Thanks. I'm trying to both play it straight (this is a real world with real people in it) while keeping the "wa-Hoooo!" elements that make in Gamma World - one of the PCs is a mutant bighorn sheep for pity's sake. This means I'll be including the chance, no matter how silly, of getting hit by radiation giving creatures new powers, but at the same time working with the punctuated equilibrium theory I espoused earlier to explain why there are so many species and mutants running around. (My friend Dave contends that having each mutant be unique is something intrinsic to Gamma World, and the PE theory lets me do both that and the broader genotypes.)
Strangely, all I really needed to do was introduce that theory and the Wolfean terminology. All the rest of the cultural aspects are right in Ward's 2E rulebook - they just got obscured by generations of "I got me some power armor, let's paaaaaar-tay!" play. We'll have to see how well it actually runs, of course.
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Date: 2006-08-18 04:50 pm (UTC)Strangely, all I really needed to do was introduce that theory and the Wolfean terminology. All the rest of the cultural aspects are right in Ward's 2E rulebook - they just got obscured by generations of "I got me some power armor, let's paaaaaar-tay!" play. We'll have to see how well it actually runs, of course.