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Science fantasy is a hybrid genre within speculative fiction that simultaneously draws upon or combines tropes and elements from both science fiction and fantasy . In a conventional science fiction story, the world is presented as grounded by the laws of nature and comprehensible by science, while a conventional fantasy story contains mostly supernatural elements that do not obey the scientific laws of the real world. The world of science fantasy, however, is laid out to be scientifically logical and often supplied with hard science -like explanations of any supernatural elements.

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96-451: Gamma World is a post-apocalyptic science fantasy role-playing game in which player characters explore Earth centuries after the collapse of civilization, searching for artifacts from the time before "The Great Upheaval". The game was originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrows heavily from Ward's earlier role-playing game, Metamorphosis Alpha . Gamma World takes place in

192-412: A space opera ". Dice A die ( sg. : die or dice ; pl. : dice ) is a small, throwable object with marked sides that can rest in multiple positions. Dice are used for generating random values , commonly as part of tabletop games , including dice games , board games , role-playing games , and games of chance . A traditional die is a cube with each of its six faces marked with

288-400: A standard , expresses a dice roll as n d s or n D s , where n is the number of dice rolled and s is the number of sides on each die; if only one die is rolled, n is normally not shown. For example, d4 denotes one four-sided die; 6d8 means the player should roll six eight-sided dice and sum the results. The notation also allows for adding or subtracting a constant amount c to

384-492: A campaign upon." However, Costikyan was appalled by the lack of hard science, calling the game "idiotic pseudo-science". Costikyan concluded, "I'm surprised that even TSR would attempt to foist junk like Gamma World off on an unsuspecting public." In the 1980 book The Complete Book of Wargames , game designer Jon Freeman reviewed the first edition and commented, "This is in every sense an improved version of Metamorphosis Alpha . Rules have been tightened and elaborated, and

480-415: A counting sequence starting at one. One variation on the standard die is known as the "average" die. These are six-sided dice with sides numbered 2, 3, 3, 4, 4, 5 , which have the same arithmetic mean as a standard die (3.5 for a single die, 7 for a pair of dice), but have a narrower range of possible values (2 through 5 for one, 4 through 10 for a pair). They are used in some table-top wargames , where

576-600: A different number of dots ( pips ) from one to six. When thrown or rolled, the die comes to rest showing a random integer from one to six on its upper surface, with each value being equally likely. Dice may also have polyhedral or irregular shapes, may have faces marked with numerals or symbols instead of pips and may have their numbers carved out from the material of the dice instead of marked on it. Loaded dice are specifically designed or modified to favor some results over others for cheating or entertainment. Dice have been used since before recorded history, and their origin

672-437: A different way. On some four-sided dice, each face features multiple numbers, with the same number printed near each vertex on all sides. In this case, the number around the vertex pointing up is used. Alternatively, the numbers on a tetrahedral die can be placed at the middle of the edges, in which case the numbers around the base are used. Normally, the faces on a die will be placed so opposite faces will add up to one more than

768-453: A gem worth its weight in gold, it is indeed sometimes hilarious." Brassinne pointed out that because of similarities in rules, this game could theoretically be combined with other TSR games such as AD&D , but he warned, "be careful, because this is not a walk of pleasure — I experienced it with characters from D&D and I can assure you that I will not do it again soon." Brassinne concluded, "Given dice, cards, modules, pencils and time,

864-472: A great campaign setting for any post-apocalyptic campaign, this super series could be for you." The 4th edition of Gamma World was a 192-page softcover book, written by Bruce Nesmith and James M. Ward , published in May 1992 by TSR. This version of the game abandoned the 3rd edition's Action Control Table for mechanics resembling 2nd Edition Advanced Dungeons & Dragons . TSR published five accessories for

960-536: A hundred science-fiction novels for material. It seems to be better organized than its cousin [ Metamorphosis Alpha ], and the campaign map of an altered America is almost worth the cost of the game itself." Ronald Pehr reviewed the first edition of Gamma World in The Space Gamer No. 32 and commented "If you liked its progenitors, Gamma World is an interesting variant. Beginning players should find it easy to learn, and referees are challenged to create

1056-407: A method by which dice can be used to generate passphrases . Diceware is a method recommended for generating secure but memorable passphrases, by repeatedly rolling five dice and picking the corresponding word from a pre-generated list. In many gaming contexts, especially tabletop role-playing games, shorthand notations representing different dice rolls are used. A very common notation, considered

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1152-471: A mixture of science fiction and fantasy in Startling Stories magazine. Critic Judith Murry considered science fantasy as works of fantasy in which magic has a natural scientific basis. Science fiction critic John Clute chose the narrower term "technological fantasy" from the broader concept of "science fiction". The label first came into wide use after many science fantasy stories were published in

1248-456: A more sober and serious approach to the concept of a post-nuclear world, at odds with the more light-hearted and adventurous approach taken by previous editions; it was also the first edition of the game to include fantastical nanotechnology on a large scale. In August 2005, White Wolf announced that it was reverting the rights to publish Gamma World products back to Wizards of the Coast, putting

1344-435: A narrower range of numbers is required. Other numbered variations include Sicherman dice and intransitive dice . A die can be constructed in the shape of a sphere, with the addition of an internal cavity in the shape of the dual polyhedron of the desired die shape and an internal weight. The weight will settle in one of the points of the internal cavity, causing it to settle with one of the numbers uppermost. For instance,

1440-562: A nod to Gamma World' s reputation for being repeatedly revised, the book's back cover states "That's right, it's the return of the Gamma World ".) The Gamma World Campaign Setting ( ISBN   0-7869-1629-X ) was a 192-page softcover book written by Andy Collins and Jeff Grubb , published in 2000 by Wizards of the Coast (WOTC), only a month after WOTC announced its cancellation of the Alternity line. This version of Gamma World

1536-475: A paint of the same density as the material used for the dice, such that the center of gravity of the dice is as close to the geometric center as possible. This mitigates concerns that the pips will cause a small bias. All such dice are stamped with a serial number to prevent potential cheaters from substituting a die. Precision backgammon dice are made the same way; they tend to be slightly smaller and have rounded corners and edges, to allow better movement inside

1632-515: A pair of boxcars on a freight train. Many rolls have names in the game of craps . Using Unicode characters, the faces can be shown in text using the range U+2680 to U+2685 or using decimal ⚀ to ⚅ , and the emoji using U+1F3B2 or 🎲 from the Miscellaneous Symbols and Pictographs block. A loaded, weighted, cheat, or crooked die is one that has been tampered with so that it will land with

1728-469: A playable, balanced world. It's somewhat expensive and the sudden-death power of futuristic weaponry and the lack of character 'levels' may put you off, but if the basic premise is appealing you'll probably enjoy Gamma World ." In the July 1980 issue of Fantastic Science Fiction , Greg Costikyan called the rules of the first edition "reasonably well written, if poorly organized; they are sufficient to base

1824-623: A single six-sided die yields a uniform distribution, where each number from 1 to 6 has an equal chance of appearing. However, when rolling two dice and summing the results, the probability distribution shifts, as some sums (like 7) become more likely than others (like 2 or 12). These distributions can model real-world scenarios or mathematical constructs, making dice a practical tool for teaching and exploring concepts in probability theory. Common dice are small cubes , most often 1.6 cm (0.63 in) across, whose faces are numbered from one to six, usually by patterns of round dots called pips . (While

1920-454: A specific side facing upwards more often or less often than a fair die would. There are several methods for making loaded dice, including rounded faces, off-square faces, and weights. Casinos and gambling halls frequently use transparent cellulose acetate dice, as tampering is easier to detect than with opaque dice. Various shapes such as two-sided or four-sided dice are documented in archaeological findings; for example, from Ancient Egypt and

2016-405: A sphere with an octahedral cavity and a small internal weight will settle with one of the 6 points of the cavity held downwards by the weight. Many board games use dice to randomize how far pieces move or to settle conflicts. Typically, this has meant that rolling higher numbers is better. Some games, such as Axis & Allies , have inverted this system by making the lower values more potent. In

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2112-580: A synonym for science fiction. In the 1950s, the British journalist Walter Gillings considered science fantasy as a part of science fiction that was not plausible from the point of view of the science of the time (for example, the use of nuclear weapons in H.G. Wells' novel The World Set Free was a science fantasy from the point of view of Newtonian physics and a work of science fiction from the point of view of Einstein's theory). In 1948, writer Marion Zimmer (later known as Zimmer Bradley) called "science fantasy"

2208-468: A topsy-turvy world, where the average pure-strain human is hard-pressed to exist among plants and animals mutated by humanity's wars. But if you like a challenge, and want to role-play something really different — Gamma World could be it." In Issue 37 of the French games magazine Casus Belli , Denis Beck found many improvements in the third edition, writing, "Even if Gamma World sometimes reminds us of

2304-418: A transposition of AD&D into the future, this new version — where we do not find the many problems that handicapped the previous editions — really looks good alongside other post-apocalypse games." Beck concluded, "It may not be the game of the year, but fans of The Great Upheaval will find plenty to enjoy here." In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan reviewed

2400-403: A variety of probability distributions . For instance, 10-sided dice can be rolled in pairs to produce a uniform distribution of random percentages, and summing the values of multiple dice will produce approximations to normal distributions . Unlike other common dice, a four-sided (tetrahedral) die does not have a side that faces upward when it is at rest on a surface, so it must be read in

2496-590: A video game adaptation was announced at E3 called Gamma World: Alpha Mutation for the Xbox 360 , PlayStation 3 and PC. It was to be developed by Bedlam Games and published by Atari . Unfortunately, due to unknown reasons, it was cancelled. Science fantasy During the Golden Age of Science Fiction , science fantasy stories were seen in sharp contrast to the terse, scientifically plausible material that came to dominate mainstream science fiction, typified by

2592-452: A village scale, plunging the world into a Dark Age . In many editions of the game, technology is at best quasi-medieval (in the first edition, the crossbow is described as "the ultimate weapon" for most Gamma World societies). Some, such as the 2003 and, to a lesser degree the 2010 edition, feature advanced technology that is well known and often easily available. In contrast, super-science artifacts in earlier editions were risky to use due to

2688-475: Is craps , where two dice are thrown simultaneously and wagers are made on the total value of the two dice. Dice are frequently used to introduce randomness into board games , where they are often used to decide the distance through which a piece will move along the board (as in backgammon and Monopoly ). Thrown or simulated dice are sometimes used to generate specific probability distributions, which are fundamental to probability theory . For example, rolling

2784-492: Is called "left-handed". Western dice are normally right-handed, and Chinese dice are normally left-handed. The pips on standard six-sided dice are arranged in specific patterns as shown. Asian style dice bear similar patterns to Western ones, but the pips are closer to the center of the face; in addition, the pips are differently sized on Asian style dice, and the pips are colored red on the 1 and 4 sides. Red fours may be of Indian origin. Non-precision dice are manufactured via

2880-714: Is frequently used. Astrological dice are a specialized set of three 12-sided dice for divination; the first die represents the planets, the Sun, the Moon, and the nodes of the Moon, the second die represents the 12 zodiac signs , and the third represents the 12 houses . A specialized icosahedron die provides the answers of the Magic 8 Ball , conventionally used to provide answers to yes-or-no questions. Dice can be used to generate random numbers for use in passwords and cryptography applications. The Electronic Frontier Foundation describes

2976-447: Is good quality - let there be no mistake. This has not been thrown together in haste by earnest amateurs over glasses of cheap booze. It is a thoroughly professional job which deserves a place on the shelf (and the playing table) of anyone remotely interested in the science fiction game-setting." In the 1979 book The Playboy Winner's Guide to Board Games , John Jackson reviewed the first edition, and noted that " Gama World could draw on

Gamma World - Misplaced Pages Continue

3072-688: Is mostly random, and features one of the game's most distinctive mechanics, the mutation tables. Players who choose to play mutants roll dice to randomly determine their characters' mutations. All versions of Gamma World eschew a realistic portrayal of genetic mutation to one degree or another, instead giving characters fantastic abilities like psychic powers, laser beams, force fields, life draining and others. Other mutations are extensions or extremes of naturally existing features transposed from different species, such as electrical generation, infravision, quills, extra limbs, dual brains, carapaces, gills, etc. These were offset with defects that also ranged from

3168-459: Is similar to backgammon and dates to the Heian period (794–1185 CE), while e-sugoroku is a racing game . Dice are thrown onto a surface either from the hand or from a container designed for this (such as a cup, tray, or tower ). The face (or corner, in cases such as tetrahedral dice, or edge, for odd-numbered long dice ) of the die that is uppermost when it comes to rest provides the value of

3264-437: Is the 10-sided die, a pentagonal trapezohedron die, whose faces are ten kites , each with two different edge lengths, three different angles, and two different kinds of vertices. Such sets frequently include a second 10-sided die either of contrasting color or numbered by tens, allowing the pair of 10-sided dice to be combined to generate numbers between 1 and 100. Using these dice in various ways, games can closely approximate

3360-725: Is the rivalry among the "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania —often bring them into conflict with the rest of the Gamma World. For example, the Pure Strain Human "Knights of Genetic Purity" seek to exterminate all mutants, while the all-mutant "Iron Society" wants to eliminate unmutated humans. Other rivalries involve attitudes towards Ancient technology, with some Alliances (such as "The Restorationists") seeking to rebuild Ancient society, while others (such as "The Seekers") want to destroy remaining artifacts. Throughout

3456-459: Is then polished via a tumble finishing process similar to rock polishing . The abrasive agent scrapes off all of the paint except for the indents of the numbering. A finer abrasive is then used to polish the die. This process also produces the smoother, rounded edges on the dice. Precision casino dice may have a polished or sand finish, making them transparent or translucent respectively. Casino dice have their pips drilled, then filled flush with

3552-414: Is uncertain. It is hypothesized that dice developed from the practice of fortune-telling with the talus of hoofed animals, colloquially known as knucklebones . The Ancient Egyptian game of senet (played before 3000  BCE and up to the 2nd century CE) was played with flat two-sided throwsticks which indicated the number of squares a player could move, and thus functioned as a form of dice. Perhaps

3648-526: Is unique as the only one not to have accessories or supplements. In September 2002, Omega World , a d20 System mini-game based on Gamma World and written by Jonathan Tweet , was published in Dungeon 94/ Polyhedron 153. Tweet does not plan any expansions for the game, although it received a warm reception from Gamma World fans and players new to the concept alike. In November 2002, Sword & Sorcery Studios (SSS) announced that it had licensed

3744-497: The Amazing Engine Rules. The second edition Gamma World boxed set (with rules designed by Ward, Jaquet, and David James Ritchie ) was released in 1983. Two modules and two accessories were released for this version: TSR also produced four packs of Gamma World miniatures. TSR started production on a third adventure module, which was to be assigned the identification code GW5 and had the working title Rapture of

3840-408: The Gamma World setting from WOTC in order to produce a sixth version of the game. SSS's version of the game, which reached the market in 2003, used the d20 Modern system, and mimicked D&D' s "three core book" model with three hardcover manuals: Sword & Sorcery Studios also published three paperback supplements for the d20 version of Gamma World : This new version of the game presented

3936-480: The System Reference Document , but is not considered a separate D&D setting. The basic box included 80 non-random cards. In addition, random "boosters" of "Alpha Mutation" and "Omega Tech" cards for players are sold separately in packs of eight. This edition of Gamma World includes the following three boxed sets (one core set and two expansion kits): Additional content was released for

Gamma World - Misplaced Pages Continue

4032-529: The ancient Indian Rigveda , Atharvaveda , Mahabharata and Buddhist games list . There are several biblical references to "casting lots" ( Hebrew : יפילו גורל yappîlū ḡōrāl ), as in Psalm 22 , indicating that dicing (or a related activity) was commonplace when the psalm was composed. Knucklebones was a game of skill played in ancient Greece ; a derivative form had the four sides of bones receive different values like modern dice. Although gambling

4128-496: The 1950s and 1960s. The Encyclopedia of Science Fiction points out that as a genre, science fantasy "has never been clearly defined", and was most commonly used in the period between 1950 and 1966. The Star Trek franchise created by Gene Roddenberry is sometimes cited as an example of science fantasy. Writer James F. Broderick describes Star Trek as science fantasy because it includes semi-futuristic as well as supernatural/fantasy elements such as The Q . According to

4224-443: The 1st edition of the game: Grenadier Miniatures also supported the game, with a line of licensed miniatures . At least one other TSR product was announced -- Metamorphosis Alpha to Omega , an adaptation of Metamorphosis Alpha's campaign setting to Gamma World's rules (Anon 1981). Work on the adaptation was halted when a 2nd edition of Gamma World was announced. This was later released as Metamorphosis Alpha to Omega using

4320-524: The 2nd century BCE. Dominoes and playing cards originated in China as developments from dice. The transition from dice to playing cards occurred in China around the Tang dynasty (618–907 CE), and coincides with the technological transition from rolls of manuscripts to block printed books. In Japan, dice were used to play a popular game called sugoroku . There are two types of sugoroku. Ban-sugoroku

4416-508: The 3rd edition and commented "Though Gamma World may sound like a loony-bin version of Twilight: 2000 , it makes for some exciting adventures as the PCs explore a high-tech wonderland of mysterious landmarks and artifacts". Swan concluded by giving the game a rating of 3 out of 4, saying, "It's a bang-up job [...] that is, if you don't take your nuclear holocausts too seriously." Scott Taylor for Black Gate in 2013 rated Gamma World as #8 in

4512-481: The 4th edition: TSR's Gamma World development team announced at Gen Con 1993 that no further products would be released for the 4th edition. They also announced that TSR had restarted development of Metamorphosis Alpha to Omega , but that the manuscript would be completed using the Amazing Engine rules. The 5th version of Gamma World was a supplement for the science-fiction game Alternity . (In

4608-584: The 7th Edition of Gamma World at Game Day 2010 and at the 2010 Penny Arcade Expo , Trouble in Freesboro and Pax Extraterrestria respectively. In addition, a Christmas themed adventure and vehicular combat rules were released online. Additionally, two novels were published in the setting. Sooner Dead by Mel Odom was published February 1, 2011, and Red Sails in the Fallout by Pauli Kidd , published July 5, 2011. In Issue 41 of Moves , Steve List reviewed

4704-554: The Action Control Table (ACT), a single, color-coded chart that allowed players to determine whether a character action succeeded, and the degree of success, with a single roll. (The ACT concept is drawn from the Marvel Super Heroes game published by TSR shortly before development of Gamma World 's third edition.) The ACT requires the referee to cross-reference the difficulty of a character action with

4800-613: The American pulp magazines , such as Robert A. Heinlein 's Magic, Inc. , L. Ron Hubbard 's Slaves of Sleep , and Fletcher Pratt and L. Sprague de Camp 's Harold Shea series. All were relatively rationalistic stories published in John W. Campbell Jr. 's Unknown magazine. These were a deliberate attempt to apply the techniques and attitudes of science fiction to traditional fantasy subjects. Distinguishing between pure science fiction and pure fantasy, Rod Serling argued that

4896-519: The Ancients and social status for themselves. Common adventure themes involve protecting fragile post-apocalypse societies, retrieving Ancient "artifacts" (science fiction gadgetry such as power armor, laser pistols, and anti-grav sleds), or mere survival against the multifarious dangers of the future (such as gun-toting mutant rabbits, rampaging ancient death machines, or other Gamma Worlders bent on mayhem). A recurrent source of conflict on Gamma World

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4992-490: The Deep . This module was not published. However, a 'ghost' Second Edition GW5 Rapture of the Deep module was produced in 2007. The 3rd edition of Gamma World was another boxed set, credited to James M. Ward. It introduced the Action Control Table, a color-coded table used to resolve nearly all actions in the game. (Color-coded tables were something of a trend at TSR in the mid-1980s. After 1984's Marvel Super Heroes proved

5088-571: The Middle East. While the cubical six-sided die became the most common type in many parts of the world, other shapes were always known, like 20-sided dice in Ptolemaic and Roman times. The modern tradition of using sets of polyhedral dice started around the end of the 1960s when non-cubical dice became popular among players of wargames , and since have been employed extensively in role-playing games and trading card games . Dice using both

5184-450: The ability score used to complete that action, determining which column of the ACT is used for that action. The character's player then rolls percentile dice ; the result is compared to appropriate column, determining a degree of success or failure and eliminating the need for second result roll (e.g. the damage roll that many games require after a successful combat action). The fourth edition

5280-534: The actor or attacker, and one representing the opponent) are cross-referenced on a chart. For some actions, such as attacks, the number located on the matrix represents a number the acting player must roll. For other actions (such as determining the result of radiation exposure), the matrix result indicates a non-negotiable result. Gamma World's first two editions had a variety of specialized matrices for different situations (again, closely resembling D&D ). The third edition rules replace specialized matrices with

5376-497: The actual world does not supply', with the stuff of desires, dreams, and dread." Henry Kuttner and C. L. Moore published novels in Startling Stories , alone and together, which were far more romantic . These were closely related to the work that they and others were doing for outlets like Weird Tales , such as Moore's Northwest Smith stories. Ace Books published a number of books as science fantasy during

5472-524: The average Gamma World character not knowing how to properly operate such devices, or possibly even what the device is at all. The post-apocalyptic inhabitants of Earth now refer to their planet as "Gamma World" (or "Gamma Terra" in later editions). Gamma World is a chaotic, dangerous environment that little resembles pre-apocalyptic Earth. The weapons unleashed during the final war were strong enough to alter coastlines, level cities, and leave large areas of land lethally radioactive. These future weapons bathed

5568-435: The character's skills or combat abilities. In fact, in the first three editions of the game, character rank is primarily a measure of the character's social prestige. The game mechanics used for resolving character actions, on the other hand, greatly varied between Gamma World editions. The first two editions, like the early editions of D&D , depend heavily on matrix-based mechanics, where two factors (one representing

5664-413: The d20 Modern rulebook in order to play the game. The seventh version uses a streamlined version of D&D 4th edition mechanics. Character generation choice though was nearly fully removed. Instead of choosing a character class, a player had to roll a twenty-sided die two times and consult an accompanying character origin table. For example, a player might obtain the result "Radioactive Yeti" and gain

5760-400: The dice cup and stop forceful rolls from damaging the playing surface. The word die comes from Old French dé ; from Latin datum "something which is given or played". While the terms ace , deuce , trey , cater , cinque and sice are generally obsolete, with the names of the numbers preferred, they are still used by some professional gamblers to designate different sides of

5856-526: The dice. Ace is from the Latin as , meaning "a unit"; the others are 2 to 6 in Old French . When rolling two dice, certain combinations have slang names. The term snake eyes is a roll of one pip on each die. The Online Etymology Dictionary traces use of the term as far back as 1919. The US term boxcars , also known as midnight , is a roll of six pips on each die. The pair of six pips resembles

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5952-523: The fantastical—such as skin that dissolves in water, or a scent that attracts monsters—to the mundane, such as seizures, madness and phobias. Characters in most versions of Gamma World earn experience points during their adventures, which cause the character's Rank (in some editions, Level) to increase. Unlike D&D , however, the first two editions of Gamma World do not use a concept of true level or character class , and increases in Rank do not affect

6048-406: The first edition and commented, " Gamma World is not a game for those who take their science fiction, science, or technology seriously, but it is a good set of rules for role-playing, provided an energetic referee can be found to run the show." Don Turnbull reviewed the first edition of Gamma World for White Dwarf #10, giving it an overall rating of 9 out of 10, and stated that " Gamma World

6144-416: The former was "the improbable made possible" while the latter was "the impossible made probable". As a combination of the two, science fantasy gives a scientific veneer of realism to things that simply could not happen in the real world under any circumstances. Where science fiction does not permit the existence of fantastical or supernatural elements, science fantasy explicitly relies upon them to complement

6240-572: The game out of print again. Several critics and fans considered Tweet's Omega World to be a superior d20 System treatment of the Gamma World concept. At the Dungeons & Dragons Experience fan convention in early 2010, Wizards of the Coast announced a new version titled D&D Gamma World , eventually released in October of that year. The game is compatible with the D&;D 4th Edition rules and

6336-549: The game's many editions, Gamma World has almost always remained strongly compatible with the then-current edition of Dungeons & Dragons ( D&D ). Attribute generation is much the same for instance with a range of 3 to 18, randomly generated by rolling three six-sided dice. The attributes themselves are the same, but with occasional name changes such as Physical Strength instead of Strength and Mental Strength instead of Wisdom. This allows Gamma World and D&D characters to potentially cross over genres. Character generation

6432-801: The infinite set of prisms . All the rectangular faces are mutually face-transitive, so they are equally probable. The two ends of the prism may be rounded or capped with a pyramid, designed so that the die cannot rest on those faces. 4-sided long dice are easier to roll than tetrahedra and are used in the traditional board games dayakattai and daldøs . The faces of most dice are labelled using sequences of whole numbers, usually starting at one, expressed with either pips or digits. However, there are some applications that require results other than numbers. Examples include letters for Boggle , directions for Warhammer Fantasy Battle , Fudge dice , playing card symbols for poker dice , and instructions for sexual acts using sex dice . Dice may have numbers that do not form

6528-400: The late science fiction author Arthur C. Clarke , many purists argue that Star Trek is science fantasy rather than science fiction because of its scientifically improbable elements, which he partially agreed with. The status of Star Wars as a science fantasy franchise has been debated. In 2015, George Lucas stated that " Star Wars isn't a science-fiction film, it's a fantasy film and

6624-428: The magazine Astounding Science Fiction . Although science fantasy stories at that time were often relegated to the status of children's entertainment, their freedom of imagination and romance proved to be an early major influence on the "New Wave" writers of the 1960s, who became exasperated by the limitations of "Hard Science Fiction" . The term "science fantasy" was coined in 1935 by critic Forrest J. Ackerman as

6720-423: The mid-25th century, more than a century after a second nuclear war had destroyed human civilization. The war that destroyed civilization in Gamma World is only vaguely described in most editions of the game, and what details are provided change from version to version: Later versions altered the reason for the collapse. All editions, however, agree that the cataclysm destroyed all government and society beyond

6816-475: The modern age, a few games and game designers have approached dice in a different way by making each side of the die similarly valuable. In Castles of Burgundy , players spend their dice to take actions based on the die's value. In this game, a six is not better than a one, or vice versa. In Quarriors (and its descendant, Dice Masters ), different sides of the dice can offer completely different abilities. Several sides often give resources while others grant

6912-516: The number of faces. (This is not possible with 4-sided dice and dice with an odd number of faces.) Some dice, such as those with 10 sides, are usually numbered sequentially beginning with 0, in which case the opposite faces will add to one less than the number of faces. Some twenty-sided dice have a different arrangement used for the purpose of keeping track of an integer that counts down, such as health points. These spindown dice are arranged such that adjacent integers appear on adjacent faces, allowing

7008-515: The numerals 6 and 9, which are reciprocally symmetric through rotation, typically distinguish them with a dot or underline. Dice are often sold in sets, matching in color, of six different shapes. Five of the dice are shaped like the Platonic solids , whose faces are regular polygons . Aside from the cube, the other four Platonic solids have 4, 8, 12, and 20 faces, allowing for those number ranges to be generated. The only other common non-cubical die

7104-609: The oldest known dice were excavated as part of a backgammon -like game set at the Burnt City , an archeological site in south-eastern Iran , estimated to be from between 2800 and 2500 BCE. Bone dice from Skara Brae , Scotland have been dated to 3100–2400 BCE. Excavations from graves at Mohenjo-daro , an Indus Valley civilization settlement, unearthed terracotta dice dating to 2500–1900 BCE, including at least one die whose opposite sides all add up to seven, as in modern dice. Games involving dice are mentioned in

7200-399: The organization is clearly superior." Freeman concluded, "While it's not quite as open-ended in scope as Dungeons & Dragons , it has plenty of potential. It's hardly flawless, but Gamma World is one of the best things TSR has produced." In Issue 11 of the French games magazine Jeu et Stratégie , Michel Brassinne found the game mechanics only ordinary, but noted "the mutation table is

7296-411: The outcome of events. Games typically determine results either as a total on one or more dice above or below a fixed number, or a certain number of rolls above a certain number on one or more dice. Due to circumstances or character skill, the initial roll may have a number added to or subtracted from the final result, or have the player roll extra or fewer dice. To keep track of rolls easily, dice notation

7392-411: The plastic injection molding process, often made of polymethyl methacrylate (PMMA) . The pips or numbers on the die are a part of the mold. Different pigments can be added to the dice to make them opaque or transparent, or multiple pigments may be added to make the dice speckled or marbled. The coloring for numbering is achieved by submerging the die entirely in paint, which is allowed to dry. The die

7488-482: The player useful actions. Dice can be used for divination and using dice for such a purpose is called cleromancy . A pair of common dice is usual, though other forms of polyhedra can be used. Tibetan Buddhists sometimes use this method of divination . It is highly likely that the Pythagoreans used the Platonic solids as dice. They referred to such dice as "the dice of the gods" and they sought to understand

7584-486: The powers associated with the "Radioactive" and "Yeti" origins. Attributes, mutations, and skills were also randomly assigned. Two decks of cards comprising the core of a Collectible Card Game are included with the game. One deck represented random Alpha Mutations, which could be drawn to gain temporary powers, and the other contained various Omega Tech, powerful technological devices that could possibly backfire on those that used them. Some 4th edition rules enhancements for

7680-615: The pre-war humans, whom Gamma World's inhabitants refer to as "the Ancients". The only group with significant knowledge of the Ancients are isolated robots and other artificial intelligences that survived the war—though these machines tend to be damaged, in ill repair, or hostile to organic beings. Gamma World player characters include unmutated humans (referred to as "Pure Strain Humans" in most editions), mutated humans, sentient animals or plants, and androids. Characters explore ruins and strange post-apocalyptic societies to gain knowledge of

7776-528: The redesign of the 2nd edition "so extensive it should be considered a new game ... Gamma World offers one of the more bizarre and hostile environments to role-play in." Lombardy did note that "the technology is disjointed. You can have a dog-man with a spear fighting alongside a robot with a laser, allied against humanoids with pistols and swords." Lombardy concluded, "If you prefer more straightforward science fiction with known and approximately equal abilities and weapons, then Gamma World may not be for you. It's

7872-526: The result will be long, exciting sleepless nights." Chris Baylis reviewed the second edition for Imagine magazine, and stated that "For a post nuclear holocaust role-playing game, Gamma World game has just about all the right ingredients, in the correct proportions. It is a very good introduction into the fantasy world of role-playing, and should seriously rival all other RPGs." In the August 1984 issue of Asimov's Science Fiction , Dana Lombardy called

7968-414: The roll. When an amount is added, the notation is n d s + c or n D s + c ; for example, 3d6+4 instructs the player to roll three six-sided dice, calculate the total, and add four to it. When an amount is to be subtracted, the notation is n d s - c or n D s - c; so 3d6-4 instructs the player to subtract four from the result of rolling 3d6 . If the result of a modified dice roll is negative, it

8064-492: The scientific elements. In explaining the intrigue of science fantasy, Carl D. Malmgren provides an intro regarding C. S. Lewis 's speculation on the emotional needs at work in the subgenre: "In the counternatural worlds of science fantasy, the imaginary and the actual, the magical and the prosaic, the mythical and the scientific, meet and interanimate. In so doing, these worlds inspire us with new sensations and experiences, with [quoting C. S. Lewis] 'such beauty, awe, or terror as

8160-496: The series was published under the title GW11 Omega Project . Despite its editorial issues, the 3rd edition rules were well-received enough to win the 1986/1987 Gamer's Choice Award for "Best Science-Fiction Roleplaying Game". Scott Taylor of Black Gate in 2015 rated the GW6-GW10 series as #7 in "The Top 10 Campaign Adventure Module Series of All Time, saying "if you are ever in the mood to crack out Gamma World , or just have

8256-425: The setting include new damage types such as "Radiation", Gamma World-specific skills, and increased lethality. Despite these differences, it is possible to use characters and monsters from a D&D game in Gamma World and vice versa. The original Gamma World boxed set (containing a 56-page rulebook, a map of a devastated North America, and dice) was released in 1978. TSR went on to publish three accessories for

8352-524: The surviving life of Earth in unspecified forms of radiation and biochemical agents, producing widespread, permanent mutations among humans, animals, and plants. As a result, fantastic mutations such as extra limbs, super strength, and psychic powers are relatively common. (Random tables of such improbable mutations are a hallmark of every edition of Gamma World .) Many animals and plants are sentient, semi-civilized species competing with surviving humans. Both humans and non-humans have lost most knowledge of

8448-398: The throw. The result of a die roll is determined by the way it is thrown, according to the laws of classical mechanics (although luck is often credited for the results of a roll). A die roll is made random by uncertainty in minor factors such as tiny movements in the thrower's hand; they are thus a crude form of hardware random number generator . One typical contemporary dice game

8544-439: The top ten role-playing games of all time, saying "There seems to be an innate fascination with the end of the world, be it from a global thermal nuclear war, zombie outbreak, alien invasion, or super-bug and Gamma World finds a way to bring the fantastic to this type of setting. It has survived seven editions and three companies, but still, Gamma World remains a fun and functional game in the current RPG marketplace." In 2011,

8640-481: The universe through an understanding of geometry in polyhedra. Polyhedral dice are commonly used in role-playing games. The fantasy role-playing game Dungeons & Dragons (D&D) is largely credited with popularizing dice in such games. Some games use only one type, like Exalted which uses only ten-sided dice. Others use numerous types for different game purposes, such as D&D, which makes use of all common polyhedral dice. Dice are usually used to determine

8736-399: The use of Arabic numerals is occasionally seen, such dice are less common.) Opposite sides of a modern die traditionally add up to seven, requiring the 1, 2, and 3 faces to share a vertex . The faces of a die may be placed clockwise or counterclockwise about this vertex. If the 1, 2, and 3 faces run counterclockwise, the die is called "right-handed". If those faces run clockwise, the die

8832-603: The user to easily find the next lower number. They are commonly used with collectible card games . "Uniform fair dice" are dice where all faces have an equal probability of outcome due to the symmetry of the die as it is face-transitive . In addition to the Platonic solids, these theoretically include: Two other types of polyhedra are technically not face-transitive but are still fair dice due to symmetry: Long dice and teetotums can, in principle, be made with any number of faces, including odd numbers. Long dice are based on

8928-433: The viability of the concept, TSR revised Gamma World , Star Frontiers , and Top Secret to use similar tables.) Unfortunately for TSR, this version of the rules became notorious for the number of editorial mistakes, including cross-references to rules that didn't appear in the boxed set. The errors were serious enough that TSR published a Gamma World Rules Supplement containing the "missing" rules. The Rules Supplement

9024-473: Was directly compatible with 2nd Edition AD&D with some minor differences in mechanics. The fifth and sixth editions though would relegate Gamma World to that of a Campaign Setting and require the core books to play. 5th uses the Alternity system which is mostly represented in the book but required the core rules in order to resolve some factors. 6th Edition though was fully incomplete on its own and required

9120-403: Was illegal, many Romans were passionate gamblers who enjoyed dicing, which was known as aleam ludere ("to play at dice"). There were two sizes of Roman dice. Tali were large dice inscribed with one, three, four, and six on four sides. Tesserae were smaller dice with sides numbered from one to six. Twenty-sided dice date back to the 2nd century CE and from Ptolemaic Egypt as early as

9216-422: Was sent to gamers who requested it by mail, and included in reprintings of the boxed set. The five modules TSR published for Gamma World's 3rd edition introduced the setting's first multi-module metaplot , which involved rebuilding an ancient 'sky chariot': TSR dropped the 3rd edition of Gamma World from its product line before the multi-module storyline could be completed. In 2003 an unofficial conclusion to

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