Post-apocalyptic PNP fun
Post-apocalyptic PNP fun
<strong>[ -> N/A]</strong>
Looky at what we have here... post-apocalyptic pen-and-paper goodness! Sounds so much like Fallout it's not funny - check this out:<blockquote><em>ATLANTA, GA, Nov 13, 2002 – <b>Sword & Sorcery Studios</b> is pleased to announce that it has acquired the rights from <b>Wizards of the Coast</b>, Inc. to publish a new edition of the famous <b>Gamma World</b> sci-fi campaign setting.
Gamma World was one of the very first roleplaying games with a science-fiction setting. It remains popular even today, years after the last edition came out. This fresh new launch, beginning with the Gamma World Player’s Handbook, will keep the high-adventure style while updating the setting concept. The game will be designed for complete compatibility with the popular d20 rules system created and published by Wizards of the Coast, Inc.
Gamma World takes place centuries after the Final Wars destroyed civilization as we know it. The world is overrun by mutants, monsters, still-functioning super-weapons with minds of their own and many other threats. The player-characters must apply their wits, courage and whatever powers and tools they can muster to survive, protect their tribe and begin the long climb back toward civilization.</em></blockquote>Sounds so familiar... oooh.
If you're intrigued, you can read more of the press release <a href="http://www.swordsorcery.com/swordsorcer ... World.html" target="_blank">here</a>. Cheers <a href="http://fallout.scifi.pl/index_eng.php" target="_blank">Ausir!</a>
Looky at what we have here... post-apocalyptic pen-and-paper goodness! Sounds so much like Fallout it's not funny - check this out:<blockquote><em>ATLANTA, GA, Nov 13, 2002 – <b>Sword & Sorcery Studios</b> is pleased to announce that it has acquired the rights from <b>Wizards of the Coast</b>, Inc. to publish a new edition of the famous <b>Gamma World</b> sci-fi campaign setting.
Gamma World was one of the very first roleplaying games with a science-fiction setting. It remains popular even today, years after the last edition came out. This fresh new launch, beginning with the Gamma World Player’s Handbook, will keep the high-adventure style while updating the setting concept. The game will be designed for complete compatibility with the popular d20 rules system created and published by Wizards of the Coast, Inc.
Gamma World takes place centuries after the Final Wars destroyed civilization as we know it. The world is overrun by mutants, monsters, still-functioning super-weapons with minds of their own and many other threats. The player-characters must apply their wits, courage and whatever powers and tools they can muster to survive, protect their tribe and begin the long climb back toward civilization.</em></blockquote>Sounds so familiar... oooh.
If you're intrigued, you can read more of the press release <a href="http://www.swordsorcery.com/swordsorcer ... World.html" target="_blank">here</a>. Cheers <a href="http://fallout.scifi.pl/index_eng.php" target="_blank">Ausir!</a>
- Spazmo
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Cool beans. Of course, if I really wanted a PnP Fallout experience, I would just go to the totally free one that's actually Fallout.
There's also another post-nuclear PnP game - Neuroshima (http://neuroshima.valkiria.net), which, according to its makers is very much inspired by Fallout, and is scheduled to be released next month. Unfortunately it's only in Polish, but here's a quote from it:
"Mexico didn't change much after the war. Nobody bothered to target it. It's still inhabited by big bad paprica-eating motherfuckers. "
"Mexico didn't change much after the war. Nobody bothered to target it. It's still inhabited by big bad paprica-eating motherfuckers. "
Re: Post-apocalyptic PNP fun
I thought it was the other way around? Wasteland (and later Fallout) was a blatant ripoff of Gamma World.Kreegle wrote:Looky at what we have here... post-apocalyptic pen-and-paper goodness! Sounds so much like Fallout it's not funny - check this out:
I would like to see a balanced, consistent, professionally made, *properly licensed* Fallout game in hardback... no offense meant by this to the creators of the Kinkos-ware game of course.Spazmo wrote:Of course, if I really wanted a PnP Fallout experience, I would just go to the totally free one that's actually Fallout.
- OnTheBounce
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Re: Post-apocalyptic PNP fun
Have you ever played Gamma World? It looks as though you haven't since GW's only real similarity to FO is the fact that both take place after a devastating nuclear war and both feature retro-tech. (Now if we can just get the designers to include a Bubblecar in FO3...) GW's system of magic-like mutations puts it closer to the Swords and Sorcery genre than SF.Anonymous wrote:I thought it was the other way around? Wasteland (and later Fallout) was a blatant ripoff of Gamma World.
OTB
"On the bounce, you apes! Do you wanna live forever?!"
Turn your statement around and ask it about Kreegle's comments on the press release. Has he ever played Fallout? It looks as though he hasn't since Fallout's only real similarity to GW is the fact that both take place after a devastating nuclear war and both feature retro-tech. Fallout's magic healing powders, weapon power-ups, and mutated cows & bugs put it closer to sci-fi than sci-fantasy. :roll:
I've played Fallout. I have also played Metamorphosis Alpha and Gamma World in various incarnations for 20+ years. Giant mutated bugs, raider gangs, secret societies of technology/mutant/radiation worshippers, talking animals*, scarce supplies of ammo, unreliable artifacts, insane robots cut off from their original orders... these are all just window dressing, of course.
Yeah, it actually is pretty hard to imagine Dragonplay (Black Isle) would be influenced by Jim Ward (creator of GW, and worked with Dragonplay on the goldbox games). You're probably right - the creators of Wasteland never played a single game of GW. The people at Black Isle, being big PnP gamers, never once set eyes on the most popular post-apoc RPG.
Oh wait, the very premise from FO1 is straight out of Metamorphosis Alpha - a group of survivors, cut of from the world (ship), must send out adventurers into the wilderness. There they must deal with icky mutants, tribals and radiation to find technology necessary to survive.
If you take offense to the term ripoff, I'm sorry. Perhaps homage would be a better word. Either way, talking about all this has made me want to play both again...
* oops, the talking raccoons were cut from FO1, must've been too obvious
I've played Fallout. I have also played Metamorphosis Alpha and Gamma World in various incarnations for 20+ years. Giant mutated bugs, raider gangs, secret societies of technology/mutant/radiation worshippers, talking animals*, scarce supplies of ammo, unreliable artifacts, insane robots cut off from their original orders... these are all just window dressing, of course.
Yeah, it actually is pretty hard to imagine Dragonplay (Black Isle) would be influenced by Jim Ward (creator of GW, and worked with Dragonplay on the goldbox games). You're probably right - the creators of Wasteland never played a single game of GW. The people at Black Isle, being big PnP gamers, never once set eyes on the most popular post-apoc RPG.
Oh wait, the very premise from FO1 is straight out of Metamorphosis Alpha - a group of survivors, cut of from the world (ship), must send out adventurers into the wilderness. There they must deal with icky mutants, tribals and radiation to find technology necessary to survive.
If you take offense to the term ripoff, I'm sorry. Perhaps homage would be a better word. Either way, talking about all this has made me want to play both again...
* oops, the talking raccoons were cut from FO1, must've been too obvious
- Saint_Proverbius
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Rats.. I was hoping to be the first one to rip on Kreegle for not knowing what Gamma World is.Guest wrote:Turn your statement around and ask it about Kreegle's comments on the press release. Has he ever played Fallout? It looks as though he hasn't since Fallout's only real similarity to GW is the fact that both take place after a devastating nuclear war and both feature retro-tech.
Gamma World also has a hell of a lot more technology than Fallout did, and it's not exactly retro-tech either - not in the sense of Fallout's retro-tech, at least. It does feature mental like magic as well, which OtB pointed out.
Which is a common theme in nuclear based sci-fi. If it didn't have those giant bugs, then they're probably shooting for more realism than anything else.I've played Fallout. I have also played Metamorphosis Alpha and Gamma World in various incarnations for 20+ years. Giant mutated bugs,
Common theme in post apocalyptic settings. I don't think you can have a Post Apoc setting without raiders.raider gangs,
Cults are common themes in just about everything. That's the nice thing about them, you can use them anywhere!secret societies of technology/mutant/radiation worshippers,
![smile :)](./images/smilies/smile.gif)
Bad idea in general.talking animals*,
![icon_mrhappy :D](./images/smilies/icon_mrhappy.gif)
Which Fallout definitely didn't do, and I think it was good that Fallout didn't do it.scarce supplies of ammo,
However, I really wouldn't claim that Gamma World was low on ammo either or technology, judging by the source books I read in the 1980s.
This is a cool idea that Fallout could have used more.unreliable artifacts,
Insane robots wouldn't have fit well in Fallout, I don't think. Robots were fairly basic. Then again, Gamma World was much more advanced than Fallout's universe was prior to the BOOM.insane robots cut off from their original orders... these are all just window dressing, of course.
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Oh, is that so?Anonymous wrote:Turn your statement around and ask it about Kreegle's comments on the press release. Has he ever played Fallout? It looks as though he hasn't since Fallout's only real similarity to GW is the fact that both take place after a devastating nuclear war and both feature retro-tech.
Well, well.. fuck me if that doesn't sound similar to Fallout! Post-apocalyptic world, mutants, primitive tribes... golly.Gamma World takes place centuries after the Final Wars destroyed civilization as we know it. The world is overrun by mutants, monsters, still-functioning super-weapons with minds of their own and many other threats. The player-characters must apply their wits, courage and whatever powers and tools they can muster to survive, protect their tribe and begin the long climb back toward civilization.
No, I've never played any pen and paper games, nor do I know anything about them. Excuse ME if the press release - directed at pnp newbies like me - doesn't give the impression that the game sounds similar to Fallout.Saint_Proverbius wrote:Rats.. I was hoping to be the first one to rip on Kreegle for not knowing what Gamma World is.
- Shadow
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I was introduced to the actual game Fallout while going to a search engine. I looked up "Wasteland Game" and while I did indeed find Wasteland, I also saw something about a game called "Fallout". I looked at the link(it was a preview from some on-line gaming magazine), read about the game and immediately took great interest in it. Wasteland seems to have influenced many games.
Valdis = Barfly = HackerZero = Shadow = 0wn3d.
- Saint_Proverbius
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Just for Kreegle and any other noobs.
Back in the good old days their basically only two PnP franchises, AD+D and Traveller. Now AD+D of course came from a set of miniture rules called Chainmail, in case any of you ever wondered why D+D was so hack-n-slash centric.
Now sometime in the late 70's the mostly unknown game "Metamorphis Alpha" was made. The premise was a massive colony ship that has had an accident killing the crew, going off course and being exposed to radiation. Generations have now passed and the colonists descendants no longer realise their on a spaceship and each "pod" has developed its own tribal culture. Of course the whole thing is complete with mutants, robots and figuring out high-tech gadgets.
Now in the early-mid 80's TSR hit its "Golden Age" so to speak. And started pumping a bunch of non-D+D rpgs like Top Secret, Gangbusters, Boot Hill, Dawn of Aces, Star Frontiers and of course Gamma World.
Gamma World was basically Metamorphis Alpha reworked and set on Earth after a nuclear apoclypse. Still the basically the same premise, you start out as an ignorant tribal possibly with mutant powers. You go out and explore the world discovering all those nice little gadgets that helped destroy it in the first place. Anyone remember the flowchart of death? I think it ran for 3 editions before TSR killed themselves with the "Complete Book of Over-Merchandising" series.
Seems it even had a few competitors like Fantasy Games Unlimited's Aftermath and other games that escape my memory.
So in closing considering the similiarity of Fallout to MA/GW I'd say its pretty obvious the BI guys must have played them at some point.
Back in the good old days their basically only two PnP franchises, AD+D and Traveller. Now AD+D of course came from a set of miniture rules called Chainmail, in case any of you ever wondered why D+D was so hack-n-slash centric.
Now sometime in the late 70's the mostly unknown game "Metamorphis Alpha" was made. The premise was a massive colony ship that has had an accident killing the crew, going off course and being exposed to radiation. Generations have now passed and the colonists descendants no longer realise their on a spaceship and each "pod" has developed its own tribal culture. Of course the whole thing is complete with mutants, robots and figuring out high-tech gadgets.
Now in the early-mid 80's TSR hit its "Golden Age" so to speak. And started pumping a bunch of non-D+D rpgs like Top Secret, Gangbusters, Boot Hill, Dawn of Aces, Star Frontiers and of course Gamma World.
Gamma World was basically Metamorphis Alpha reworked and set on Earth after a nuclear apoclypse. Still the basically the same premise, you start out as an ignorant tribal possibly with mutant powers. You go out and explore the world discovering all those nice little gadgets that helped destroy it in the first place. Anyone remember the flowchart of death? I think it ran for 3 editions before TSR killed themselves with the "Complete Book of Over-Merchandising" series.
Seems it even had a few competitors like Fantasy Games Unlimited's Aftermath and other games that escape my memory.
So in closing considering the similiarity of Fallout to MA/GW I'd say its pretty obvious the BI guys must have played them at some point.
- Saint_Proverbius
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Except that Black Isle didn't exist until 1998, a year after Fallout shipped and most of the Fallout developers left Interplay.Mr. Anonymous wrote:So in closing considering the similiarity of Fallout to MA/GW I'd say its pretty obvious the BI guys must have played them at some point.
Fallout != Black Isle Game
Fallout 2 was their first title.
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