7th Edition Gammaworld Game, Brethren of the Last Furrow

 Once again a group of players travel to the post apocalyptic setting of Gammaworld.  For this one shot, 4 hour game I used the much maligned, but in my own opinion perfect system the Wizards of the Coast edition.

Now when I say perfect, I mean perfect for a quick, loose game that gets players involved quick and makes for an enjoyable blend of tabletop game and rpg.

It’s a system that is based off of 4th Edition DnD and lends itself to small campaigns of 1-6 games.

I use 15mm miniatures for the majority of my RPG games, as they are small, inexpensive and easy to transport.

A variety of dice are needed, but d20s are the heavy lifters.

The first Encounter takes place on the Root of TwoThree where a wagon is being attacked by Badders and the party intervenes to rescue.

The party are welcomed back to the Kollective of the Brethren of the Last Farrow who are followers of the New Dawn and reject modernity.
Badders again attempt to raid the Brethren. The party drives them off but the Brethren reject the violence and ask the players to leave, but asking them to dispose of some of the tech that the Badders keep seeking to acquire.
They are asked to remove the Black Orchard Seed, an omega tech device designed to end hardship, and cast it into the great glow of the crater of Dilly Dilly.

They are asked players agree and take the seed to the great glass crater where they are confronted by a Yexil who seeks to raid them. He dies from flamethrower and pyrokinetic attacks!

But the Badders have also followed them there seeking to take the seed! They too are overcome by the party and the seed is cast into the center of the radiation pool of the crater where it becomes a green sun, and reveals that it is an advanced terraforming device!

The player succeed and rank up to the next level with fresh Omegatech.

More to come,
Doc



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