My 2nd time running Dungeon World was a test run of Gamma World using this engine.

My 2nd time running Dungeon World was a test run of Gamma World using this engine.

My 2nd time running Dungeon World was a test run of Gamma World using this engine. My players love the freeform combat and simple rolls way more than playing a d20 game.

Some Highlights I wanted to share:

-A road warrior who uses a metal boomerang, a great way to use a “Returning Weapon” tag. Though the consequences come when it lands way off or he has to catch it in midair.

-A Cyborg who has an awesome custom-move laser beam attack. It does very low of damage if it doesn’t hit exactly, plus it needs to recharge for a few hours.

-A mad scientist who rolled snake-eyes trying to use a freeze ray. It pretty much exploded in his face and froze him in a block of ice.

-A group of psionic Archivists (Who basically worship machines) convinces the cyborg to ride with them after combusting the nearby bandits into ash.

I’m having a bit of a problem figuring out how I want Radiation to play out (besides just using Defy Danger, which I could), any suggestions?

10 thoughts on “My 2nd time running Dungeon World was a test run of Gamma World using this engine.”

  1. I’m more of a fan of Borderlands (in terms of inspiration) myself, but I’ve played Fallout. The Bounty Hunter/Warrior character was based on the game Rage (with the metal boomerang weapon).

  2. The interesting thing about the first edition of gamma world is that it actually used a “move” system in a way, with separate modes for traveling, searching, and ect. so there’s not much to change.

    I added Mental Attack and Mental Defense Stats that (as per the gw rules) gain experience as they are used. So basically MA is used instead of Wis for Psion attacks, and MD can avoid/deflect the same sort of attacks. 

    I added that discovering and/or identifying any piece of advanced technology earns 1xp. 

    I also added some classes/abilities from Dungeon Planet and use that as a general guideline for certain things.

    I use weapon damage instead of class damage since It makes stronger weapons have more value (though, I use this rule in general but I still try to keep the values low…the freeze ray went from 2d8 in GW to 1d6 + 1 for example)

    I don’t track rations in most of my games, especially here, because in my mind it would cause the players to die too quickly in this sort of setting. I make the general assumption that they have enough to survive. 

    I added a straightforward move for identifying technology to simplify it, but I decided I might use the flow charts as a possible “mini-game” as in “protect the hacker while he works to disable the computer” while he rolls on the chart during his move.

    I also made psionics and magic have wild unpredictable affects (ie: using a Wild Mage) if not controlled perfectly due to the wackiness of the world.

  3. I do have the 7th edition, but I am mostly using it for resources (powers, omega tech, ect.) and I used the grid maps to give a visual of one place. 

  4. The bounty hunter is using a variety of mixed playbooks, while the cyborg is a Golem from Inverse World.

    I mixed together a Ranger with a bit of rouge and battlebabe, plus a bounty hunter from 7th edition that was in the expansions. 

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