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Gamma Planet: Planning a Playground

So, the tabletop RPG group I’m running? We play Lamentations of the Flame Princess, but as I’ve mentioned before, D&D isn’t the only game I’ve loved. As I’ve mentioned before, one of my oldest RPG loves was the postapocalyptic RPG Gamma World:

Back in junior high school, I was rather unaware of the mess that this edition actually was1, and I gleefully ran a campaign using these rules with a group that transcended school cliques in a way that makes it hard for me to totally reject and mock that final scene of the series Freaks and Geeks. One of the hockey-playing tough-guys in my class ran “Sheesh,” the pregen sentient plant, for a number of weeks’ worth of wilderness exploration adventures.

 

 

This year, I’ve slowly been picking up past editions of the game, and thinking over getting some of the retroclones like Mutant Crawl Classics one coming out next year, and of course the widely-embraced Mutant Future.

Why? Maybe it’s the build up to the recent US election, but I’ve had the postapocalyptic setting on my mind. While I’m not sure what system I’d like to use, I’d absolutely love to run a futuristic, post-cataclysm RPG… except I’d like to set it in Northeast Asia, starting—of course—on the southeastern tip of what’s left of the Korean peninsula. (Optimally, I’ll get to run it before we actually leave Korea, so my players get all the local references and in-j0kes!)

A couple of things have gotten me thinking about this:

  1. Finally getting around to watching Mad Mad: Fury Road, which was a much better film than I expected!
  2. A bunch of design problems I set for myself when thinking about post-apocalyptic RPG settings.
  3. Wondering how a Mad Max narrative—and the standard trappings of a Gamma World setting—might work out in an East Asian setting.
  4. The excitement and glee I felt browsing around on the incredible Gamma World War! blog, which is an incredible resource and inspiration.

But I’ll try lay out my design goals for the campaign setting, and maybe that’ll make it a bit clearer what I’m up to.

Design Goals:

On that second-to-last point:

SF and Gamma World Riffs to Include:

That may sound like a very rough sketch, and it is, but hat’s because it’s a preliminary post. I’ve got plenty more lined up, including a rough sketch of three different degrees of focus on the setting: the Korean/Northeast Asian setting, the planetwide one, and the solar system—each with some ways of how to get characters from one platform to the next if that’s where the players want to go. I’ve also got a draft of an “Appendix G” (along the same lines as Appendix N, but inspired by the wonderful Gamma World War! blog I mentioned above. I’ve got a hexmap in the works, based on the above map, too… and plenty more!

And before I go any further, I should reiterate: the main inspiration for me to blog this comes from the blog Gamma World War!, an astonishing web resource for anyone interested in remixing and expanding the tradtional Gamma World game setting. It was, for example, the inspiration for my deciding to integrate an alien invasion into my own GW setting.


  1. I actually struggled to make sense of it, reading through it again for the first time in years back in September

  2. At the moment, I have a strong feeling I’ll be using the rules from the Car Wars Compendium 2.5 to supplement Car Wars Fifth Edition for vehicle rules… because I’ll probably need the Boat Wars rules for all aquatic conflicts—but there are other systems I’m eyeing too, including the Car Wars 6th edition game that’s due out next year.

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