We have played 3 sessions of 1992 Gamma World. It is like the older 1978 and 1983 editions, but the rules are closer to 2nd edition AD&D, but with some things that would later get incorporated into 3rd edition D&D, such as ascending AC.
Observations and notes.
Like FASERIP, characters can be weak or powerful. Someone can get lucky and get more and more mutations.
Nobody wants to play a pure strain human (THAT IS BORING) because you do not get any mutations and nobody cares about robot recognition.
We are trying to play the game as written, but I have grown very accustom to having the players roll all the dice. To keep in the spirit of the original game, I, as game master have been rolling hit rolls and I really do not like it.
Hit points are roll 1d6 for each point of constitution. Average 10 con might yield 35ish hit points. However, much like mutations, it is very swingy. You can get a real weakling in hit points or the other extreme.
The implied setting is much more conducive to the group I play with. They are goofy. The discount authority. They just want to wander the wasteland and cause havoc.
One of the players named their character Sam Hell after some B-movie called Hell Comes to Frogtown.
#rpg #ttrpg #gammaworld #osr