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 led you into great danger... and great knowledge. As you travel through the savage wilderness, all you have are your companions, your wits, your strength... and your dreams!!"
Way back down the annals of Eighty two, 'Famine In Far-Go' by Michael Price was the Gamma World adventure to really get into. This is a series of segment adventure encounters centered around the rite of passage bit in old school adventures. 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. 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.
The alien mutant life form is in its own right a fully functioning faction/monster with abilities that could transcend time & space.
Colour out of Space artwork by Virgil Finlay.
There are several factors to remember when dealing with 'Famine In Fargo' in conjunction with old school adventure campaigns. The PC's gain the advantage with a fully functioning Preholocaust chicken factory. The La Prix Industries Automated Chicken Processing Factory and its army of mutated machine gun wielding chickenoids are nothing to sneeze at. The fact is that the Egg of Coot could in fact be angling in its forces to take over the entire facility.
It will be a cold day in Hell when any faction on Gamma Terra is going to let a fully functioning Holocaust facility fall into the hands of a Stone Age level tribe of motley mutant humanoids. Arx Skystone, the high priest, might have more then he bargained for unless there are others aiding him. The Egg of Coots forces gated in from Greyhawk may be far more hassle then the PC's realize.
Warmachine Cryx Witch Coven of Garlgast
are a great stand in for the witches of The Egg of Coot.
The big deciding factor that no one ever discusses about Gamma World is actually Greyhawk! Greyhawk is intimately tied to the events world of Gamma Terra. There have been numerous adventure cross overs between my Greyhawk adventurers & the forces of Gamma World. The divine forces of Greyhawk pantheon are going to take a very keen interest in the goings on Gamma Terra. They are very aware of the disasters that befell Gamma Terra & have no wish for a repeat of the Time of Colorless Rain.
Mystara is another unknown to both St.Stephen of the Rock & The biomechanical/magical forces of the Egg of Coot. The magics of both of these worlds are quite capable of moving the destiny of worlds. Blackmoor is both the past of Mystara & a world campaign setting in its own right.
The other factors that no one is going to be counting on is the fact that both St.Stephen of the Rock & the Egg of Coot have been spreading their influence to other worlds. Some of these worlds are in the midst of a Pulp & super hero era. The Amazing Adventures Book of Powers for the Amazing Adventures RPG is an excellent tool for using both super heroes & pulp adventurers into the mix without compromising the balance of play.
The battle for human history is just heating up across the planes & the factions are starting to assemble their forces. The winds of chaos are blowing across the planes as horror breaths down the necks of a band of desperate adventurers.