Showing posts with label Countdown to Armageddon. Show all posts
Showing posts with label Countdown to Armageddon. Show all posts

Thursday, October 7, 2010

Radioactive Theatre: The Blood of Heroes

To occasionally prove that the entertainment industry isn’t completely creatively bankrupt, someone proposes that the mixing of two or more genres into a never before seen mashup is precisely what today’s jaded audience is clamoring for. This can lead into strange territory. Some of these mixes look bizarre on paper—“science fiction plus haunted house” or” buddy comedy meets zombie movie”—yet the results (Alien, Shaun of the Dead) speak for themselves. Other mashups aren’t quite so successful—"Cop Rock", for instance—but at least somebody gave it a go.

Amongst the weird bedfellows these genre mashups have produced, none is quite as weird as our next installment of Radioactive Theatre, The Blood of Heroes. This film is the only entry in the genre of “post-apocalyptic sports drama,” although I suspect its inspirational pedigree can be traced to such fare as Rollerball or Knightriders. Whatever its creative font, it does seem to have more in common with something you hallucinated during a particularly nasty case of the flu than actual cinema. Luckily for us, this is not the case. It does exist and even features genre film favorite, “Root beer” Hauer.

Here is the obligatory spoiler warning, but I bet you can guess how it ends simply by knowing it’s a sport drama film. Continue to read at your own risk.

The thumbnail synopsis: In the years after Armageddon, mankind sorely misses football (of either variety) and decides to make do with what’s on hand. Being that this is after the apocalypse, what's on hand is an endless supply of dog skulls, spikes, and surplus sports padding. Thus "The Game" is born. Consisting of two teams trying to stick said dog skull on the other side’s spike, "The Game" is the only diversion available in a world so backward that full grown armoires are considered to be reasonable replacements for backpacks. "The Game" is popular from the Nine Cities—underground metropolises where the rich dine of Komodo dragon—to the outlying “dog towns” that apparently meet the apocalypse’s need for dead bamboo.

Against this evocative canvas we meet Sallow (Hauer), a disgraced professional “jugger” (or player of The Game--hate the Game, not the player, baby) that’s been banished to the dog towns for his youthful indiscretions with one of the nobles of the Nine Cities’ wife. He travels from town to town taking on the local teams with his assortment of bush league juggers (which include Vincent Philip D’Onofrio fresh off his success in Full Metal Jacket). In one of these towns lives Kidda (a young Joan Chen, seen here just before her move to the quiet town of Twin Peaks). Kidda dreams of being a professional jugger, living the high life as a “qwik” (the speedy bastard whose job it is to put the skull on spike) in the Nine Cities. When Sallow and his band come to Kidda’s town, she plays for the home team and brutally decimates Sallow’s qwik, ensuring a place on his team when they split town.

What follows is the usual sports montage of Kidda earning her place on Sallow’s team and watching them take on all comers in the dog towns of the post-apocalyptic future (which looks unsurprisingly like Australia—go figure). Eventually, Kidda and Young Gar (D’Onofrio) grow tired of playing in the bush league and convince Sallow to take the team to the Nine Cities so that they can prove their competitive worth and live the luxurious life of pro juggers. After some hemming and hawing, the team does just that—with predictable results (it is a sports drama after all).

The Blood of Heroes is not high cinema by any means. In fact, when you break it down into its component parts, it’s not even good cinema. The sports drama plot is a by-the-numbers story, one you’ve seen a hundred times before. The post-apocalyptic elements are limited to sandy backdrops, ragged clothing, and the usual rusty and battered props all such films are required to have. Nevertheless, the film somehow manages to become more than a sum of its parts, combining two so-so examples of genres to become an entertaining and somewhat guilty diversion. Hauer, D’Onofrio, and Chen bring workman-like performances to the material, which is better than most apocalyptic fare from this era can claim credit for having, but one can see nobody was mistaking this for capital-A “Art.”

The movie’s most mysterious legacy is that it has an odd effect on certain personalities. Some people, after watching this movie for the first, fifth, or five hundredth time, get the overwhelming urge to actually play “The Game” for real. What’s even more mysterious (and somewhat disturbing) is that these individuals find one another and form actual leagues. But it takes all types to make the world go ‘round, neh?

But since we’re not here to perform film criticism or pass judgment on people’s pastimes, let’s see what there is to steal from The Blood of Heroes for use in my inevitable Gamma World game, shall we?

The short answer is, unfortunately, “Not a lot.” The thrust of the movie concerns “The Game” and its associated rules, regulations, and emotional baggage—which is to be expected from a sports drama. I am a referee who likes games within my games, but “The Game” just doesn’t do it for me. If I’m going to cram a post-apocalyptic sport diversion into my game, I’m either going to Thunderdome/maze from Spacehunter route or bring back Aztec handball. Hyped-up football just isn’t my bag.

The subterranean Nine Cities has some charm, especially the fact that they seem to be located so deep under the earth that it’s considered de rigueur to catch a nap while waiting for the elevator to reach bottom. The strict class system of the cities is predictable, but always makes for good role-playing opportunities. The movie’s take on hotels after Armageddon is entertaining and good for campaign color, making it an interesting if not required tidbit to steal.

The Blood of Heroes simply doesn’t lend much of itself to my vision of Gamma World, but that’s largely due to the fact that it’s an example of sports drama at heart and not a post-apocalyptic one. The trappings all scream post-Armageddon, but the real meat of the tale has more in common with The Bad News Bears than Bartertown, making it less than ideal for my purposes. That doesn’t mean it can’t continue to serve as a guilty pleasure on a rainy Sunday afternoon.

Next time on Radioactive Theatre: We’ll either get Mad Max Beyond Thunderdome out of the way or take a quick trip over to New Zealand to listen in on The Quiet Earth. Until then, here’s hoping your rad count stays low.

Wednesday, September 22, 2010

Countdown to Armageddon: Teenage Cave Man (1958)

With the most influential post-apocalyptic film covered, it is time to move on to the most Gamma World-esque piece of cinematography. Those of you who have never seen the 1958 version of Teenage Cave Man are undoubtedly scratching your heads in confusion, while those who have witnessed the film are nodding sagely. What’s a caveman movie doing here? There are spoilers ahead in the strictest of senses, but since the Big Reveal is actually the promotional blurb on the back of the video jacket, I’m guessing that it wasn’t intended to be a secret of Rosebud proportions. That being said, if you’re the type of person who can’t stand knowing anything about a movie before you watch it (and you intend to watch this film), stop reading now.

To begin, here is the synopsis of Teenage Cave Man:

Robert Vaughn plays the Symbol Maker’s son, who lives with his Stone Age clan in Bronson Caves and wonders why they’re living in a barren wasteland when, just over the river, is a green land filled with stock footage of dinosaurs. Unfortunately, the Word prohibits the clan from going there (because, despite what you’ve heard, the Word is the Law and not The Bird) for that is where the God that Gives Death with its Touch lives. Vaughn, being a teenager, isn’t satisfied with old man logic and decides to take a trip across the river with his friends. There, they encounter my favorite dinosaur battle (an alligator with a dorsal fins glued to its back takes on a water monitor amidst a scale model landscape) before one of the teenagers dies in an oatmeal quicksand pit. This doesn’t sit too well with the elders once Vaughn gets back and he’s shunned until he finishes the rites of manhood. Once a man of the tribe, he remains determined to get the tribe out of the Bat Cave and into the lush land of stock footage dinosaurs. He figures that if he kills the God that Gives Death with its Touch, the tribe will have nothing to taboo about. So, after inventing the bow and arrow, young Bob heads back across the river to take on the God. Of course, the rest of the tribe figures that’ll piss of the local deity and they head after Vaughn to stop his hot-headed plot. A misunderstanding of "Three’s Company" proportions occurs when Vaughn, the God, and the tribe all meet up on the other side of the river, ending with the God dead on the ground and a whole lot of confused caveman. As it turns out, the God that Gives Death with its Touch is actually a spaceman—the last survivor left from before the world was destroyed by a nuclear holocaust. The radiation prolonged his life and turned the local wildlife into dinosaurs. Man returned to the caves and forgot his ancestry. All that remains of civilization is a book that the spaceman formerly known as the God that Gives Death with its Touch carried around. DUN DUN DUNNNNNN!

Granted, Teenage Cave Man is not a great movie by any stretch. A product of Roger Corman “The Employer,” a man whose autobiography is entitled How I Made a Hundred Movies in Hollywood And Never Lost a Dime, Teenage Cave Man was shot on a typical shoestring Corman budget (the bear that attacks the hunters looks suspiciously like a bathroom rug strapped to Beach Dickerson—who plays four roles in the film and dies three times). Originally called Prehistoric World, the film was renamed by the studio, allowing Corman to claim—truthfully—that he never made a movie called Teenage Cave Man. Robert Vaughn was quoted as calling it the worst movie ever made. But that’s when the movie is weighed against concerns like “quality,” “good acting,” and “plot.” If we limited ourselves to those categories, the post-apocalyptic genre would be a slim one.

Luckily, I’m looking at it as a Gamma World referee and I say the movie is the closest a film gets to what I consider to be the standard theme of the game: The grossly uninformed and ill-equipped take on things they don’t understand and hope for the best.

This default reading of the Gamma World setting is due to the sample adventure introduction from the 1st edition of the game. For those of you unlucky enough to have never read it, I’ve reproduced it below:

You are the inhabitants of a small village of about 200 that is situated just inside the border of the great forest. You have grown up listening to the legends of the Ancients and of the Shadow Years, but since those years were long before your time, you consider them just that—legends. You are much more concerned with hunting for meat to supplement the meager living you scratch out of the soil, and with avoiding the dangerous creatures which prowl the area. It is now the time of the year, however, for your coming-of-age and for the “Trials,” in which you will be judged by the village leaders and elders as worthy (or unworthy) of membership in the adult society of the village. Part of the “Trials” involves venturing forth into the wild lands just outside and proving yourself to be proficient hunters and fighters.

The sachem, the chief elder and leader of the village, possesses a device of Ancient technology (incomprehensible to you, other than its effects) that can kill at a great distance. You have seen this device used against a villager who attempted to steal it for his own. The sachem touched the device in some strange manner and a brilliant beam of light was projected, striking the villager and searing a small hole through his chest. He died almost instantly and the sachem warned the villagers about attempting any similar theft in the future.

There is an old tale, however, that the sachem returned from his own “Trials” with that very device. It is by means of the power which this device gives him that he was able to elevate himself to his present position. It is said that the sachem had come back from his “Trials” from the west—a taboo area. It is said that only the gods can walk in the taboo area and live. The only thing the sachem ever said about his “Trials” is that the strange device had come from one of the houses of the Ancient Gods.

This year’s “Trials” are to be different. The sachem has decreed that any who desire to be an elder or to sit on the Council of Leaders must go to the taboo lands in the west. To prove you have done so, you must bring back a stone from one of the houses of the Ancient Goods.

Therefore, at dawn you leave with your allowed weapons, a bow and six arrows, your knife, and food and water for one week. You have little choice; if you desire to rule, you must go west into unknown danger. But the thought occurs to you, it would be nice to have a device like the sachem’s…
I can’t even begin to count how many times I read that intro as a kid. Whatever the count was, its depiction settled down into my bones and became the scenario against which all Gamma World campaigns shall be measured. That Omar (the fictional referee in the chapter) is one hard ass. “Here’s you starting equipment: a bow, six arrows, a knife, and a week’s worth of rations. Now get out there and go kill a Death Machine or something.” That is how every Gamma World game should begin. None of this beginning in higher level Tech centers like later versions allow. You’re a goddamn cave man!

I suspect but cannot prove that Jim Ward and Gary Jaquet might have been familiar with Teenage Cave Man when designing the game or when Ward was writing Metamorphosis Alpha, although the possible connection there pales in comparison to Aldiss’ Non Stop influence (published coincidently in the same year as Teenage Cave Man). Nevertheless, even if it wasn’t an influence, it should be one on any referee setting out to run a classic scenario game of Gamma World.

From the point of view of a referee, there’s not much to directly steal from the movie for use in the campaign. There’s a couple of good names (the Forbidden River, the Burning Plains, and of course the God that Gives Death with its Touch) but the referee should really look at it as a template for starting off a campaign. The Rite of Passage scenario appears in at least two commercially produced modules (Famine at Fargo and "Part VI Rite of Passage" from the 2nd edition Gamma World Adventure Booklet). There’s no reason to not use the same to launch one’s own campaign. It’s just too good of an kick off.

If you feel you can’t survive a straight viewing of Teenage Cave Man, track down a copy of Mystery Science Theater 3000 episode 315 and watch Joel and ‘bots take it on. Oh, and if anyone can point out to me where the original appearance of the alligator vs. water monitor battle was, I’d appreciate it because my Google Fu has failed me so far.

Next time on Radioactive Theatre: the only post-apocalyptic sports drama ever.

Wednesday, September 15, 2010

Countdown to Armageddon: The Road Warrior

What follows is the first of several evaluations (or in some cases, re-evaluations) of films from the post-apocalyptic genre. These are not movie reviews or scholarly treatises on the art of film-making. They are simply a role-playing referee evaluating movies for ideas to enrich, use, or avoid in a post-apocalyptic campaign of Gamma World. Some of the “factual” information presented here might be completely wrong due to shoddy research or referee misinterpretation, but that’s the price you pay for using unpaid sources on the internet for reference. Caveat emptor and try not to take these things too seriously.

The Road Warrior, as it was released as in the United States, or Mad Max 2 as it was titled everywhere else, is not the first post-apocalyptic film, but it might as well be from the influence it has had on the genre. The costume design alone is responsible for the accepted fact that, after the apocalypse, all fashion sense goes out the window and it becomes perfectly acceptable to wear footballs pads with a ballet tutu. Shot against the wide open spaces of the desolate Australian Outback, The Road Warrior made it a requirement for all post-apocalyptic movies to occur in locales without a speck of greenery present, making them easy to shoot just outside of L.A. Without this requirement, the low-budget post-apocalyptic boom that followed The Road Warrior’s release in 1981 would probably never have happened. Luckily for the film makers’ responsible for such gems as Raiders of the Sun, Hell Comes to Frogtown, Cherry 2000, or Steel Dawn, the apocalypse looks surprisingly like Vasquez Rocks.

I’m assuming that all of my readers know the plot of The Road Warrior, but here’s a brief summary:

Since we last saw “Mad” Max Rockatansky avenging the death of his family and friends at the hands (and wheels) of the Toe Cutter’s gang of motorcycle outlaws, the world has really gone downhill. In the aftermath of a nuclear exchange followed by the breakdown of oil pipelines and refineries, society has collapsed and become a place where “only those mobile enough to scavenge, brutal enough to pillage would survive.” Max has become a loner in the world, driving the highways in “the last of the V8 Interceptors” with his unnamed dog on a constant hunt for “gazzahleen” to stay mobile. After he turns the tables on an ambushing Gyro Captain (played by Bruce Spence in a manner that I cannot picture him as anything else to this day), Max discovers that there is one last community still pumping and refining oil. This settlement is under constant siege by that Ayatollah of Rock ‘n Rolla, The Humungous (a disfigured giant with a colander on his face) and his cadre of “Smegma crazies and gayboy berserkers”. Although initially just looking to get some fuel from the refiners and disappear back into the wasteland, events conspire against Max to drag him into the conflict. He ultimately redeems himself by becoming the unwitting patsy in the refiners’ escape from the wasteland.

Like many kids in the ‘80s, this film became the baseline for me against which all post-apocalyptic films would be measured. This is largely due to the fact that it is not only an excellent movie in its own right, but because the film loomed large in our imaginations before we even saw it. Being an adolescent in the ‘80s was to live in the shadow of the Bomb. A dim shadow perhaps when compared to those who experienced the Cuban Missile Crisis, but a noticeable one in any regard. Some days it almost seemed as if World War III was inevitable and we were just passing time until the sirens went off.

I remember hearing about The Road Warrior around the lunch table long before I actually saw it. Some of my friends had either seen it on cable or VHS, and those of us who hadn’t due to having parents who actually paid attention to movie ratings listened in amazement to their recitations of the film’s plot and events. By the time I actually saw the movie for myself, I had already built up quite a preconceived notion as to what the film would be. It’s a sign of the movie’s quality that, although it didn’t match what I had envisioned, it still was an impressive film-viewing experience.

The Road Warrior has had a constant albeit subtle influence on me over the years, affecting everything from playing with action figures to fashion choice during my punk rock years to scenarios for role-playing games. I remember my brother and I playing with our Star Wars and G.I. Joe figures in a game we called “Warriors of the Wasteland,” wherein the figures prowled the concrete floor of our basement searching out fuel in the form of Lite-Brite pegs and dealing with a mutated cockroach named “Cookie” who ran the only remaining diner left on the wasted Earth. Later years saw me using the same plot and events from The Road Warrior in a Star Frontiers game when the PC’s ship had to ditch on the charred cinder of a world.

Now that I’m creating a radioactive sandbox, it’s time to see what I can use from the film for that purpose. The most obvious choice would be the idea of fuel as wealth, but there’s a slight problem with that in Gamma World. As you might know, the usual power sources on Gamma Terra are various energy cells left over from the Shadow Years. These aren’t the type of thing a wasteland community is going to be able to produce on their own, although it might be possible for them to be in possession of a stockpile of energy cells somehow. However, the idea of the Red Death encamped outside the walls and demanding the villagers “give up the cells” just doesn’t do it for me. It must be gazzahleen or nothing. (Sorry, but do to the pronunciation of “gasoline” with an Aussie twang in The Road Warrior, the fuel of Gamma World has officially become gazzahleen.)

Further reading of the Gamma World rulebook indicates this isn’t as unthinkable as it would appear. Under the descriptions for the Civilian Ground Car and Military Ground Car, both are alcohol-powered rather than cell-powered. I’ll assume that’s a matter of convenience rather than design, having those vehicles converted over to alcohol power after gazzahleen became extremely rare. I suspect that with a little tinkering I might be able to bolt the rules for gas and alcohol powered vehicles from Twilight 2000 into a Gamma World-friendly format, opening up the possibility of trading gaz for all sorts of supplies and using it as intended to outrace mutants in the badlands.

Less obvious but still cool to steal concepts would include the razor-edged boomerang employed by the Feral Kid, the wrist crossbow used by Wez, and explosive booby traps and knives hidden under particularly choice vehicles. And what would the apocalypse be without an evil leader known by an adjective. Perhaps the PCs will cross vibroblades with The Ferocious?

Of the Mad Max trilogy, The Road Warrior remains my favorite. I readily admit that it lacks the depth of Mad Max, but it does a good job of recasting Max in the role of the Western drifter hero and giving the viewer a films powered by a potent mix of gasoline, nitrous oxide, and testosterone. A much better job than the sequel, Mad Max: Beyond Thunderdome does, a film that proves the film law which states if you want to screw up a successful film franchise, just add children to the cast (I’m looking at you guys, Indiana Jones and the Temple of Doom, The Mummy Returns, and Star Wars: The Phantom Menace) at any length.

In revisiting the film for inspiration, I admit that the movie has lost some of its impact, but if this is due to familiarity with the film or simply a maturation of taste, I’m not 100% sure. The plot did seem more straightforward than I remembered it to be, for instance, and I’m certain that if it was done nowadays, we’d see an even more emotionally detached Max to begin with so as to make his ultimate re-humanization that more poignant. The film does deliver in one regard by reminding us how much fun it was to have Mel Gibson star in a movie before he began engaging in his recent objectionable antics.

Tuesday, September 14, 2010

Countdown to Armageddon

The Labyrinth Lord game is gradually reaching the point where it is almost self-perpetuating. With the amount of game prep slowly dwindling each week, I’m finding I have more time to dedicate to a “fall cleaning,” wiping out a laundry list of multi-tasking attempts that have inhibited me making advancements. Many things are still outstanding, but progress has been made and I feel like I’m gradually getting a handle on my life again. Maybe I can get back to writing posts of greater substance again soon.

As I mentioned some time back, it has become my intention to follow up the Labyrinth Lord campaign with a Gamma World game sometime next year. To that end I’ve had to make a decision regarding what edition I’ll be running before I can start the groundwork needed using Rob Conley’s step-by-step sandbox generation scheme. Normally, picking an edition of a game is not too large of a task. After all, even the oldest of rpgs has only four editions to choose from, right? If you follow the party line, that is.

Not so with good old Gamma World, for I own every edition of the game that’s currently available. For those of you ill-versed in Gamma World’s publishing history, that consists of roughly seven versions (with an eighth on the way). There’s the 1978 original by Ward and Jaquet, which was followed by a clarified second edition in 1983. Three years later saw a 3rd edition that made use of one of those universal colored result tables which had infected nearly every game TSR was putting out at that time. In 1992, a version that introduced character classes and 2nd edition D&D-esque rules was released (including what I believe was the first use of ascending armor class—that favorite old school beating horse—in a TSR game). In 2000, a Gamma World source book for the Alternity rules was released—one month after Wizards of the Coast announced it was killing the Alternity line. Gamma World would see two versions released in 2002. One was a d20 mini-game called “Omega World” that appeared in the pages of Dungeon/Polyhedron magazine in September. In November, Sword & Sorcery Studios released a d20 Modern version of the game. Next month, WotC will be releasing a version that looks to be based on the 4th Edition D&D rules with a collectable card element. As you can see, this gives me quite a selection to choose from.

In addition to official Gamma World editions, I also own two versions of Metamorphosis Alpha: the revised 1st edition PDF by WardCo and the 25th anniversary edition produced by Fast Forward Entertainment. And then there’s Mutant Future as well.

Luckily, despite the plethora (“It’s a sweater!”) of choices, for my purposes it actually just boils down to two: 1st or 2nd edition. The 3rd edition’s color chart wasn’t a favorite back in ’86 and Gamma World with classes just feels wrong to me, which removes 4th edition from the running. I’ve never played Alternity and I’m not about to start now, and my avoidance of d20 systems in whatever form easily dismisses Omega World and Sword & Sorcery’s take on the tile. Plus, I never really kindled to SSS’s version of Gamma Terra.

So with two editions in the running, what am I to do? Rather than pit them against one another in Thunderdome (which would be appropriate, but costly to construct and the attempt to get two inanimate books to fight might earn me a trip to the Shady Valley Asylum), I’m currently doing a point-by-point comparison of the rule systems to see where they diverge. This effort has been rather eye-opening and surprising.
I initially thought that I’d run 1st edition with a few elements of 2nd edition thrown it. I figured that by starting with the earliest true edition of Gamma World, I could go down my own path and “imagine the hell out of it” like we in the old school seem fond of doing. In truth, the differences between the two versions aren't all that many and the 2nd edition does do an excellent job of clarifying certain rules without altering them too much. It seems that it would be far easier to adopt the few rules from 1st edition that were cut from the 2nd rather than try things the other way around.

The only change that rankles me was the alteration to the reaction table between the two systems. The original edition uses what became the Moldvay 2d6 chart, which I can adjudicate in my sleep, while the 2nd edition uses a d20-based table. I considered swapping the two, but after breaking down the particulars and various modifiers, it’d be easier just to stick with the table as is in 2nd edition.

Amongst the discoveries I found in carefully re-reading the 2nd edition of Gamma World was the fact that I was incorrectly rolling random mutations back when I played this version in the ‘80s (it turns out you’re supposed to add your CON score to the d% roll when determining your initial Physical mutations and your INT score when rolling for Mental mutations, which is something we never did.) There’s also an extremely simple but effective rule for knocking out opponents, one that can easily be used in D&D if you’re tired of house ruling or using the tables in the DMG to adjudicate such matters. As much as I love the flow charts for figuring out artifacts from 1st edition, I will admit that from my own testing the 2nd edition version is simpler and cleaner (and possibly a bit more lethal).

Despite my decision to use the 2nd edition as the default rule system, you simply must expect that I’ll be bolting on what I consider the missing pieces to it. Combat fatigue, missing from 2nd edition will return, as will experience points. I intend to keep the Rank system of 2nd edition, but that will measure the PCs status and renown in the wasteland. Experience points will affect level and the associated bonuses gained randomly from advancing.

I’ll be cherry-picking from the other versions as well. One of the things that I did enjoy from the 3rd edition was that mutated plants became an official character choice. I intended to reintroduce them, but wasn’t looking forward to trying to convert them from the CSR table to standard rules. They appear in 4th edition which makes them closer to the base line, but there’s still too much extra information for my taste. Thankfully, Mutant Future has a version that works almost perfectly with 2nd edition, as well as providing rules for android PCs that will also be stolen. I prefer 4th edition’s increased number of Tech Levels (from 0-VI over I-III in 2nd edition) so I’ll be using that method of grading technology and settlements’ knowledge and possession of such. The Alternity version has some nice maps of settlements and encounter sites that I’ll be taking, and I’m sure I find something from Sword & Sorcery Studios splat books to steal (maybe that Maliszewski character has got something useful to contribute in Out of the Vaults). I will most certainly be utilizing every random post-apocalyptic “treasure” table from all the editions.

I actually very excited about this prospect. I’ve had a half-baked scheme for years about dismantling Gamma World’s various versions to build my own comprehensive homebrewed mutation and now it seems like it will finally come true. To document both this process and my building of a radioactive sandbox to play in next year, I intend to do occasional posts regarding Gamma World. Not only will I cover my efforts to follow Rob’s step-by-step sandbox creation method, leaving out certain information to avoid spoiling the campaign, but I’ll be looking at various sources of inspiration and may even give a complete cover-to-cover break down of 1st and 2nd edition Gamma World for those of you wishing to know the strength, weaknesses, and differences of both systems. All of these posts will appear under the header of “Countdown to Armageddon” (ain’t I a wit?). Look for more in the near future starting with a re-evaluation of The Godfather of post-apocalyptic movies, The Road Warrior (or Mad Max 2 for you non-Americans).