Gurps Gamma World

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Archived from groups: rec.games.frp.gurps (More info?)

I know a few people have adaptations on web pages (I have found maybe 2)
I was wondering how many people out there have played the older GW games and
have also played GURPS.

I'm not looking for over the top mutations (would not be akin to a super
hero game). I am leaning towards making the mutations more akin to either
dis/advantages or spells but am not sure which would be better for game
play. So when in doubt I turn my questions to folks here on the NG.

Another question/comment is letting the players (who are mutants)
auto-magically have humanoid form (for no points).
 
Archived from groups: rec.games.frp.gurps (More info?)

"Running Wolf" <no_spam@nospam.com> wrote in message
news:41fe278a$1_5@alt.athenanews.com...
> I know a few people have adaptations on web pages (I have found maybe
> 2)
> I was wondering how many people out there have played the older GW games
> and
> have also played GURPS.
>
> I'm not looking for over the top mutations (would not be akin to a
> super
> hero game). I am leaning towards making the mutations more akin to either
> dis/advantages or spells but am not sure which would be better for game
> play. So when in doubt I turn my questions to folks here on the NG.
>
> Another question/comment is letting the players (who are mutants)
> auto-magically have humanoid form (for no points).
>
It's been a lot of years since I've played Gamma World, but I don't see why
the general mutations couldn't be done as templates. Then the character
specific mutaions would be done as a new list of advantages and
disadvantage. It would take a whole lot of time to generate, and then a
whole lot of play testing, but it would be doable.

Just out of curiosity, is Gamma World even in print now? I wouldn't mind
taking a shot at doing the conversion, but I gave away my old GW stuff years
ago.
 
Archived from groups: rec.games.frp.gurps (More info?)

Here's a website of someone who managed to pull of something close to
that.

http://www.johnprime.com/valley/portal.php

Hasn't been updated in a while, though.

As someone else mentioned, White Wolf produced a d20 version, but they
stopped producing books for it.

One other thing, I'd have to agree that trying to fit Gamma World into
GURPS would be problematic, at best, because mutants would have to have
high point values to get mutations as powerful as the original game. I
wouldn't mind trying to work something out with just 3ER, but it
wouldn't have the same feel.


Ralph Glatt
 
Archived from groups: rec.games.frp.gurps (More info?)

>>>>> "RW" == Running Wolf <no_spam@nospam.com> writes:

RW> I'm not looking for over the top mutations (would not be akin
RW> to a super hero game). I am leaning towards making the
RW> mutations more akin to either dis/advantages or spells but am
RW> not sure which would be better for game play. So when in doubt
RW> I turn my questions to folks here on the NG.

Most likely advantages and disadvantages: they handle the altered
capabilities that mutants have much better than spells do, at least
out of the box.

You might look at the "racial and super advantages" sections in
Compendium I, if you're using GURPS Third Edition. In Fourth Edition,
you should probably start with the section on Meta-traits and work
back through the chapters on Advantages and Disadvantages.

RW> Another question/comment is letting the players (who are
RW> mutants) auto-magically have humanoid form (for no points).

If all the players have a particular advantage, you can give it to
them as part of the starting point limit. For instance, if you want
150-point characters who all can shift into humanoid form "for no
points," you can work out what the cost of that Alternate Form is
(suppose in this case it is 25 points -- depending on which rules you
use in Third Edition, it varies widely). What you have there, then,
is 175-point characters with a required Alternate Form advantage, and
that's entirely within your rights as a GM and the rules of the game.

Charlton




--
cwilbur at chromatico dot net
cwilbur at mac dot com
 
Archived from groups: rec.games.frp.gurps (More info?)

>>>>> "WD" == William Dickison <wesd_dm@hotmail.com> writes:

WD> It's been a lot of years since I've played Gamma World, but I
WD> don't see why the general mutations couldn't be done as
WD> templates. Then the character specific mutaions would be done
WD> as a new list of advantages and disadvantage. It would take a
WD> whole lot of time to generate, and then a whole lot of play
WD> testing, but it would be doable.

I'm not sure that the templates would be necessary, unless you're
trying to produce a Gamma World-to-GURPS conversion guide. And even
then, Gamma World was hardly balanced against itself, so I'm not sure
how worthwhile it would be to bend over backwards to make mutations
that didn't balance in the source material balance in their GURPS
translation.

What I'd probably do if I were running a GURPS Gamma World game is to
hand the players the GURPS rules and say "Create a mutation." If we
wanted more of the Gamma World feel, I'd pull an old rulebook off the
shelf and roll some mutations randomly for them, and then they could
build those mutations from GURPS rules themselves.

WD> Just out of curiosity, is Gamma World even in print now? I
WD> wouldn't mind taking a shot at doing the conversion, but I
WD> gave away my old GW stuff years ago.

The original materials are out of print, though you may be able to
find them as a legal electronic download somewhere. There is a d20
version out, though. It bears an odd relationship with the original
rules; it's a very good game, but I don't think it matches the
original Gamma World very closely in spirit and feel.

Charlton


--
cwilbur at chromatico dot net
cwilbur at mac dot com
 
Archived from groups: rec.games.frp.gurps (More info?)

On Mon, 31 Jan 2005 07:41:54 -0500, "Running Wolf"
<no_spam@nospam.com> wrote:

> I know a few people have adaptations on web pages (I have found maybe 2)
>I was wondering how many people out there have played the older GW games and
>have also played GURPS.
>
> I'm not looking for over the top mutations (would not be akin to a super
>hero game). I am leaning towards making the mutations more akin to either
>dis/advantages or spells but am not sure which would be better for game
>play. So when in doubt I turn my questions to folks here on the NG.

Advantages are pretty obviously more suitable in general for
beneficial mutations, particularly if you are using 4th edition. But
even with 3rd edition, I can't quite figure out why you'd even
consider using spells, particularly if you didn't want over the top
mutations. Even with 3rd edition you'd be better off going with the
advantages available in Aliens or Uplift.


>
> Another question/comment is letting the players (who are mutants)
>auto-magically have humanoid form (for no points).

Humanoid is the default. Having a nonhumanoid form would usually be a
disadvantage of the "no hands" variety
 
Archived from groups: rec.games.frp.gurps (More info?)

"William Dickison" <wesd_dm@hotmail.com> wrote in message
news:<10vsgcsj27q7r69@corp.supernews.com>...

>

> "Running Wolf" <no_spam@nospam.com> wrote in message

> news:41fe278a$1_5@alt.athenanews.com...

> > I know a few people have adaptations on web pages (I have found maybe

> > 2)

> > I was wondering how many people out there have played the older GW games

> > and

> > have also played GURPS.

> >

<snip>

> >

> > Another question/comment is letting the players (who are mutants)

> > auto-magically have humanoid form (for no points).

> >

> It's been a lot of years since I've played Gamma World, but I don't see
why

> the general mutations couldn't be done as templates. Then the character

> specific mutations would be done as a new list of advantages and

> disadvantage. It would take a whole lot of time to generate, and then a

> whole lot of play testing, but it would be doable.

>

> Just out of curiosity, is Gamma World even in print now? I wouldn't mind

> taking a shot at doing the conversion, but I gave away my old GW stuff
years

> ago.

It is out again as that Dee Twen *cough hack spit* system. I'm not sure when
it switched from it's original system (which was D&D in a PA setting) to
Alternity, and then to Tweetily Dee Twenty system.

I have a few of the older (3rd & 4th ed I believe) books but wanted
something where I could make the technology more deadly for the players
*weg*. I want to keep some of the whimsy that GW had but also make it so
that if a player really really wants to mess around with a bit of technology
that s/he doesn't know about it can turn around and bite them in the butt
real bad.

Least for me seems like Gurps is a lot less hack and slash than it is
covering your own butt and resorting to a fire fight as a last resort.
 
Archived from groups: rec.games.frp.gurps (More info?)

"William Dickison" <wesd_dm@hotmail.com> wrote in message
news:<10vsgcsj27q7r69@corp.supernews.com>...

>

> "Running Wolf" <no_spam@nospam.com> wrote in message

> news:41fe278a$1_5@alt.athenanews.com...

> > I know a few people have adaptations on web pages (I have found maybe

> > 2)

> > I was wondering how many people out there have played the older GW games

> > and

> > have also played GURPS.

> >

<snip>

> >

> > Another question/comment is letting the players (who are mutants)

> > auto-magically have humanoid form (for no points).

> >

> It's been a lot of years since I've played Gamma World, but I don't see
why

> the general mutations couldn't be done as templates. Then the character

> specific mutations would be done as a new list of advantages and

> disadvantage. It would take a whole lot of time to generate, and then a

> whole lot of play testing, but it would be doable.

>

> Just out of curiosity, is Gamma World even in print now? I wouldn't mind

> taking a shot at doing the conversion, but I gave away my old GW stuff
years

> ago.

It is out again as that Dee Twen *cough hack spit* system. I'm not sure when
it switched from it's original system (which was D&D in a PA setting) to
Alternity, and then to Tweetily Dee Twenty system.

I have a few of the older (3rd & 4th ed I believe) books but wanted
something where I could make the technology more deadly for the players
*weg*. I want to keep some of the whimsy that GW had but also make it so
that if a player really really wants to mess around with a bit of technology
that s/he doesn't know about it can turn around and bite them in the butt
real bad.

Least for me seems like Gurps is a lot less hack and slash than it is
covering your own butt and resorting to a fire fight as a last resort.
 
Archived from groups: rec.games.frp.gurps (More info?)

Running Wolf wrote:
> I know a few people have adaptations on web pages (I have found maybe
2)
> I was wondering how many people out there have played the older GW
games and
> have also played GURPS.
>
> I'm not looking for over the top mutations (would not be akin to
a super
> hero game). I am leaning towards making the mutations more akin to
either
> dis/advantages or spells but am not sure which would be better for
game
> play. So when in doubt I turn my questions to folks here on the NG.
>
> Another question/comment is letting the players (who are mutants)
> auto-magically have humanoid form (for no points).

I was going to convert all the Gamma world mutations into advantages
and disadvantages once, but I ended up being to lazy to do it. I'm not
sure how you'd make them into spells, especially the harmful mutations.
 
Archived from groups: rec.games.frp.gurps (More info?)

"Scooter the Mighty" <Greyguy3@hotmail.com> wrote in message
news:1107298853.315700.235870@z14g2000cwz.googlegroups.com...
>
> Running Wolf wrote:
>> I know a few people have adaptations on web pages (I have found maybe
> 2)
>> I was wondering how many people out there have played the older GW
> games and
>> have also played GURPS.
>>
>> I'm not looking for over the top mutations (would not be akin to
> a super
>> hero game). I am leaning towards making the mutations more akin to
> either
>> dis/advantages or spells but am not sure which would be better for
> game
>> play. So when in doubt I turn my questions to folks here on the NG.
>>
>> Another question/comment is letting the players (who are mutants)
>> auto-magically have humanoid form (for no points).
>
> I was going to convert all the Gamma world mutations into advantages
> and disadvantages once, but I ended up being to lazy to do it. I'm not
> sure how you'd make them into spells, especially the harmful mutations.

There's really no reason to convert anything. GURPS has tons of
advantages/disads that make great mutations, particularly racial/super ones
from comp.I or 4th ed., as well as psionics, etc. Just decide which ones
you won't allow, give them a point limit, and let them go wild.

--
heratyk
http://members.cox.net/cyberdungeon/index.html
Give a man a fire, and he'll be warm for a day.
Set a man on fire, and he'll be warm the rest of his life.
 
Archived from groups: rec.games.frp.gurps (More info?)

"Running Wolf" <no_spam@nospam.com> wrote in message
news:41fe278a$1_5@alt.athenanews.com...
> I know a few people have adaptations on web pages (I have found maybe
> 2)
> I was wondering how many people out there have played the older GW games
> and
> have also played GURPS.
>
> I'm not looking for over the top mutations (would not be akin to a
> super
> hero game). I am leaning towards making the mutations more akin to either
> dis/advantages or spells but am not sure which would be better for game
> play. So when in doubt I turn my questions to folks here on the NG.
>
> Another question/comment is letting the players (who are mutants)
> auto-magically have humanoid form (for no points).

I think the HERO system would be a much better choice. A Gamma World
conversion to HERO would be no problem at all.
 
Archived from groups: rec.games.frp.gurps (More info?)

Email me, and let me know which books and rules you intend to use. I
think I can work something out with just the 3ER rules along with the
two compendiums. Might need Ultra Tech for more "toys," and I can think
of a few other books where you can get nifty critters and mutants.


Ralph Glatt
 
Archived from groups: rec.games.frp.gurps (More info?)

heratyk wrote:
> There's really no reason to convert anything. GURPS has tons of
> advantages/disads that make great mutations, particularly racial/super ones
> from comp.I or 4th ed., as well as psionics, etc. Just decide which ones
> you won't allow, give them a point limit, and let them go wild.
>
The problem is, of course, is deciding which ones are appropriate for
Gamma World. If there is a list somewhere on the net, I have yet to find it.

--- Shawn
 
Archived from groups: rec.games.frp.gurps (More info?)

On Mon, 07 Feb 2005 10:27:34 -0500, Shawn Corey
<shawn.corey@sympatico.ca> wrote:

>heratyk wrote:
>> There's really no reason to convert anything. GURPS has tons of
>> advantages/disads that make great mutations, particularly racial/super ones
>> from comp.I or 4th ed., as well as psionics, etc. Just decide which ones
>> you won't allow, give them a point limit, and let them go wild.
>>
>The problem is, of course, is deciding which ones are appropriate for
>Gamma World. If there is a list somewhere on the net, I have yet to find it.

In Gamma World there are no inappropriate advantages. The sky's the
limit as long as you can find enough points.
 
Archived from groups: rec.games.frp.gurps (More info?)

David Johnston wrote:
> In Gamma World there are no inappropriate advantages. The sky's the
> limit as long as you can find enough points.
>
I was thinking magic was out but it's been a long time since I read the
rules. Also high tech-levels does not seem appropriate; the collapse of
civilization was suppose to happen sometime in the 20th century, was it?

--- Shawn
 
Archived from groups: rec.games.frp.gurps (More info?)

On Mon, 07 Feb 2005 13:57:14 -0500, Shawn Corey
<shawn.corey@sympatico.ca> wrote:

>David Johnston wrote:
>> In Gamma World there are no inappropriate advantages. The sky's the
>> limit as long as you can find enough points.
>>
>I was thinking magic was out

It's not totally out of the question, but OK, magic would be
stretching it.

but it's been a long time since I read the
>rules. Also high tech-levels does not seem appropriate; the collapse of
>civilization was suppose to happen sometime in the 20th century, was it?

No, a fair bit in our future. They have cyborgs and junk.
 
Archived from groups: rec.games.frp.gurps (More info?)

David Johnston wrote:
> No, a fair bit in our future. They have cyborgs and junk.
>
And a multitude of advance weapons labs guarded by insane robots. That
much I do remember.

--- Shawn
 
Archived from groups: rec.games.frp.gurps (More info?)

In article <bSONd.2158$504.230706@news20.bellglobal.com>,
Shawn Corey <shawn.corey@sympatico.ca> wrote:
>David Johnston wrote:
>> In Gamma World there are no inappropriate advantages. The sky's the
>> limit as long as you can find enough points.
>>
>I was thinking magic was out but it's been a long time since I read the
>rules. Also high tech-levels does not seem appropriate; the collapse of
>civilization was suppose to happen sometime in the 20th century, was it?

Hmmm calling it magic was out, OTOH effects indistinguishable from
magic were a dime a dozen.


--
Michael
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NPC rights activist | Nameless Abominations are people too.
 
Archived from groups: rec.games.frp.gurps (More info?)

"Mr. M.J. Lush" <mlush@hgmp.mrc.ac.uk> wrote in message
news:cu8mq7$nt3$1@helium.hgmp.mrc.ac.uk...
> In article <bSONd.2158$504.230706@news20.bellglobal.com>,
> Shawn Corey <shawn.corey@sympatico.ca> wrote:
>>David Johnston wrote:
>>> In Gamma World there are no inappropriate advantages. The sky's the
>>> limit as long as you can find enough points.
>>>
>>I was thinking magic was out but it's been a long time since I read the
>>rules. Also high tech-levels does not seem appropriate; the collapse of
>>civilization was suppose to happen sometime in the 20th century, was it?
>
> Hmmm calling it magic was out, OTOH effects indistinguishable from
> magic were a dime a dozen.
>
Unless you have cross over characters from Greyhawk. I do believe that
there was a module like that.
 
Archived from groups: rec.games.frp.gurps (More info?)

On Mon, 7 Feb 2005 12:33:08 -1000, "Warren Okuma" <wokuma@lava.net>
wrote:


>>>I was thinking magic was out but it's been a long time since I read the
>>>rules. Also high tech-levels does not seem appropriate; the collapse of
>>>civilization was suppose to happen sometime in the 20th century, was it?
>>
>> Hmmm calling it magic was out, OTOH effects indistinguishable from
>> magic were a dime a dozen.
>>
>Unless you have cross over characters from Greyhawk. I do believe that
>there was a module like that.

I don't think so, but there was a Dragon article about how to handle
it.
 
Archived from groups: rec.games.frp.gurps (More info?)

In article <4207be68.196989607@news.telusplanet.net>,
David Johnston <rgorman@telusplanet.net> wrote:
>On Mon, 7 Feb 2005 12:33:08 -1000, "Warren Okuma" <wokuma@lava.net>
>wrote:
>
>
>>>>I was thinking magic was out but it's been a long time since I read the
>>>>rules. Also high tech-levels does not seem appropriate; the collapse of
>>>>civilization was suppose to happen sometime in the 20th century, was it?
>>>
>>> Hmmm calling it magic was out, OTOH effects indistinguishable from
>>> magic were a dime a dozen.
>>>
>>Unless you have cross over characters from Greyhawk. I do believe that
>>there was a module like that.

S3 - Expedition to the Barrier Peaks?

>I don't think so, but there was a Dragon article about how to handle
>it.

p113-114 of the 2nd ED DMG has rules for converting to and from
Gamma world.
--
Michael
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NPC rights activist | Nameless Abominations are people too.