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Gamma World Player's Handbook (Gamma World)

Gamma World Player's Handbook (Gamma World)

List Price: $34.95
Your Price: $23.07
Product Info Reviews

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Rating: 1 stars
Summary: Not worth the money...
Review: I've been playing GW since the days of 3rd edition, and my friends and family have been playing since 1st edition. I'm trying to figure out why I have to buy two $35 books just to play a new (and less entertaining) version of a game where I could spend $25 on ONE book and get all the information I need (and be provided with years of entertainment) without having to buy supplemental books. This is one of the reasons I never managed to get into the D&D system. I'd have to buy the player's handbook, DM's handbook, monster manual, and different books depending on what type of character I had. Gamma World has prided itself on being an all-inclusive gaming system, whether or not the gaming was based off of other rules systems (Alternity, for example). When 5th edition came out (Alternity), I bought it within 20 minutes of reading through the pages, but with the new version, I hesitate to even recommend it to anyone.

Rating: 3 stars
Summary: Gamma World's 25th aniversary
Review: The 25th aniversary of one of my all time favorite RPGs, Gamma World, brings us the 6th edition of the game. For those unfamiliar with this setting, Alpha World was the dinosaurs, Beta World is our world now and Gamma World is what comes next. A world where science and technology reached an unbeilvable apex only to collapse into ruin. It is a world of Mutants, Robots and ancient ruins. A World where you carry a sword and a laser pistol while running from humanoid badgers with machine guns. It's Mad Max mixed with Tank Girl and a pich of Logan's Run thrown in.

Now does the 6th edition live up to its predecesors? No it does not! The focus of Gamma World has always been playing weird and wacky adventures. You might be a mutant wombat traveling with a walking, talking rose bush, but the new designers have decided that they didn't like that kind of gamming and so mutant plants are gone and mutants have only 50 mutations to choose from and half of them are defects(previous editions had from 80 to 150 mutations). The psionic rules are sucidal, you may kill yourself every time you use your psychic powers and far to much of this book is Game Master information, not player information. The book does introduce cybernetics and nanotech, but those that use nano quickly devolve into a D&D cleric.

While I love the Gamma World setting, this book will not be fun or easy to play. I would advise you check out Darwin's World 2, currently in pdf format and will be in hardcover in December. Both games use D20 Modern rules, so they are interchangable and DW2 mutation rules, psionic rules and tech rules are much better to use. Between the two, you can probably recreate the Gamma World so many of us love.

Rating: 5 stars
Summary: Jumping in for the First Time
Review: This book represents this first version of the game I've actually purchased. I'd seen articles for this in Dragons and though it looked interesting enough but passed on it in the past. The closest I came to purchasing it in the past was the Alternity version which I'll be getting from here soon I hope. Now that I bought this version and I'm suddenly inspired and my mind is running up new ideas. OK, maybe the community rules are better served in the Game Master's Guide but I like having this now instead of later. I just wish there could have been a longer filmography. The Moreau idea I rather like and may make a campaign out of it. Maybe this book is more those like me without all the emotional baggage from previous editions but I love this game. Not a lot of mutations and the sentient plant idea might have been a good idea to include but I'm waiting for the second book in the series to make any real judgements. Again I like what I see so far and recommend it to anyone.

Rating: 1 stars
Summary: Lacking in ideas, rules savvy, and editing skills
Review: This new edition of Gamma World manages to provide less usable material in 248 pages than some previous editions did in a fraction of the page count. The various sections on Gamma World staples such as mutations, cryptic alliances, and technology are very brief, almost to the point (in the case of mutations) of being nigh-unusable without a lot of work. The art and layout are uninspired, there a lot of typos, errata, and contradictions, and the authors just don't seem to be very proficient with the d20 system. They seem determined to come up with as many distinct subsystems as humanly possible, all unrelated to each other, and all seemingly flawed in some way. Potential buyers are advised to check out the Darwin's World RPG or the Omega World mini-game from Dungeon/Polyhedron #94 instead. In all, I felt that this book was a waste of my time and money.

Rating: 5 stars
Summary: Excellent supplement (not standalone)
Review: When viewed an a supplement to the D20 Modern Core Rules, this book provides all of the necessary information for creating and maintaining a character in that setting. Of course, this is not a standalone product and has not advertised itself as such. Additionally, I question the other reviews of this where price is a primary concern. I have been a player and GM in the 1st edition of Gamma World as well as the 2nd edition. When combined with the D20 Modern core rules, this book provides a complete GammaWorld rule base.


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