Earth lies in radioactive ruins. A hundred years or more have passed since the Big Mistake, and the world is plagued by savage marauders and monstrous mutated beasts. In this world of Terra Gamma, brave mutant adventurers delve into the ruins in search of priceless technology—weapons and machines left over from our own 21st century, as well as fantastically advanced technology from alternate universes. Welcome to Gamma World!
Rich Baker, one of the designers of the new D&D Gamma World Roleplaying Game, and Steve Schubert, lead developer, take a look at one of the most interesting components in the new Gamma World game—the Alpha Mutation and Omega Tech cards.
Rich: OK, let’s get this one out of the way right at the start: Why introduce a card component into the Gamma World RPG? Well, the short answer is that we think it makes your game better and gives you a brand-new set of tools to play with. We can offer you options in this format that would be hard to do with a different approach because the medium of cards lets us try things with game play and character abilities we just couldn’t do with a different mechanism. For example, finding tech in Gamma World is a lot like finding magical items in D&D. By treating items of advanced tech as “cards,” you can randomly determine what’s found by a simple draw rather than rolling on a chart or trying to stock an adventure with things your characters might want—and you can hand that card to a player and say, “Now you have this!” Many D&D DMs already encourage their players to provide wish lists of items they’d like their characters to find someday. Once you start doing something like that, it’s not much of a leap for a player to provide his own wish list in the form of his own deck of tech items he wants to find.
If you’re really worried about whether the booster cards belong at your game table, don’t panic—Gamma World is a lot more than its collectible component. Each Gamma World Roleplaying Game box includes a deck of 80 cards. The starter deck isn’t randomized, and you never need to buy another card for the game if you don’t want to (although we hope you’ll give them a try!) Much of your character is composed of things that aren’t developed through card play. For example, your mutant origins are presented more or less like mini-character classes or themes in the text of the rulebook. Likewise, you don’t need cards to choose your gear, determine your skills, or roll your ability scores. The booster cards are cool, but you can play without them.
Steve: We want setup to be very fast in Gamma World, to get you into the game and playing within minutes of opening the box. By putting powers and items on cards that you randomly draw, we reduce the rules burden on players. By that, I mean that a player won’t need to read through a chapter full of mutations or items to start playing. You learn the powers one at a time, but spread across encounters as you draw a power or item and learn to use that rules element during an encounter.
The card deck also fulfills the same purpose as a random table in a book, but in a way that is easier to pass around the table and keep in front of players. If all the mutations were in a chapter with a die-roll based table, you might still be able to randomly generate mutations each encounter, but the whole book needs to be passed around, players would need to copy the power out of the book, and it would generally be slower. The physical nature of the card lends itself perfectly to ease of play.
Alpha Mutations and Omega Tech
Rich: We considered using cards to handle many different parts of character generation, but early on in design we realized that it was important for characters to include a permanent (or mostly permanent) core identity that card play wouldn’t greatly change. If you’re a pyrokinetic yeti at the start of the day, and after a few card draws you’re a giant android, well, that’s perhaps too weird even for Gamma World. So we wanted the highly random elements of card play to reflect only part of what your character was about, not everything he or she could do. That led us to the ideas of Alpha mutations and Omega tech.
Alpha mutations represent the strange, unexplained, uncontrollable manifestations of your mutant powers. Maybe in an alternate worldline you always had wings, and the fact that you’re suddenly flapping them now means that reality just hiccupped for you. Or maybe some unknown factor in your immediate environment—low-level radiation, or a mutagenic toxin—takes effect, provoking a response from your insanely adaptable mutant body. Whatever the cause, the important thing is that you’ve always got one mutation that’s more or less completely random. It lasts for a while, and then when you expend it (or just call your day of adventuring done) it’s gone, and you find yourself with a different power. Basically, Alpha mutations are a great place for us to provide your character with powers that are too narrow, too powerful, or too goofy to be something that should be part of your character’s permanent mutation themes. I mean, what are the odds that someone’s going to life-leech you when you’ve got anti-life leech? If that’s your current Alpha mutation, you just give a little shrug and wait to see if you get a different or better one later.
Omega tech consists of the sci-fi devices you find in the game. Terra Gamma is basically the ruins of our own modern world, so things like pickup trucks and CD players and 9mm pistols are pretty common, even if they’re better than anything the natives of Gamma World could make for themselves now. Powered armor, anti-grav tech, plasma rifles, vibroswords, and other far-future tech we haven’t invented yet. These elements were introduced into the world from parallel universes during the Big Mistake, and just like in previous editions of Gamma World, they’re the most powerful weaponry and defenses you can find in the game. In effect, each one is a magic item. Much of your gear—swords, spears, modern-day rifles, bulletproof vests—is just gear you can buy or find anywhere, but the sci-fi stuff you acquire by drawing from the Omega deck.
The GM’s Starter Deck
Rich: The Gamma World box includes a starter deck of 80 cards, which we call the GM’s deck. These mutations and items range from virtually useless to really pretty good. Part of the fun of Gamma World is that you don’t know whether you’re going to draw from the deck you’ve built for yourself, which presumably includes mutations and items you would like your character to have, or from the GM’s deck, which is a complete grab-bag. Hilarity often ensues.
Steve: The GM could also set aside specific cards as rewards for specific quests or encounters. That leaky fusion rifle might be a (mostly) non-leaky version used by the tusker general, that gets damaged when he’s defeated. Or specific mutations could erupt due to an environmental effect in an encounter.
Building Your Character’s Deck
Rich: If you decide to bring your own booster cards to a Gamma World game, you build yourself two player draw decks: an Alpha mutation deck and an Omega tech deck. When it’s time to draw your next card, drawing from decks you created naturally offers an advantage over drawing whatever happens to be at the top of the GM’s deck. However, it’s not always to your advantage to simply stock up on the biggest, most awesome cards you can find.
In both categories, each card has one of three types. Alpha mutations have the Bio, Dark, or Psi types; Omega tech has the Area 52, Ishtar, or Xi types. These types describe the card’s origin or affinity. For example, if you develop Poison Spurs, that’s a biological mutation, so it has the Bio type. If you find a mass pistol, that’s Area 52 alien technology. Different characters have affinity for different types of mutation or technology. If your primary mutant origin is dark energy, it usually offers a bonus for using Alpha mutations of the Dark type. One of the benefits of this approach is that a great mutation such as Disintegrating Touch looks better to some characters than others—not all characters want to build Alpha draw decks containing the exact same “best” cards.
Steve: The card types also allow a player or DM to customize a deck to suit a particular sub-genre of a post-apocalyptic campaign world. Want an alien-invasion themed game? Use Area 52 tech cards and Dark or Psi Alpha cards.
Playing Cards and Refreshing Your Deck
Rich: Most Alpha and Omega cards are encounter powers—as long as you have the card readied, you can use it once per encounter. However, these two different character capabilities come into play and are expended through different mechanisms.
Alpha cards are always cycling through your character. When you finish a long rest, you shuffle your Alpha deck and draw one card to be your readied power. It lasts until the end of your next encounter (or until you use it up), then you draw a new one. You always have another Alpha power on the way. You can also change your Alpha card in the middle of a fight if you roll a natural 1 on any d20 roll—you experience an Alpha flux, and you immediately discard your current card and draw a new one. Hilarity often ensues.
Omega cards you need to find. When the GM tells you that you’ve found an Omega tech cache, you get to draw an Omega card. Each time you do, you roll a d20. On a 9 or less you draw off the GM’s deck, which includes an assortment of devices that may be great or may be unusable; on a 10 or better, you draw off your own Omega deck. Unlike Alpha mutations, which are automatically expended when you use them, Omega tech can linger. Each time you use a piece of Omega tech, you make a charge check to see if it’s used up or not. With a little luck, you might be able to keep a good piece of tech around for several fights, or indefinitely if you just save it for a rainy day.
Steve: The system is set up to provide one Alpha card and one or two Omega techs as options for characters during any given encounter. The Alpha cards cycle naturally (they get drawn, played, and discarded), whereas the Omega cards typically have a single use but might retain a charge allowing them to be used in the next encounter as well.
While the rules allow for random treasure draws, you and your GM need to shape the story around why that item might be just lying around. Part of the fun is making stuff up.
Overcharge and Salvage
Rich: Omega tech and Alpha mutations are also different because each offers its own unique subsystem. You can try to push an Alpha mutation for even greater effect, while Omega tech can be salvaged so that it becomes a permanent and durable piece of gear for your character.
Salvaging Omega tech means choosing an item to stick around even after you blow your charge check. Somehow you find a way to keep it working at a reduced level—maybe you jury-rig a car battery to your laser pistol or figure out a bit of crude programming code that lets you run your teleport pads with an iPhone. Powered armor that doesn’t have any juice left for its onboard weapons or flight pack is still pretty good armor, after all. The salvage system means that if you begin to think of your character as “the guy with the fusion rifle,” you get to keep your fusion rifle even after its charge is gone—it’s just good, not awesome, now. The number of salvage slots you have available depends on your character level.
Pushing your use of an Alpha mutation is called overcharging. When you overcharge, you roll a d20. On a 10 or better, you gain the greater benefit of the overcharged ability. Your radiation eye deals a ton more damage, or you can stay airborne while you’re flying, or your damage resistance shoots through the roof. On a 9 or less, your overcharge fails, sometimes spectacularly; hilarity often ensues.
Steve: The salvage slots let us give characters another way to advance some of their basic abilities–they provide upgrades to defenses and attacks that don’t need to be accounted for in the level progression. You still must be high enough level to correctly salvage an item, and that “you must be this high to enter” restriction lets us design items with powers that are perfectly cool at a higher level but might be unbalanced at low levels of play. But even the Salvage 8 items like the grav mortar still have a really cool single-use effect, so they can be good draws even if you can’t salvage it afterward.
On overcharge, my advice is to always do it. It might not always be the smartest thing to do, but it will certainly make for memorable game nights!
About the Authors
Richard Baker is an award-winning game designer who has written numerous D&D adventures and sourcebooks, including the Manual of the Planes, Draconomicon 2, and the Dark Sun Campaign Guide. He’s also a New York Times bestselling author best-selling author of FORGOTTEN REALMS novels such as Condemnation, the Last Mythal trilogy, and the Blades of the Moonsea series.
Stephen Schubert is a game developer for Wizards of the Coast and is the Development Manager for RPGs and the DUNGEONS & DRAGONS game. He has provided development and design work for many 4th Edition D&D products, including the Monster Manual and Player’s Handbook series as well as the Gamma World Roleplaying Game.