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BookWyrm
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Unread post by BookWyrm »

Welcome back, Thyfur. Mind the mess. ;)
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gordyzx9r
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Unread post by gordyzx9r »

I think Gamma World and Twilight: 2000 are the leaders of the Post Apocalypse RPG world. There are some other notable games out there like Aftermath, Darwin, & Metamorphosis Aplha.

I think AtB has a niche of people that have played it and love it, but in the long run I think there were more people that played GW & Twilight: 2000. Most people who played TMNT&OS, inevitably played AtB.

I've played them all and I prefer AtB because of how few books there were to muck it up and how easy the rules were.

Depending on which version of GW you're talking about, the rules were printed incomplete or inconsistent. Aftermath was rules heavy, I mean...you really have to love minutia and hardcore calculations for character creation to play that game. Aftermath & Metamorphosis Alpha were nice because they too had a limited library (which is how I prefer it).

Twilight: 2000 (1st edition...the only edition worth mentioning IMO) was more oriented for the serious role player.

A "setting" I also really liked was Chassis & Crossbows that was printed in a Car Wars supplement. That was allot of fun.
"Select the facts and you manipulate the truth!" - Calvin & Hobbes
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gordyzx9r
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Unread post by gordyzx9r »

Thyfur wrote:Twilight 2000 had a very gritty backdrop that I loved. As side note, Traveller 2300 is set 300 years give or take in the future of T:2000. Some rumors suggested that Traveller: 2300 was the prelude to the whole Traveller franchise. I never did follow up on that but there were similarities in background and characters.


A prelude to Traveller? After the fact? Because IIRC Traveller came on the scene in the late '70s or early '80s.

Metamorphosis Alpha is the prelude to GW. I do not have the first edition of MA, but I do have the second, a single book of about 80 pages or so. Most of the rules of GW were pretty stripped down.


I still have an original copy of MA, and I recently got on of the limited edition hardcovers for the latest version. And it's allot bigger than 80 pages now...lol.

What I look for most in rule-sets is character development. I want my characters to be able to be fully flushed out in the rules. This means mostly being able to pick the skills for the background I am developing. Few games allow for this. Either you are restricted because of Class/Profession systems, or the game simply lacks skills completely. Sadly I love GW, but most of the editions you have no skills at all.


To play Gamma World you had to have a GM that wasn't bound by pesky rules and could make sensible calls on the fly.
"Select the facts and you manipulate the truth!" - Calvin & Hobbes
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gordyzx9r
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Unread post by gordyzx9r »

Thyfur wrote:Heya Gord.

As for Traveller: 2300, I meant in the timeline of the Traveller universe. Basically I read somewhere that T:2300 'historically' was before Traveller (Classic) in campaign setting. Sadly I cannot remember where I got that from, but then again GDW did at one time produce both games. I believe other sources refute this.

Traveller itself deserves a reward or something, as far as I know the original Traveller was the first Space Opera and first Sci-Fi RPG developed. Yeah it was first published in 1977, and it seems that it is going to get republished from the rumors I have heard, never mind it is still in print with both a d20 and GURPS version of it.


I have an original small black boxed set of Traveler, but I don't know...I just really didn't care for the rules. The first sci-fi game that I actually enjoyed was Star Frontiers. While it may not be the grandest of all, it's easy...and you can download most of the rules and modules for free (legally) online. I still have all the boxed sets and a number of modules for that game too...good times.

Anymore I really don't see much need for buying new fangled versions of a game if the original was working out just fine.
"Select the facts and you manipulate the truth!" - Calvin & Hobbes
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