Showing posts with label Gamma World First Edition. Show all posts
Showing posts with label Gamma World First Edition. Show all posts

Friday, July 23, 2021

Gamma World 1st Edition "Legion of Gold GW1" by Gary Gygax, Luke Gygax, Paul Reiche Ill As Well As Gamma World Memories.

 "There is much to worry about in the mutated world of the future, but Baron Jemmas, Warder of Horn, has more on his mind that most. In recent weeks several of the outlying towns of his Barony have been wiped out by a band of mysterious golden marauders."


"These creatures struck from nowhere and vanished without a trace when their deeds were done. The Warder has decided that they must be stopped before the entire Barony of Horn falls beneath their onslaught, and so he is offering a great reward to anyone who can defeat the Legion of Gold."

"Legion of Gold GW1" by 
Gary Gygax, Luke Gygax, Paul Reiche Ill still remains one of our all time favorite post apocalyptic sand box adventures. This is because while other post apocalyptic rpg games come & go Gamma World first edition remains iconic. So iconic that even today the model is being offered in print once again by Wizards of the Coast. Even today mutants & adventurers are still being killed off in the wilds of horn seeking out the golden maruaders! 




Baron Jemmas, Warder of Horn, is an interesting NPC in his own right. Often glossed over in favor of the the rest of the sandbox of a module. Horn has all of the hallmarks of a post apocalytic domain. And that's exactly how we used it back in the Eighty one. The more we solved the dilema's of Baron Jemmas the more we came into his own good graces. According to Zen Darkstar on Rpg Geeks; "This is perhaps the best GW module ever made! If you are a lazy/unimaginative GM who needs everything laid out for you (or you like your adventures designed by rail-road engineers), that this is not your game. This is a "sandbox" (or 'point of light') setting - its an open-ended setting, with enough "seed" to run all sorts of adventures in and around it. The only down sides, is the way the players get to pick freely from the Baron's armory. This armory has a number of powerful artifacts, that the players should find on the course of the adventure - with all the trials and errors that comes with figuring them out."
And its these trials & tribulations from the players of the Gamma World adventures within GW1 that gives the fodder to create the campaign world of Gamma Terra from the ground up! The sand box style of GW1 is both its strength & weakness. Paired with Gamma World first or second edition & soon your mutants & adventurers had their own kingdoms if they lived that long. 



"Legion of Gold GW1" has several of the usual high end qualities of Gamma World classic play going for it! Weird creatures, outlandish awesome adventure encounters, weird factions, & deadly combat. Beware that even though it says on the module cover, "Designed for use by 2-8 players of low to mid-levels." There have been several PC's of mine from Advanced Dungeons & Dragons that have been killed by the monsters in GW1. There's so much potential for campaign use in GW1. And the encounters can end well or not at all. 
And its the all or nothing attitude with GW1 that remains a part of intriniscic charm & why it remains iconic even today. What makes it better? The 
"Legion of Gold GW1" module has been reprinted & is available on Drivethrurpg right here 

There are five things that our group absolutely loves about "Legion of Gold GW1": 
  1. The sand box nature of the module allows the DM to string in their own encounters into the mix. "Legion of Gold GW1" is that module that brings the best of early Gamma World to the table top. 
  2. The Buggems! 
  3. There is so much potential for actual hard core Gamma World campaign planning. 
  4. The potential is there for Greyhawk cross over! Nuff said there! 
  5. The mutants & adventuers actually have a chance against some if not all of the Gamma World horrors within GW1! 

Wednesday, July 21, 2021

Gamma World 1st Edition "Famine In Far Go" By Michael Price As Well As Gamma World Memories.

Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering 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 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!!"
 "Famine In Far-Go" by Michael Price remains a favorite Gamma World module from Eighty Two. And it still hits all of the high marks including 
referee notes, background information, maps, new creatures, mutations, robotic units and new rules for Pure Strain Humans. But what marks this module as different is the nature of the coming of age of the youth of Far-Go adventure. This module hits all of the high lights of a big numbers post apocalpytic adventure, "This module is designed as an introductory adventure series for 2-1 0 players, but a group of 5-7 players is best."
Did I happen to mention that its in print on Drivethrurpg?!! What makes 
 "Famine In Far-Go" is the coming of age aspect of the module & its vivid imagery from Gamma World. Walker P on the Rpg Geek site says it best in the comments on Famine in Far-Go; "An absolute classic and my all-time favorite module. Sure, it seems a bit railroady, but you can just strip that wrapper right off and let the players go wild in a crazy part of the world. The whole chicken processing plant gone wild is exactly the kind of thing you want to do in a Gamma World game. And what an awesome cover!" 
From the Tim Truman interior to the exterior artwork 
 "Famine In Far-Go"  works!  "Famine In Far-Go"  works as both a sand box or as a rail roady style adventure. The whole cloth adventure has far more potential as both module & as campaign jump off point for Gamma World. 



If   "Famine In Far-Go"  has any unresolved adventure plots then these can be solved by Advanced Dungeons & Dragons first edition rpg adventurers later on. This was major campaign point within my uncle's AD&D & Gamma World campaign crossover. 
 "Famine In Far-Go"  hits all of the classic Gamma World points from wandering monsters to mutant chicken warriors to artifacts from before the fall of man. When we think Gamma World's  "Famine In Far-Go"  we think badders! Mutant badgers are still loathed in this house folks. 



Anyone whose played "Famine In Far-Go"  knows the ins & outs of badders. And personally I've lost at least three or four PC's to the badders & Gallus Gallus 5/13! These cyclops chicken mutants were the worst! 


Gallus Gallus 5/13, gun-toting mutant chicken cyclopes, the hideous – yet in retrospect inevitable – result of running an experimental radiation laboratory inside a poultry breeding house  (Tim Truman and Jeff Easley, Gamma World module GW2: Famine in Far-Go
, TSR, 1982). These things were horrid to face down in the post apocalytic wastes especially with a DM who knew you'd be dealing with a chicken factory full em! Make no mistake these are evil poultry & I can believe in gun toting mutant chickens! 




So does "Famine In Far-Go"  still stand up in 2021?! Yes no only is this classic a classic for a reason but the adventure plot points about, ""The Rite consists of traveling far from the community to find the Forest of Knowledge, where they must eat from berries growing around a certain tree." work. But this aspect of a party's quest is something lacking in many modern OSR modules today. "Famine In Far-Go"  is everything I expect in classic 1st edtion Gamma World adventures & Gamma World done right. 

You Can Pick Up A Print Copy of Famine In Far Go Right Here