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Mutants Are People Too: D&D Gamma World
Posted by Brian Armitage
Years ago, my friend Nick came into the room all excited, holding a copy of Polyhedron. He flipped the magazine open and told us about Omega World, a post-apocalyptic roleplaying system where you randomly generated your character, and would probably die really quickly.
We played, and it was hilarious.
Wizards of the Coast did a very smart thing by releasing the D&D Gamma World box set. You get the same wonderful randomness of the original Omega World supplement, only amped up.
The story goes that the Large Hadron Collider finally worked, and when it did, it collapsed the multiverse. Now, facets of a bazillion dimensions are smashed together in our own, resulting in a bizarre, fluctuating reality that your characters call home.
In ends up very much like Max Max plus Ninja Turtles.
You roll dice to determine your powers, stats, and even equipment. You can then pick what size weapon and armor you get, then – the best part – what it is. For example, I took a one-handed light melee weapon, and decided it was half of a pair of pruning shears. I also chose heavy armor, which I determined was made fr0m a melted car hood.
My character – randomly generated – had very similar psychic abilities to my friend Cody’s character, so we decided we were twins. We palled around with a highly radioactive fellow who shot lasers from his eyes, fighting mutant pig-men and monsters from the wasteland.
Just before I had to go, a couple of our other friends showed up, and we made them characters. They ended up with a giant electric bear and a sentient swarm of clams.
Gamma World is delightfully silly sci-fi fun. As Nick observed, it’s made for the kind of roleplaying you started with, if you were anything like my group: goofy, violent slapstick. It’s a great excuse to kick back with some friends and play out some improv comedy.
The rules system is based on D&D 4th Edition, which I’m not as familiar with. Even so, everything from character generation to combat is easy to pick up, once you figure out the math for all your bonuses. Is it just me, or are there more numbers to add together than in 3.5/Pathfinder?
Many thanks to Nick for running the game. Can’t wait until the next one.
On Pretending to be Evil
Posted by Brian Armitage
Distant Silence is a bad, bad man. And so are his friends.
A Deathknight in the service of the First and Forsaken Lion, he was ordered to overthrow and corrupt one of the great cities of the world. He gladly accepted the mission.
He groomed an elderly couple of miners to lead a revolution against their oppressors. He then quietly assassinated them, blamed their deaths on the local government, and whipped the rest of the miners into a bloodthirsty mob.
He kidnapped people for his co-conspirators to turn into undead monsters. Or just to eat.
He’s a roleplaying character. Played by me.
I debated with myself when my friend offered me a spot in the game. We’d be playing as Abyssal Exalted — arguably the worst kind of people in the Exalted setting. They’re beings with a corrupted essence. Evil by nature, driven to destroy Creation. Not for pastors, right?
I decided to play for a few reasons.
One, I have a clear boundary in my head between fantasy and reality. I can play a character with horrid motivations without living vicariously through him. Side note: if it’s hard for you to separate yourself from your character, it’s probably a bad idea for you to play an evil character.
There’s a certain comedy to fake evil. We can laugh at how awful pretend people are, especially when it’s ridiculously over-the-top (as it was in this game). I can’t laugh like that at the real thing. My conscience was paying attention to this game, but wasn’t offended at the idea.
Two, I hadn’t spent much time with that group of friends in far too long. Mind you, if it weren’t for reason one, this reason wouldn’t be valid.
Third, I wanted to try something. It’s easy to think of an evil character as a cackling madman, bent on doing every bad thing he can think of doing. Burn down the orphanage. Kick a puppy. Have a light snack, then overthrow the government. Mwahahaha.
I wanted to try a more realistic route. I wanted to demonstrate how evil actually works.
So, I tried to play Distant Silence thus: I had him operate solely on his own agenda. I never let him question the morality of his choices; I didn’t let him care.
If he appeared humble and loyal, it was to avoid punishment. If he appeared self-sacrificing, it was because it suited his desires. And if he told the truth, it was only because lying would be less convenient.
I think it worked.
As I think about it, one of my real struggles slipped into the character. Distant Silence loved proving he was better than someone else. He did it by manipulating them. I often do it with scorn.
The difference between him and me is that I’m fighting that pride. He revels in it. I pray it will always be so.
Gamers, do you ever play evil characters? How do you play them? Do you ever stray across that line between fantasy and reality?
Gamers and non-gamers alike, what do you think of my take on portraying evil?
Posted in Christianity, Gaming, Geekery, Holiness
Tags: Abyssal Exalted, evil, Exalted, gaming, morality, pen-and-paper, reality, roleplaying, tabletop, White-Wolf

