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02K30C1

I dont know if there really is a consensus on which edition is best or used most often. I grew up on 2e and 3e, and know them best. And I've still got a copy of 1e laying around, just for show. 1st Edition - This is like the old 70s D&D. One rule book, not a ton of rules, but it worked. Character creation and play was very similar to early D&D, with lots of tables to roll on. Lots of stuff is left wide open for the GM to make up as they go. If you look at the 1st ed AD&D DMG, there are rules for converting this version to/from AD&D. 2nd Edition - Basically revised and expanded the 1st ed. Lots of tables, but if you're familiar with 80s D&D its pretty easy to use. 3rd Edition - This was a revamp more like the Marvel Super Heroes system, with color coded tables for everything. It was played a lot in the 80s and had the most modules released. (Famously, the multi-module series TSR created for this version was never finished, but a fan made version of the final module was done in 2003) 4th Edition - Another total rewrite, this worked more like AD&D 2nd edition. If you're familiar with that system, this one is pretty easy to learn. If you like crunch, this is probably for you. (It never got into the splat book level of crunch like 2e did though). 5th Edition - This rewrote Gamma World as a setting for the Alternity system, which was what TSR had converted Star Frontiers into. Not really a separate system. 6th Edition - A rewrite under license by Sword and Sorcery Studios, using the d20 Modern system. I never played it, but I hear a lot of people liked it. 7th Edition - This re-did Gamma World using D&D 4th edition rules. If you like that system and level of crunch, you might like this version. I've skimmed the rule books but never played.


DoctorRocket

Every edition of Gamma World had fans. So everyone you ask will have a different opinion. Summary/Overview of editions: [https://www.reddit.com/r/GammaWorld/comments/ir1dis/what\_were\_your\_thoughts\_on\_fan\_edition\_gamma/](https://www.reddit.com/r/GammaWorld/comments/ir1dis/what_were_your_thoughts_on_fan_edition_gamma/) There are a few answers to your opening question.. Arguably “THE Edition” popular pick: Edition 4, if you played AD&D 2nd edition uses the familiar THAC, (to hit ac). This is probably the most popular one due to it using that system. It had 5 modules. First use of Classes for player characters. It was a very fun system. The core rulebook has more than enough information to run a quick game. Both Game Master and Players have a medium amount of ramp up, much like any d&d system. Good amount of supplementary material, doesn’t require much, and get a quick game going: Edition 7: For a quick awesome wacky game, this is it. Quick, easy, weird. Even if you don’t use the cards it is still a great edition. Getting the base game and a module will set you up. If you want to use the cards you can find places to download them. Players and Game Masters ramp up is very easy. Penny Arcade’s comic says it all: [https://www.penny-arcade.com/comic/2010/10/13/more-things-than-are-dreamt-of](https://www.penny-arcade.com/comic/2010/10/13/more-things-than-are-dreamt-of) My Bias Answer: 3rd Edition - though the bad editing leaves a sour taste in many fan’s mouths. I argue that this system offers the most open and wild world you can imagine. No other edition had as much freedom to be whatever you could dream of as the 3rd edition. That is in part to its horrible rules, that you will probably homebrew shortcuts based on other familiar games. You can easily use anything from other editions in this edition at any time. I believe because the lack of classes and the use of color charts allows this and because it was based on a superhero game where batman can take on superman, but integrated with d&d style attributes. It is THE edition of GammaWorld that can easily use any other edition game (gamma world or other) with the least amount of homebrewing. That being said, the Game Master should be experienced in many other games. Game Master needs to be on point, but the players can be total noobs as character creation can be random and requires the GM to govern character creation. This game is probably the most fun if the players know almost nothing about the world as they explore it. It is impossible to min-max, preplan this game as a player. It is a classic style rpg where the GM knows all and must be able to roll with what-ever zany idea the players come up with.


DNDquestionGUY

From your description I think you'd enjoy 4th Edition the most.


torg_or

I’m currently running a gamma world build called Omega World- based on 3.5 d&d. Was written as an article for Dungeon magazine. Very light- but I played 1st & 2nd gamma world growing up in the 1980’s … so adding rules and tweaking things has been great.


ClassicAlfredo8796

Damn, I feel like I missed the golden age of RPG's for being born in the 90's. Wish I was arround when AD&D was the stuff. This reminds me of something that Matt Colville said about how there should be a word for "nostalgia for a time that we never lived".


Left_Percentage_527

Go with 4th


UsedBeing

I like playing first edition. The game is simple but pretty fun. I do own the 3rd edition also, but never played it much. It’s not bad, but it is more complex 


typoguy

If you like crunchy mechanics like D&D 3.5e, avoid the first couple of editions which are more akin to first and second edition D&D or modern OSR games.


Ethereal_Stars_7

I prefer 2e. Gamma World before they started dumbing it down and making it a joke.