Review: “Gamma World” RPG
While others have been looking forward to the Essentials books, I have been looking forward to getting my hands on the Gamma World RPG since January.
What is the Gamma World RPG? In a nutshell, it’s a standalone post-apocalyptic RPG that uses, almost whole cloth, the 4e D&D rules, with the main differences being in the characters. Instead of having your Elven Fighter or Human Wizard, you play a Half-Yeti Half-Android with a giant nose or a Pyrokinetic Rat Swam hefting a plasma sword. I feel like you could either already be sold on the game or totally turned off, but I’ll continue on. [Read the rest of this article]
Do the Evolution
I realize I could be a little dated. I mean I’m 38 going on 39 the day before Samhain starts. My supposed heyday was about the same time as that of Grunge. (Hence the title of this piece.) Back then, the Dark Sun Campaign Setting (boxed set!) was also the new hotness for the D&D game, and the SSI video games based on it were bleeding edge. (Man, I wish a new Dark Sun video game was coming out for PC or consoles.)
My age, and the fact that I feel life gets better and better, got me thinking about the ways things change. Specifically, I’ve been thinking about the way games change.
I started my history with gaming, I realize now, with the D&D Basic Set in 1981. I got the red box, and my twin, Neil, got the blue box—the Cook Expert Set. At the time, neither of us realized that the AD&D game was out there in all its hardbound glory.
We soon rectified that oversight. With our pocket money for doing chores, we bought AD&D books. Despite the fact that we had those hardcover tomes, the boxed sets really shaped the way we played. Sure, we used the advanced rules, but we routed around convoluted bits and anything that was more work than fun.
As the years rolled, and because we had overzealous Christian parents who did away with our D&D stuff, my brother and I expanded our gaming taste. We played the original Palladium Roleplaying Game, Car Wars, Gamma World (Second Edition among others), the first Star Frontiers (dralasites rule), Marvel Superheroes (FASERIP version), and more. I even fooled around with games such as Powers & Perils (now free online), although I couldn’t get others to play it. We later moved on to games such as Rolemaster, GURPS, and the original Shadowrun, as well as the first Vampire the Masquerade and its World of Darkness descendants. (Mage the Ascension, played with GURPS rules, is still among my favorites.) Other D&D grandchildren followed for me, such as Arcana Unearthed (new Evolved) and Mutants & Masterminds.
My time on this planet has allowed me to explore all sorts of games. I played computer games such as Adventure, Venture, Temple of Apshai, The Bard’s Tale, and so on, up to modern games such as Fallout 3 and Dragon Age. Working among a fine gaggle of geeks has allowed me to learn other games, such as Savage Worlds. I’ve also dabbled in indie roleplaying games such as 3:16 Carnage Amongst the Stars and Fiasco.
What I never gave much thought to when I was younger but amazes me now is that all these games owe their existence to the D&D game. All of them, including those companies other than TSR produced, are evolutionary offshoots of the original D&D game. D&D itself is an evolution of even older forms of wargaming, such as Little Wars and Floor Games by none other than H.G. Wells.
RPGs as Organisms
What if we imagine the original D&D game as the evolutionary link between wargaming and modern roleplaying games of all sorts? I looked again at the basics of evolution before I wrote this, and it seems very relevant. Every derivative game has some part of the original, signs of its ancestry. Like with organisms, variations from the original are introduced in the process of creating a game. Further, more game “offspring” tend to be produced than the gaming environment can support. Traits that ensure survival in a given environment become more common in descendants.
The long and short of all this is that a game cannot remain the same over successive generations in a changing marketplace and hope to survive. It might be able to carry on in limited numbers in isolated ideal environments, the way OD&D still survives among groups who play and love it. If old-school D&D is enjoying a renaissance, that revival is because the game has adapted to the modern gaming environment in important ways. Swords & Wizardry, as just an example, is not the OD&D game—it’s a new animal derived from the old, built to be accessible and free for the new gaming jungle. Still, it lives and breathes only in a carefully cultivated milieu.
To thrive, a game system has to reach its prey, us gamers, and keep us interested. It has to be accessible for new players, yet keep a level of complexity for the seasoned user. It also has to innovate and entertain, this last point based on those among us who read but rarely, if ever, play. (I read tons of games I never played, such as Star Wars d6, TORG, RIFTS, and more.)
The D&D game and its offspring of the same name have always been in a state of evolution, trying to keep up with the changing environment. At times, it evolved too slowly, and although it remained the most widely known of roleplaying games, it almost went extinct. AD&D Second Edition came about ten years after the original, and the D&D 3e came more than a decade after that. (4e came about 8 years later.) We were graced with the third edition only because some folks who loved the game helped carry on its legacy. D&D‘s diverse descendants almost had to go on without it, and they would have, like any organism does, and might have lived better without their ancestor. (That’s a big maybe that’s also another topic.)
Those descendants changed more rapidly. Shadowrun, for instance, has had five editions in twenty years if you count the most recent 20th anniversary edition. GURPS has had five editions in twenty-five years if you count Man to Man. (The Fantasy Trip might make six versions of GURPS in thirty years, if you’re willing to make allowances. It’s still available.) Vampire: The Masquerade had four revisions in thirteen years. Mutants & Masterminds has had a new version every few years—it was released in 2002 and the third edition is coming this fall (scroll to May 12th).
Game evolution, though, is actually much more rapid than versions of a core game might suggest. Every supplement changes the game. Each sourcebook attempts to adapt the game to its environment and keep the game fresh and young. When system overhauls occur, they’re often based on reasonable forces that call for an improvement. Not the least among these is audience use and feedback, which is easier to come by today than ever before.
Long Live Evolution
The D&D Essentials line might be taken to be a revision of the edition, but to me, it feels more like regular old evolution than any normal revision does. Essentials takes its legacy and tries to thrive in a fresh way. Characters in Essentials can use earlier materials, and non-Essentials characters can play right alongside their newer counterparts. That’s unlike many game system revisions, and nothing like the update from 3e to 3.5.
The Pathfinder game is a more significant system evolution from 3.5 than the Essentials line is to 4e. Preexisting classes receive a working over in Pathfinder in ways that can make past 3.5 materials incompatible or at least in need of serious scrutiny. Changes to these and other aspects of the game can be significant enough that you have to pay attention when using older D&D material.
That fact doesn’t bother me in the slightest, though. Pathfinder is a product of an honest process of evolution, too. It takes hereditary material, gives it a good shake to see what works for the modern environment, and then gives survival a sincere go. Nothing is wrong with that.
If we acknowledge game supplements and updates as part of the evolutionary process, a lot of our games—D&D, Pathfinder, Fiasco, Savage Worlds, and so on—are always evolving. The truth is, and if you’re honest I’ll bet you’ll admit it, we gamers like it that way. In all sorts of games, from the latest Shadowrun sourcebook to the newest Fable video-game release (this month!), we gamers want new stuff to think about, to talk about, and to play with.
My inner fanboy loves game evolution. I express my love by trying out some new games now and then, although admittedly, more and more are electronic games. (Something is to be said for ease and speed of access and play.) Further, I do so by buying a few and even playing a few on an irregular basis. In your way, I’m sure you like game evolution, too, and you put your money where your heart is. Can you fault another gamer for doing the same? It just seems silly to decry another’s evolutionary path when you have your own.
Thunderdome!
I’ve decided to put my money where my . . . keyboard is. I want to play more games with my fellow gamers. My aim is to expand my horizons and to witness more game evolution. I’ll admit I’m going to favor games I think I might like, but that’s natural. I’m also going to favor games I can play in real time and space rather than virtual, at least for the first part of my trial. My aim is to have fun with potential new friends.

Cameron McNary came up with the title, or I did after failing to completely understand a series of tweets from him. The point is: If you live in the Washington State area and might want to play a game with me sometime, send me an email at the address in my bio below. Include the Thunderdome in the subject, and tell me what you want to run or play.
I’m no Keith Baker with “Have Dice Will Travel.” What I am is willing to do a little roving with my dice, and I might end up in other areas from time to time, such as Virginia and the upcoming NanoCon. I’m also willing to help in a little reaving by running D&D 4e or the new Gamma World occasionally.
I’ll keep you posted on twitter and here. ‘Til next time, I’m out.
Teaching RPGs, a Quick Retrospective
I’m off to New York City in a few hours to attend NY Comic Con. One of my main activities over there will be to participate in the “Learn to Play” D&D experience at the Wizards of the Coast booth using the newly released Red Box.
Since I’m going to teach D&D to new (or returning) players, I thought it would be appropriate to do a little retrospective of the posts I wrote on the subject and those I found on the net. Enjoy.
Teaching Role Playing Games to New Players
A guest post I wrote for Johnn Four’s legendary RPG newsletter. I discuss various crucial elements a GM must take into account when teaching a new RPG to players. Mostly: get into it as fast as possible and keep things moving.
Cross-Class Training: GMs, Teachers & Managers
Here I discussed how the professional skill sets of good teachers and managers were identical to those of good Game Masters. More specifically: Organization, Communication Skills and Assertiveness.
The original Playing with Nico Trilogy
Probably the best stuff I ever wrote as a blogger, These are the interactive bedtime stories I did with Nico back in September 2008. This experiment taught me more about what RPGs are supposed to be and how to best let people use their imaginations to create stories. If you haven’t read them, do so now!
The rest of my RPG with kids posts can be found here.
The BlogSphere on Teaching RPGs
Before there was an Ennies Award Winning Gnome Stew, there was a Treasure Table. In it, Martin Ralya and some of his readers wrote a ton of excellent GM-focused posts. Among them were:
Introducing RPGs to New Players, Part 1
Introducing RPGs to New Players, Part 2
…Where a Gurps GM explains his methods for starting a new RPG group.
At exactly the same time I posted about teaching Roleplaying basics to my oldest son, Ken Denmead of Wired’s GeekDad posted an excellent post about Teaching Kids to Roleplay. He breaks down children’s ages in categories and suggests gaming styles and actual published games for each.
In fact there is quite a lot of RPGs that were published for kids (or can be easily adapted to them) right now. Among those feature NewbieDM’s RPG Kids, Stargazer’s new Warrior, Rogue & Mage seems simple enough to be adapted too. John Adams was also there a few years ago with the old school, simple as heck Kids, Castle & Caves.
The Game’s the Thing podcast had an interview with Ronin Publishing’s Chris Pramas where he discusses Dragon Age and entry-level RPGs.
Did I miss any?
Surprisingly, I’ve found few teaching role playing games articles that were “must reads” on the net. It’s possible that at 4 AM, my Google-fu skills aren’t as good as they usually are, so please don’t hesitate to share whatever you’ve seen or written on the subject, especially stuff from forums I likely missed.
I’ll see you next week!
Burlap Sex Alone Does Not A Relationship Make
WARNING: this article contains spoilers for Dragon Age: Origins, Mass Effect 2, and several of the downloadable expansions for each. CONSIDER YOURSELF DULY WARNED!
Listen, BioWare. You know you’re the only development studio for me. It was never that your games were the prettiest. They’re nice, but you never made me save vs. pants-change like, say, God Of War 3. It was never that your gameplay is the smoothest or most innovative. Don’t get me wrong, Mass Effect 2 was a nice step up from its predecessor, with its powers and equipment systems all nicely overhauled and refined and that superfun mining minigame. That’s not why every BioWare game is a day one purchase for me.
No, BioWare, the siren song with which you keep crashing me into your cliffs is your storytelling. Your last two games have had great endings that can change dramatically based on the choices the player makes during the course of the game. Hell, you can sacrifice yourself at the end of Dragon Age. Or, you can throw one of your teammates under the death-bus. You can also save yourself by knocking up Morrigan. (Yes, it’s complicated, but one needs to weigh one’s fear of long-term commitment versus one’s desire to see another sunrise). In Mass Effect 2, your end-of-game choices include whether to appropriate dark and ancient technology to ensure humanity’s dominance over the galaxy, and (more importantly) whether to tell your boss, who is apparently a time traveling ad man from 1964, to take his incredibly high risk job and shove it.
These games had great storylines and compelling endings. People were invested in their own story that they had a hand in telling. That’s your niche. You’re the best in the business at this. Why, then, did you choose to have your downloadable expansions ignore these choices? Dragon Age: Awakenings lets you continue the story where you left off – and if you bravely sacrificed yourself to save Ferelden, nobody remembers. Including you. Did you get resurrected? If so, it sort of makes the monumental choice at the end of the main campaign, well, non-monumental. If you opted for making a freaky god-baby with Morrigan, don’t expect that storyline to be continued in the Witch Hunt expansion. Sure, you get some closure. Just not for the story your character was a part of.
Mass Effect 2′s DLC suffers from a similar (if somewhat less catastrophic) problem. If you told Space Don Draper Sterling Cooper Estevez to cram it at the end of the game, he must be a pretty understanding dude to keep giving you missions and new recruits and supplies and stuff. Oh, right. All the missions you do after you finish the game take place before you go on the final mission. Except you still have all the stuff and XP you picked up there. Pretty much the only way this makes sense is if this is somehow a sequel to Groundhog Day. (And now, I want to try to get Shepard looking as much like Bill Murray as possible when ME3 comes out.)
It’s not that you don’t know how. Mass Effect 2 even reads in the save file if you completed the first game and the choices you made there have consequence in 2. You even get a picture on your desk of your love interest from the first game! The same feature has been promised for part 3. Your whole damned business revolves around continuity, and you’re utterly and consistently screwing this up. Stop it, BioWare. You’re better than this.
I’m not even going to get into how some of the expansions you released cost $10 and are nothing more than two hours of been-there-did-that-a-hundred-times-during-the-campaign battles with a little story-nugget tacked onto the end. (Oh, wait. I guess I am.) This alone is bad enough, but when you then proceed to flush continuity down the dark fantasy toilet, it tends to make me furious. That’s right, BioWare. I made a freaky god-baby with Morrigan, and I paid ten bucks to find out what happened next, and you gave me two hours of mediocre, a cracked out praying mantis, and then two minutes of someone else’s story. A story, I might add, that doesn’t make any damned sense because I’d be dead. And then you STILL didn’t finish anything and teased at something else which will undoubtedly cost me ten more dollars.
I’m really not sure what’s worse at this point, BioWare. You continuing to nickel-and-dime us all, or me continuing to give you my nickels and dimes. It’s getting to the point where I’m getting desperate. I need my story fix. I might actually start reading (gasp) BOOKS. Nah, who am I kidding? I’ll be back for more, because your games (pre-DLC) are spectacularly awesome. But one day, BioWare. One day…. I’m going to be gone and you’ll have to sleep alone. Maybe you’ll forget me in the short term, but on those long, cold, lonely nights, you’ll miss me. You’ll miss the way I name characters “Baconlord” and variations on the word “scrotum”. You’ll miss how I AoE fireball everything and run around the room screaming until my mana comes back. Don’t break our happy RPG home bringing home all your loser DLC friends all the time and expecting me to entertain them.
I love you, BioWare. Stop it.
Picture credit: http://trenteaston.deviantart.com/art/Seducing-Morrigan-148898584
Critical Hits: 5 Years and Counting
This has been our biggest year yet: not just in post count, traffic, or any number of other metrics. It’s been the year with the biggest changes and the most happening here on Critical Hits, and I couldn’t be prouder of where we are today.
In May, I was interviewed by Wizards of the Coast for a feature on Critical Hits. In the course of answering the questions, I delved into the origins of the site:
It was kind of a weird time when we started Critical Hits. Many of us were graduating college, starting to move on to real jobs, get married, and so on. Our gaming group was pretty split up at the time, and so we’d have long conversations about “nerd stuff” through email and IMs… everything from comics, to movies, to (of course) D&D. I wanted a way to bring more people into the conversation. Meanwhile, one of those friends (who posts as TheMainEvent on our site) started his own WordPress blog based on a similar idea, focusing on humor and politics. I combined those concepts and started Critical Hits.
It’s been five years since those events lead me to start Critical Hits with Vince and Bartoneus, and brought other friends on board to help write. In year 1, we were just getting off the ground and learning about the whole blogging biz. Year 2 saw some of our first regular features, including the Inquisition of the Week and YouTube Tuesday, our first brush with fame covering a Fallout 3 press event, and one of the top referrers to our site was someone called “The Chatty DM.” I said in year 3 that we really started to “make it” with our DDXP coverage of the first big 4e announcements. Year 4 saw our first Ennie nomination (our second came this year, for which we are still very grateful) and continued growth.
However, it also saw Bartoneus and I stretch ourselves a bit thin. Between everything else, it became more and more difficult to keep updating on the schedule we wanted to. Thus, it became clear that we needed some more help. [Read the rest of this article]
Critical Bits for the week ending 2010-10-03
- From the Archives:: LAN Party: Specificity is a Necessity http://bit.ly/c1fVPa #charchive #
- Please welcome Critical Hits columnist @dixontrimline to Twitter! Check out all his past articles too: http://bit.ly/cFw8Bb #
- RT @newbiedm: New post: "Dungeons & Newbie DM's" http://wp.me/pkce6-Ec #dnd #
- From the Archives:: Report Card: Space Marine Units (Part 2) http://bit.ly/bH4HRC #charchive #
- The Parallels of RPGs & Comic Books http://www.comicbookresources.com/?page=article&id=28626 #
Playing Essentials Again (and Again and Again)
In my last column, I gave some initial thoughts on the current D&D Essentials material. My first reaction upon examining them was that they were undoing, for better or worse, the encounter balance that had been implemented among the classes in D&D 4e. Several readers have added their comments on balance in the game of D&D over the years, and it has been wonderful to hear so many divergent views expressed in such a thoughtful and respectful manner.
After writing that column, I decided to investigate Essentials play further—something more than simply playing in the Red Box D&D Game Day and browsing through the books. So I set up a 4-hour game at the local Buffalo Gamer’s Society D&D Meetup. I created 7 characters using the Essentials rules: two slayers with different powers, 2 thieves with different powers, a storm warpriest, a knight, and a mage.
I sent out an open invitation for anyone in the Meetup interested in playing in an “Essentials Only” game. A very mixed group showed up to play, ranging from a nine-year-old with little experience to people well-versed in 4e gaming. Another gentleman joined the group who had not played much since 1st Edition, although he had read about 4e extensively. In all, it was an eclectic mix of age and experience.
Simpler to Create? Sorta…
If one of the goals was to make some of the character classes easier to create than other 4e characters, I have just one huge observation: creating an Essentials fighter or rogue without the Character Builder is much harder than creating any other character with it. The interaction of feats, class abilities, powers, racial considerations, and equipment in 4e D&D forced me to abandon working on the character sheets in pen after only about 15 minutes with the first character. It seems I was constantly forgetting a feat bonus here or a proficiency bonus there as I tried to figure the bonuses to attack rolls, damage rolls, and defenses.
I wouldn’t say that the Character Builder is absolutely necessary to play 4e D&D, but I also wouldn’t want to build more than one character in a short amount of time—even an Essentials character—without it. I would never succumb to the Internet nerdrage that erupted when the release of the Essentials upgrade to the Character Builder was delayed for a few weeks, but I also hope that a quick solution is found to whatever is delaying its release. After a couple hours creating the characters by hand, I looked like John Belushi imitating Joe Cocker because of the hand and arm cramps.
But after spending a fairly substantial amount of time making second-level characters, I was ready for the game. I decided to run Coppernight’s Salvation, partly because I had never run it past the playtest design phase, and partly because it used something other than Monster Manual 1 monsters. I was ready to look at Essentials up close and personal.
A Critical Personal Aside
I promised myself two things when I started writing this column: I would never turn into the guy who went on overly much about my own games, and I would never brag about my family. I am going to go back on both of those promises, but only a little and only to make a larger point. In both the Red Box Game Day that I played and in the Essentials game that I ran, I felt like the thief was overpowered. If I had been keeping track of the damage done by the thieves, as opposed to the other strikers in the games, I’m sure we would have been seeing the thief doing at least 25% more damage, and possibly more.
Then I realized that in both of those games, my daughter was playing the thief. She is not some gaming prodigy, but at this point in her gaming career I have to acknowledge what I can only call supernatural dice-rolling luck. She rolled a natural 20 on attack rolls in those two games combined at least 10 times, and likely more often than that.
Critical hits are one of the most exciting parts of the game, but they are hell on things like playtests and evaluations of rules. Whether it is the PCs or the monster, an abundance of crits can render a playtest practically useless. So when one PC is critting 5 times in a single play session, it can make that PC seem more effective and powerful than the non-critting characters.
Results of the All-Essentials Game
In all, I thought the power levels of the Essentials characters—barring the incredible-critting rogue—was well balanced. The two slayers and two thieves in the same game really meant that combats went quickly. The speed with which the combat ended, combined with some poor initiative rolls on the part of the knight’s player, made it fairly difficult to gauge how effective the knight could be as a defender. The knight rarely got to use his defensive powers, although the player used the hammer hands power to great effect, especially when enhanced by the Bludgeoning Expertise feat.
It might have been coincidence, but I also noted that in both my Essentials game and in the Red Box Game Day, the storm warpriest took a great deal of damage (including the only character death over both games). I mention this because my experience with the previous 4e incarnations of the melee-based cleric usually saw similar results. During one particular bloody playtest I ran during the early days of 4e, I killed the melee battle cleric in all three of the combat encounters. Yes, you heard that right. Three combat encounters, and the same PC died (not unconscious) all three times. The two Essentials games did not see that much cleric carnage, but there were enough death saves made that I took note.
The mage in the two Essentials games did not seem much different to me than the different wizard builds in other 4e games. Certainly the automatically hitting magic missile is a new twist for the class, but the new Essentials builds seem to be not much of a departure from previous incarnations. Mages are still going to be somewhere between strikers and controllers—they work best when the person creating them knows how their builds are supposed to work and play them accordingly. Nothing is uglier than seeing a controller-built wizard played like a striker.
Despite the wide range of player experience with D&D, all of the players seemed to have little problem understanding what their characters could do and how best to use those powers tactically. The two slayers were played by both a very experienced and a fairly new player, and the simplicity seemed to help the new player. The experienced player also enjoyed the experience of playing the slayer. He noted, “The differences between streamlined martial builds and complex arcane/divine characters really sends me back to 2nd Edition AD&D characters, where I got my start with D&D. While these new Essentials builds might appear to have a lack of advancement options, I think they’re perfect for classic D&D-styled games.”
The knight’s player, who played 1st Edition extensively and has only dabbled since then, was also happy with the new rules. “I thought the Essentials rules worked really well, although I don’t see the need to eliminate daily powers. I thought they would add a nice bit of stress regarding when to use them in the game. However since I haven’t played original 4e yet that is just an opinion. Comparing them to other versions of D&D, I feel like it has always been pretty much the same game, using attacks, skills and powers against armor class and saving throws.”
And One More for Good Measure
After these initial two forays into Essentials, I was feeling much more comfortable that Essentials would be a welcome extension of the 4e D&D ruleset. The only nagging question that still remained was how the knight would compare as a defender. As I mentioned, the way the encounters played out made it hard to see how the knight actually held up in actual play. So I created a knight and crashed a running of one of the Chaos Scar adventures from Dungeon Magazine, expertly run by local DM Mark Knapik.
If I were smart, I would have created your typical heavily armored human or dwarf knight with high Strength and Constitution scores. However, I seem to be habitually incapable of creating characters that are built the way they are supposed to be. That’s why I created the halfling knight.
The first thing I decided was that rather than have platemail and no Dexterity modifiers to AC, I would go a different route and use hide armor and let that Dexterity bonus shine. When I started toying with different options, I realized that if I took the Melee Training feat, I could just eschew Strength completely and rely on Dexterity, since just about every attack would be a melee basic attack. Sure, the damage I did would be less because of the feat’s restriction of only half the modifier for damage. And with the way battle guardian worked, I would do no damage on a miss. Also, the halfling’s size penalty would mean lower damage with one-handed weapons in conjunction with a shield.
When the game commenced, I realized that we also had a fighter and a paladin in the party. I figured I would never get a chance to use any of my defensive powers, since the others would be marking everything in sight. It turns out I was wrong. My high Dexterity gave me better initiative rolls, meaning that I could activate my aura and get into the middle of things quickly. The halfling’s nimble reaction feature made my AC very high when I had to move past enemies to get into good defensive positions, and second chance helped negate those lucky hits that got through.
The most important difference between the normal fighter’s combat challenge feature and the knight’s battle guardian power is that the former is an immediate action (once per round), which the latter is an opportunity action (once per turn). This turned out to be a huge difference in the game, especially in the final battle. That battle was odd in that it was almost perfect for a halfling knight. Medium-sized or larger creatures were at a disadvantage, so my character moved to get into a great defensive position (provoking 5 opportunity attacks but getting missed by all of them), and then locked down almost all of the bad guys with the defensive aura. I am not the most tactically gifted player out there, so I figure if I can do that with a slightly gimped halfling knight, the class should be able to hold its own.
I think I have now officially gotten over my obsession with Essentials, and next week I can get back to talking about other topics!






