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Gamma World Rules Book (4th edition, #7514)

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Title: Gamma World Rules Book (4th edition, #7514)
by Bruce Nesmith, James M. Ward
ISBN: 1-56076-401-5
Publisher: Wizards of the Coast
Pub. Date: 01 May, 1992
Format: Paperback
Volumes: 1
List Price(USD): $20.00
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Average Customer Rating: 4 (3 reviews)

Customer Reviews

Rating: 5
Summary: Gamma Whirled 4th ed
Comment: 4th Edition was the best for Gamma World.
This Edition contains ruleset for playing animals, plants, mutatants and purestrain humans. Has cryptic alliances and chacter classes (esper,scout,fighter,tinkerer). All the hightech weapons and devices are collected together in one book( rather than a stack of modules and 1-3rd ed. rulebooks) Loot tables, radiation effects, and monsters. Kindalike a players' guide and GM guide in one. ... The Alternity ruleset is/was completely different. 7514 is classic Gamma World, if you're intersted in GW you better pick on of these up.

Rating: 3
Summary: A Classic Revisited and Revised
Comment: The fourth edition of the Gamma World game brings it back to the standardized TSR / AD&D style system. Although the rules include enough material to play a game or set up a campaign, significant work is required to build a fluid gaming environment from the materials provided.

Rating: 4
Summary: Sometimes strange or awkward, but cool
Comment: This book contains the rules for the Gamma World role-playing game (as you probably know, if you're looking for it). The game is really cool and very original and interesting. The only problem with it is that some of the rules set-ups are bizarre and/or senseless. If you're going to GM it, I suggest you use some creativity in adjusting them a little. It shouldn't be difficult, and it makes the game run much better. Overall, with a little work it was one of the better systems I've played under

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