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Gamma World - Science Fantasy role playing game - TSR

Gamma World: 4th & later editions | Gamma World Fiction | Downloads

Editions: Metamorphosis Alpha ~ 1st (Classic) ~ 2nd (Classic Revised) ~ 3rd (ACT Table)

BROWSE MY GAMMA WORLD ITEMS CURRENTLY IN STOCK

"Can you survive in a world gone mad? A world where civilization as we know it has been destroyed in a cataclysmic holocaust? What is left in this world? Find out and encounter such bizarre things as mutated plants and animals more terrible than you can imagine, radiation wastelands that stretch as far as the eye can see, and fearless machines gone uncontrollably berserk...
GAMMA WORLD includes all the basics needed to set up your own "world": game booklet (packed with terrible mutants, as well as guidelines for creating additional ones of your own), a large campaign map (designed to be easily modified by individual gamemasters), and a full set of polyhedra dice. The only other things necessary are a good imagination and a spirit of adventure! GAMMA WORLD is also suitable for use with DUNGEONS & DRAGONS and METAMORPHOSIS: ALPHA TO OMEGA."
- from the back of the Gamma World 1st edition box set










Metamorphosis Alpha

Metamorphosis Alpha
Written by James Ward, Metamorphosis Alpha is the direct ancestor of Gamma World. Radiation, robots, wild mutations, strange lifeforms, it all started here on the starship Warden.

Fiction with a similar background as M.A. include:
* Orphans of the Sky (Robert Heinlein)
* Non-Stop (Brian Aldiss)
* Captive Universe (Harry Harrison)

Almost twenty years after the original Metamorphosis Alpha TSR published an updated version --
Metamorphosis Alpha to Omega -- very similar in feel to Gamma World, 4th edition.
-Wayne


"Have you ever encountered a moose with quills? Or a teleporting woodpecker with a double brain and a poison beak? How about a nearly invincible jaguar, complete with the ability to change its body density and emit a sonic shriek, but which fears birds? These are but a small sampling of the mutations which could inhabit the many worlds of METAMORPHOSIS ALPHA.
A vast starship, a virtual world in itself, carrying colonists, livestock, and the flora and fauna of Terra is struck by a cloud of an unknown form of radiation while enroute to a distant star. Chaos reigns when the radiation kills most of the crew, and in the ensuing madness the knowledge of what the ship is and where its destination lies is lost to the survivors - and there are many survivors. Intelligent mutated animals and plants now populate the vessel, and these compete or perhaps cooperate with the humans aboard.
In METAMORPHOSIS ALPHA, you are aboard the stricken starship and struggling to survive, trying to gain knowledge of the strange devices and mechanical apparatus of the vessel, attempting to learn the secrets of the strange world you inhabit. As a player, you may be a human or mutant - human or otherwise. Your course is up to your skill and imagination.
METAMORPHOSIS ALPHA is a role-playing game in the grand tradition of DUNGEONS & DRAGONS. If you enjoy the worlds of medieval swords and sorcery, you will love what you find in the fantastic and fascinating worlds of science fiction!"

1976 ... 32 pages ... TSR SF18-R / 3001 (later printings)

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1st Edition: Classic (1978-1982)


Gamma World 1st edition [BOX SET]

“Peoples of the world - you appear bent upon the destruction of a civilization that has taken centuries to build, and the extinction of life on earth.

If that Is your will ... so be it!

We, The Apocalypse, demand an immediate cessation of this insane violence, or we will end it for you ... with a force you cannot conceive.

We have the power!

The choice is yours!”

And so began TSR's Gamma World game in 1978: A rich post-holocaust science fantasy setting.

  • Finding relics in long-deserted cities of the Ancients...
  • Encountering bizarre mutated animals...
  • Thinning foliage that fights back...

A complete boxed set will include the main rules book and a large campaign map of ruined North America.

I've seen 3 distinct versions of the 1st edition box set:
* 1st printing (1978) - TSR lizardman logo
* 2nd printing (August 1978) - TSR wizard logo
* 3rd printing (1980, 1981) - TSR face logo. "Science Fantasy Role-Playing Game" lettering under the title.
The black and white cover graphics of the rules booklet reflects these differences.

Starting with the evocative cover art of 4 explorers crossing alien terrain, spotting the jagged columns of ruined buildings revealing an Ancient city in distance, the original Gamma World grabs you, and doesn't let go.

Inside are a 56-page rulebook, and a fold-out map of post-holocaust North America.

The rules immediately set the game apart from the typical fantasy RPGs of the time: Mutations and Technology. And these areas are richly detailed. Though characters begin play without technology, the unspoken assumption is that the PCs would quickly acquire ancient artifacts. Though Humanoids and Mutated Animals set out with the physical and mental powers to survive in a dangerous environment, Pure Strain Humans can only rely on anemic primitive weapons, and the promise of great things in the future if they survive, since they are most able to utilize ancient artifacts. (This reminds me of AD&D magic users, come to think of it: Start out weak, but stronger as they gain levels.)

The rules and background, even if a bit thin by modern standards, are enough to play. The setting is so rich and exotic, it would take a pretty dull referee to not be able to use this set as a launchboard for their own imagination.

The large map in the original set, with its not-quite-familiar continental outlines, has never been matched in its simple beauty in any of the later editions of Gamma World. Depicting oceans, lakes, mountains, and ancient cities (some underwater!) - yet no labels - the map practically begs the referee to puzzle out what the cities are, and to fill in their own details.

I can say without reservation that the original Gamma World set is one of the prized pieces of my personal collection.

-Wayne

1978, 1981 ... James M. Ward & Gary Jaquet ... TSR 3002 ... ISBN 0394518799

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Referee's Screen and Mini-Module
Includes 8 page mini-module "The Albuquerque Starport."

1981 ... Paul Reiche III ... TSR 6501 ... ISBN 0935696784

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Legion of Gold (Module GW1)
Though James Ward developed Gamma World, Gary Gygax put his unmistakable imprint on the game in writing its first module. The Erol Otus art on the title page is unmistakable.

Legion of Gold presented the Gamma World Referee with the first official campaign area (The Barony of Horn) near Lake Michigan. A buggem nest and an underwater ancient complex await the players. New creatures, new robots, and new weapons.
-Wayne


"There is much to worry about in the mutated world of the future, but Baron Jemmas, Warder of Horn, has more on his mind than most. In recent weeks several of the outlying towns of his Barony have been wiped out by a band of mysterious golden marauders.

These creatures struck from nowhere and vanished without a trace when their deeds were done. The Warder has decided that they must be stopped before the entire Barony of Horn falls beneath their onslaught, and so he is offering a great reward to anyone who can defeat the Legion of Gold."

1981 ... Gary Gygax & Luke Gygax & Paul Reiche III ... 32 pages + 3-panel cover ... TSR 7503 ... ISBN 093569661X

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Famine in Far-Go (Module GW2)
"Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering in the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune.

You are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must search for clues to the origin of the mysterious plague. This quest may lead you into great danger... and great knowledge. As you travel through the savage wilderness, all you have are you companions, your wits, your strength... and your dreams!!

This module contains referee notes, background information, maps, new creatures, mutations, robotic units and new rules for Pure Strain Humans for use with Gamma World Science Fantasy Game..."

1982 ... Michael Price ... 32 pages ... TSR 7502 ... ISBN 0935696881

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2nd Edition: Classic Revised (1983)


Gamma World 2nd edition [BOX SET]

In 1983, TSR published the 2nd edition of the rules. It filled out the thinly-written 1st edition, with "expanded mutation, equipment and NPC descriptions, rewritten and reorganized basic rules and a full set of previously unpublished campaign rules." Also filled with Larry Elmore art; nearly all of the animal/monster/NPC encounters has a sketch. One of my favorite editions of Gamma World, maintaining the spirit of the 1st edition, yet much more playable.
-Wayne

INCLUDES:
• 64-page
Basic Rules Booklet.
• 32-page Adventure Booklet.
• Double-sided color mapsheet with post-apocalypse America on one side and the ruined city of Pitz Burke on the other.

1983 ... TSR 7010 ... ISBN 0394531582

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Buy the RULEBOOK (only) at Amazon



Referee's Screen and Mini-Module
Includes 8 page mini-module "The Albuquerque Starport" by Paul Reiche III.

-Wayne

1983 ... TSR 6502 ... ISBN 088038306

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Player Character Sheets (GWAC2)
"A pack of podogs has emerged from the surrounding mountains. You are trapped and defenseless. You thought you had three shots in the rifle and 10 more minutes on the stun whip. The fusion bomb? You used it yesterday.
Ah, so the character sheet wasn't such a bad idea after all?
The GAMMA WORLD Character Sheets will keep essential information easily accessible during play. Designated spaces organize the character's statistics, mutations, possessions, followers, creatures encountered, and more. This package provides 32 character sheets and tips on how to use them.
Now that you can keep track of this important information, you are ready to journey into the far future.
Now you are ready for the GAMMA WORLD game."

1984 ... TSR 7507 ... ISBN 0880381396

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The Cleansing War of Garik Blackhand (Module GW3)
"The fearsome Scarlet Knights of Genetic Purity have declared a campaign of terror against all mutants -- humanoids and mutated animals!! Your bitter enemies, the Gray Rock tribe, have accused your tribe, the White Feathers, of murder and treachery. Your tribe is now under sentence of death -- you and your party have been declared outlaws and traitors. The fate of your tribe lies in your hands. Pursued by an enraged mob of mutants, you must flee across the frozen Parklands of the Ancients [Yellowstone] to find proof of your innocence.

This campaign module contains Gamemaster notes, background information, maps, new creatures, new artifacts, a new robot, and four bonus campaign scenarios for use with the revised Gamma World Science Fantasy Role-Playing Game. Included in this adventure is a new player aid -- the Ranger Ruler!! The Range Ruler simplifies combat with weapons and mutational powers."

1983 ... Michael Price & Garry Spiegle ... 32 pages + 3 panel cover ... TSR 7504 ... ISBN 0880380152

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The Mind Masters (Module GW4)
"The first summons of the new season is called. Your name is drawn — you join the expedition.
Your mission is to investigate rumors of a stockpile of ancient artifacts. Following a sketchy map, you cross the great river Twainway the day after leaving your settlement. Two days later, in unexplored wilderness, you encounter hostile nomad tribes. After finding traces of a lost expedition, you know you're on the trail of something big. And then you find it, hidden down in a valley, forgotten and untouched since the Devastation.
You were searching for a great store of artifacts. Here it is. The whole valley is an artifact!
Do you take the news back now, or go in to learn more?"

1983 ... Phil Taterczynski ... 32 pages+ 3-panel cover ... TSR 7505 ... ISBN 0880380292

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Rapture of the Deep (Module GW5)
"A terrible menace from the sea is threatening villages all along the coast. Whole shoreline communities have been disappearing without a trace.
The remaining area inhabitants have banded together and sent for a group of experienced heroes to help. They want to know what could be causing these horrible events, and more importantly, what can be done to put a stop to them. Is it some new terrifying monster from the depths? Or is there something more sinister at work?

The adventurers will travel deep beneath the waves to discover the answer. Can they survive the strange and dangerous ocean depths of Gamma World? Can they solve the mystery before it's too late?
This module contains gamemaster notes, background information, maps, rules for underwater adventuring, new equipment, and over 30 new aquatic creatures for use with the Second Edition Gamma World science fantasy role playing game."

Another adventure coordinated by Les Braun, with contributions from other Gamma World fans (see GW11 -- Omega Project). It is available here for PDF download with his permission.

-Wayne

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3rd Edition: ACT Table (1986-1987)


Gamma World 3rd edition [BOX SET]

In 1986, TSR released this ambitious re-write of the Gamma World game. Where 1st and 2nd editions were loosely based on
D&D, 3rd edition adapted the ACT Table from Marvel Super Heroes. This version introduced Mutated Plants as a character type, character level advancement, and organized equipment and weapons by tech level... and Wow! So much more equipment to drool over. More developed races, cryptic alliances, and background information in general. Following this set are 5 linked modules forming a campaign.

Later printings will have a "Rules Supplement" booklet (16 pages), with various corrections and additions: Cryptic Alliances, Plant Mutations (errata and additions), Robots (skills and movement), money & barter, Price Lists, ID Codes, vehicles, general equipment, fixed machinery, and structural hit points.
-Wayne


BOX CONTENTS:
• 21"x33" two-sided color mapsheet, containing three maps.
• 64-page Rule Book.
• 32-page Adventure Book.
• Reference Book.
• Game Master's Screen.
• Players Screen, with equipment charts and sample characters.

1986 ... TSR 7010 ... ISBN 0880383305

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Alpha Factor (Module GW6)
Credits claim Keith Parkinson as the cover artist, but the art and monogram are clearly that of Clyde Caldwell.

"Mindkeep. The very name is mysterious. Why was it built? Who built it? What is its secret?
Your elite group of adventurers must find Mindkeep and learn its secret. Others have tried — and failed. The surrounding area is filled with mutations that are strange even for Gamma World. Could that be a clue as to Mindkeep's purpose? Or is it mere coincidence?
The trek is long and difficult, across areas that are not well-known. Keep your wits about you, or you may lose everything!"

1986 ... Kim Eastland & Keith Parkinson (cover) ... 48 pages + poster map ("Flower Lands") ... TSR 7509 ... ISBN 0880382945

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Beta Principle (Module GW7)
"In the lands to the south, young people are disappearing daily. No one knows where they are being taken, or why. Rumors abound of a New Beast, a Nwayvo Beestya, and of hordes of nos'ferat which are terrorizing the humans and animals alike.
Also to the south is the Nameless City to which your group must travel, in search of relics of the Ancients. You are on a glory quest, one of the highest honors in the land. The fate of your people is in your hands. Is it worth the risk to combat this New Beast, knowing your original mission might remain unfulfilled? Or is your band tough enough to do it all?
Take your aid where you may find it, friends."

1987 ... Bruce Nesmith ... 32 pages + poster map ... TSR 7510 ... ISBN 0880384042

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Gamma Base (Module GW8)
"The Council of Haven is worried. The Desperate Lands have never been more dangerous than now. From there flow weapons to supply a brutal conspiracy of conquest — how can it be stopped? Haven's respected elder has disappeared into that perilous region — perhaps kidnapped by enemies? Casting its shadow over all is the Pit of Despair at the heart of the Desperate Lands, for those who journey there are never seen again — what is its sinister secret? Your mission is to solve these mysteries before disaster strikes, a challenge even for the bravest. Your skill and daring will make the difference between victory and disaster!"

1987 ... Kim Eastland ... 48 pages + poster map ... TSR 7511 ... ISBN 0880384050

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Delta Fragment (Module GW9)
This adventure masks a hidden gem of the 3rd edition system.

Pages 47 through 96 are devoted to the richly-detailed campaign city of "Dollar," a trading center for Gamma World. It was the largest city detailed for Gamma World in its time. I ended up renaming the city and converting it wholesale into my personal campaign. Mapped, keyed, named NPCs to meet. Great timesaver for the ref.

At the end is an Updated Talent & Skill section. Fleshes-out the skill system in the rules. It will look vaguely familiar to modern gamers.

Referees will appreciate the Cost Tables at the very end.
-Wayne


"The quest of the Restorationists is nearing an end. Your party has been entrusted with finding the secrets of the Sky Chariot of the Ancients, and returning the information (and anything else) to them.
However easy that may sound, there are always complications. General Timon, who has made quite a name for himself in these parts, is negotiating with the King of the Mountain — he wants an alliance. In addition to your mission for the Restorationists, you must also prevent Timon from strengthening his position in these lands.
Are you resourceful enough to complete the task of finding the Sky Chariot and stop Timon at the same time? Or will you be forced to achieve one at the expense of the other?
Time is running out.
This 96-page adventure also contains a rules supplement and an entire city to explore."

1987 ... Kim Eastland & Jeff Easley (artist) ... 96 pages + poster map ... TSR 7512 ... ISBN 0880384069

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Epsilon Cyborgs (Module GW10)
The Larry Elmore cover with the behemoth snowcrawler is a personal favorite. -W

"An Ancient calling himself the Creator is rumored to rule the Frozen Land, an expanse of territory filled with frigid foothills, forests and plains. The Council of Haven has given you the task of finding this Creator — whoever and wherever he may be. The council is hopeful you can neutralize any influence he might have with General Timon's plans for war.
It is not an easy task, and the harsh conditions of the Frozen Lands could complicate the situation. Some say there are robots and weird machines wandering in the icy wastes. And perhaps there are also clues to the Cities of Man.
This adventure also contains a system for generating player character and non-player character robots."

1987 ... Kim Eastland & Larry Elmore (artist) ... 48 pages + poster map ("Frozen Lands") ... TSR 7513 ... ISBN 0880384778

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Omega Project (Module GW11)
TSR abandoned 3rd edition Gamma World before the last module could be published, leaving the climax of the last 5 adventures missing. Les Braun, a long-time Gamma World fan, wrote this excellent conclusion to the series: GW11 -- Omega Project. I have made it available here for PDF download with his permission.
-Wayne

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Gammarauders [BOX SET]
CONTENTS:
• 6 double-sided bioborg cards (12 bioborgs total)
• 12 playing board hexagons
• 200 counters
• 12 bioborg counters
• Fortress display cards
• 12-page rule booklet
• 20-page history booklet
• 108 playing cards.

"Seven centuries after the Golden Age of Ancients, humanity is rebuilding the world. Your Cryptic Alliance — a secret, ancient brotherhood — wants to rebuild things in its own image. After all, if you don't do it, some other alliance — maybe even those vile Slugnoid scum — will!

But to take over the world and really make it stick, you need the ultimate weapon. More than a giant robot, more than a colossal mutated beast, you need a blend of both — you need a BIOBORG!

The GAMMARAUDERS board game is a wahoo science-fiction brawl for two to six players. Most games will run from one to two hours."

1987 ... TSR 7015 ... ISBN 0880384751

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Revenge of the Factoids
An expansion of the Gammarauders game.

CONTENTS:
• Folder with Gammasaurus inside
• rule booklet (16 pages)
• 6 large hex sections, expansion to the original game.
• 6 cardstock creature cards
• 1 sheet of counters (19 creature standups, 54 color counters)

"Those zany Gammarauders creatures are back and they want our Pods!
In this snazzy gamefolio you'll find all sorts of neat stuff to add to your already almost entirely too cool GAMMARAUDERS game: bigger and better Bioborg counters; all new bioborgs like Frag the Amphibinoid, Fydo the Hounderian, Jaggo the Girafferoo,. Roddis the Octopod, Spadzoot the Armadon, and Tuscaloosa the Walruzian; you'll get six startlingly different gameboard tiles featuring some of the funkiest terrain this side of a toxic waste dump; and (can you stand the excitement?) the biggest, baddest, ground-shakingest, popcom-pulverizingest bioborg of all—the absolutely incredible GAMMASAURUS!!! (Trust me, he's worth three exclamation points.)"

1989 ... TSR 7016 ... ISBN 0880385952

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"WE'VE BEEN EXPECTING YOU...
Illusion generation? Another unknown mutation? It is your welcome to GAMMA WORLD, science fantasy role playing in the grand tradition of DUNGEONS & DRAGONSฎ. GAMMA WORLD places you on a post-atomic earth. Can you survive in a world of radiation deserts? Berserk robots and weird mutants? As a human or human mutant or even intelligent animal you have a strange inheritance and terrifying adventures ahead ... GAMMA WORLD is a complete game for three or more adult players. The colorful game box contains rules, a playing map of the devastated continent, and a set of five polyhedra dice.
TSR IS PROUD TO PRESENT THE ULTIMATE GAME OF SCIENCE FANTASY ROLE PLAYING AT BETTER HOBBY, GAME, BOOK, AND DEPARTMENT STORES EVERYWHERE. GET YOUR COPY OF GAMMA WORLD TODAY!"

...advertisement on reverse cover of April/May issue (#12) of White Dwarf magazine.



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