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Gamma World is a d20 Modern game published under Sword & Sorcery Studios, depicting the ruined wasteland following a far future apocalyptic event. It was originally published by TSR, Inc., and was licensed from Wizards of the Coast. This article is a stub. You can help WWWiki by fixing it.

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  • Gamma World
  • Gamma World
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  • Gamma World is a d20 Modern game published under Sword & Sorcery Studios, depicting the ruined wasteland following a far future apocalyptic event. It was originally published by TSR, Inc., and was licensed from Wizards of the Coast. This article is a stub. You can help WWWiki by fixing it.
  • Gamma World is a tabletop science fiction roleplaying game first published by TSR in 1978. Seventh edition Gamma World products were published by Wizards of the Coast from 2010 to 2011. Seventh edition Gamma World is compatible with 4th edition Dungeons & Dragons rules, but is considered a separate game rather than a D&D campaign setting.
  • Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It was the first role-playing game in the post-apocalyptic subgenre.
  • Post-apocalyptic science-fiction game released by TSR.
  • thumb|Обложка второй редакции правил Gamma World Gamma World — первая постапокалиптическая ролевая игра, созданная Джеймсом Вардом и Гари Джекитом и вышедшая в издательстве TSR в 1978 году. Правила игры во многом основывались на предыдущей научно-фантастической игре Джеймса Варда, Metamorphosis Alpha. К «Apocalypse World», «Dungeon World» и их собратьям, несмотря на название, отношения не имеет.
  • A classic role-playing game originally created by TSR, the same people who made Dungeons and Dragons. Centuries after a vaguely defined apocalypse, a radioactive and ruin-strewn Earth is inhabited by mutants, sentient animals and plants, and insane half-functioning robots, all of whom compete for influence as multi-species civilization begins its long climb to recovery. Gamma World was heavily influenced by TSR's earlier sci-fi RPG, Metamorphosis Alpha.
  • The HYDRA's reveal still has impacts on the world as SHIELD agents Leo Fitz, Bobbi Morse and Jemma Simmons are on the trail of Samuel Stern, aka The Leader. They chase him down into a small desert town in Colorado before they are caught in a trap that engulfs the town in gamma rays,turning everyone inside into Hulks. Bobbi escapes and contacts Clint Barton, whom assembles himself, Hulk, Quicksilver and the vision as they meet the agents of SHIELD (Mack, Bobbi and May) and prepare to enter the ever expanding dome that is turning everything into gamma monsters.
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Date
  • 1978(xsd:integer)
  • 1983(xsd:integer)
  • 1986(xsd:integer)
  • 1992(xsd:integer)
  • 2000(xsd:integer)
  • 2003(xsd:integer)
Genre
Caption
  • Gamma World 2(nd) edition Basic Rules Booklet cover
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Title
  • Gamma World
System
Publisher
Designer
  • James M. Ward and Gary Jaquet
abstract
  • A classic role-playing game originally created by TSR, the same people who made Dungeons and Dragons. Centuries after a vaguely defined apocalypse, a radioactive and ruin-strewn Earth is inhabited by mutants, sentient animals and plants, and insane half-functioning robots, all of whom compete for influence as multi-species civilization begins its long climb to recovery. Gamma World was heavily influenced by TSR's earlier sci-fi RPG, Metamorphosis Alpha. Despite what a newcomer might think, the tone is quite light-hearted, and the players are strongly encouraged to have fun and not think too hard about how silly it all is. The game has gone through seven editions so far; TSR published the first three from 1978 to 1985 with their own unique rule sets. 1992's 4th Edition was based on the same engine as D&D's 2nd edition, and 1995's 5th was a supplement for the sci-fi RPG Alternity. In 2002, Wizards of the Coast, which had since absorbed TSR, published a wacky homage to Gamma World entitled Omega World in Polyhedron magazine. The setting was licensed by Sword & Sorcery Studios (a subsidiary of White Wolf) and heavily revised for D20 Modern in 2003. This new edition recasts the apocalypse as a war among post-Singularity civilizations, a horrific spasm of nanotechnological and biological warfare (with a few nukes thrown in for old time's sake). The old creatures and robots are nearly all retained, but given new and detailed explanations that are designed to elicit horror and awe rather than cheap jokes. Wizards of the Coast has since released a seventh edition of Gamma World, using the 4th edition Dungeons and Dragons rules, in October 2010. The game is far more humorous, from character creation, to Omega Tech descriptions. The 7th Edition setting is one where "the Big Mistake" merged all possible worlds into one, and really leaves the door open for player interpretation. Gamma World is notable for one rather odd trend: usually, only a handful of books would be released before a new edition came out and rendered all the previous books obsolete. This reached its zenith with the Alternity version, which had only a single, core rulebook released before being discontinued. Time will tell if 7th Edition will continue this trend.
  • Gamma World is a d20 Modern game published under Sword & Sorcery Studios, depicting the ruined wasteland following a far future apocalyptic event. It was originally published by TSR, Inc., and was licensed from Wizards of the Coast. This article is a stub. You can help WWWiki by fixing it.
  • Gamma World is a tabletop science fiction roleplaying game first published by TSR in 1978. Seventh edition Gamma World products were published by Wizards of the Coast from 2010 to 2011. Seventh edition Gamma World is compatible with 4th edition Dungeons & Dragons rules, but is considered a separate game rather than a D&D campaign setting.
  • Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It was the first role-playing game in the post-apocalyptic subgenre.
  • The HYDRA's reveal still has impacts on the world as SHIELD agents Leo Fitz, Bobbi Morse and Jemma Simmons are on the trail of Samuel Stern, aka The Leader. They chase him down into a small desert town in Colorado before they are caught in a trap that engulfs the town in gamma rays,turning everyone inside into Hulks. Bobbi escapes and contacts Clint Barton, whom assembles himself, Hulk, Quicksilver and the vision as they meet the agents of SHIELD (Mack, Bobbi and May) and prepare to enter the ever expanding dome that is turning everything into gamma monsters. The heroes at the scene suit up in gamma containment outfits (apart from Hulk and Vision) and head into the town to find everyone inside has turned into gamma monsters like Hulk himself. They encounter The Absorbing Man and the Abomination, revealing where they have been since breaking from prison containment. In the ensuring battle Quicksilver's suit is destroyed, turning him into a raging gamma monster while keeping his super speed in the process. In the end the four stop the three villains just as the gamma dome begins to get out of control. All people turned are returned to their usual effects as General Talbot and General Ross take the villains away. Bruce meets Betty Ross for the first time since 2008 as they share a conversation before she leaves, seeing what he has done with abilities and his curse in his new life as a hero. Meanwhile Hawkeye offers Mockingbird and Vision places at a new Avengers team of his own, where he plans to set up a second team "somewhere on the West Coast" The after credits scene involves Hawkeye, Mockingbird, Vision and cameo appearances from Falcon, War Machine and Wasp as they look around in glee in a mansion. Hawkeye looks up at the Seattle space needle as he smiles and closes the double doors, both with the Avengers logo engraved on the door.
  • Post-apocalyptic science-fiction game released by TSR.
  • thumb|Обложка второй редакции правил Gamma World Gamma World — первая постапокалиптическая ролевая игра, созданная Джеймсом Вардом и Гари Джекитом и вышедшая в издательстве TSR в 1978 году. Правила игры во многом основывались на предыдущей научно-фантастической игре Джеймса Варда, Metamorphosis Alpha. К «Apocalypse World», «Dungeon World» и их собратьям, несмотря на название, отношения не имеет.
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