant within it's origin for the Apocalypse that takes the world of Gamma Terra. And third is the complete view of the Cryptic Alliances & thier motives. Cryptic Alliances can be enemies, rivals, friends or anything inbetween.
There's far and away a far more feeling of exploration and rebuilding civilization then is a part of other editions of Gamma World. Gamma World First edition is also some of the most pure of James Ward's GW rules, and writing. The man doesn't get half of the credit he deserves.
One of the unique things about Gamma World first edition is the fact that it's so cross compatible with original Dungeons & Dragons. And its this fact that has me back reading through Original Dungeons and dragons - Book 3 - The underworld & Wilderness Adventures by Gary Gygax & Dave Arneson.
Keep wondering if the Original Dungeons and Dragons - Book 3 - The underworld & Wilderness Adventures by Gary Gygax & Dave Arneson could be used to fill in some of the underworld & dungeons of Gamma World? The short answer to this is I believe so. The various OD&D races existing along with the mutants of Gamma World isn't out of the question if we look at Ralph Bakshi's movie Wizards. Cue Thundarr the Barbarian theme music here. Gamma World first edition has the origin of Gamma Terra.The machinations of the Apocalyse organization whom was responsible for the creation of Gamma Terra has never been settled.
In all of the years of playing Gamma World first and second edition play we only once ran across one of the Apocalyse's bases. And it was one of the deadliest ruins we ran into. The base was populated by robots, was almost entirely automated run by a homicidal bio computer. We barely escaped with our lives from that facility. Over the years I've compared this facility to Gygax's Tomb of Horror module.
What I find odd is the fact that a particular marked out Gamma World first edition USA map has the location of this facility on it as shown by Wayne's Books.
And so began TSR's Gamma World game in 1978: A rich post-holocaust science fantasy setting.
- Finding relics in long-deserted cities of the Ancients...
- Encountering bizarre mutated animals...
- Thinning foliage that fights back...
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