I got such whiplash from the mental mutations Because in your videos about the previous editions, and what you had said about this one, it seemed pretty grounded post apocalyptic stuff. Then the two mental mutations you rolled are MULTIVERSE TIME TRAVEL
Gamma World was always a funky place. He does not expand on the setting itself, but it gets weird. Not to the same level as MCC today. The least gonzo post-apocalypse RPG I can think of is Twilight 2000 from GDW which would appear years after the early Gamma World releases.
Actually keeping track of temporal fugue would be a nightmare. I summon a clone of myself from the future! Two game sessions later: alright, you attempt to climb the rock and suddenly disappear. What? You suddenly disappear. Moving on. Several minutes later: Okay you're back from fighting with your past self. You have 2 hit points remaining. Also, things have happened while you were gone. Your party is under attack. Okay ... I summon 5 clones of myself! Nooooooo!
Sadly, any kind of temporal powers are really difficult to put into an RPG just because of how confusing they can get, and a lot of games seemed weirdly cavalier about throwing them in with very little guidance.
@@anomaloushumanoid to be fair that sounds some what resonable. Roll a D6, that many future sessions (from your perspective) from now when you are at full health you are pulled back in the time to take part in the fight at a random number of minutes into the session.
@@anomaloushumanoidthe way they are Handeled in the webcomic homestuck is the only way to make them make track easily. (And even then only the doomed timeline half, not the time loop half)
As someone who bought this ENTHUSIASTICALLY on release, your kindness in describing the ramshackle wander that the rules take through those pages is remarkable and potentially more than it deserves. 4th edition was a great relief, but didn't help me recover my group's interest in playing on Gamma Terra... My copy of 4th edition remains well-read, but unplayed.
Just like all of my books. The only game I've managed to play with other people is DnD 5e and I don't even really like the mechanics in that one. Feels like tabletop for babies.
oh god I knew about the attempt TSR made for an "unified system" between all their products but I didn't know it was THAT bad as you said it feels like they had an actual game but then an exec asked them to convert it very quickly to the new thing ™ reminds me of megatraveller and their extremely detailed task resolution system after the decade of classic traveller using "let the referee decide DC", which had a very similar problem where the current errata is 130 PAGES LONG funnily, both systems were released in 1986, making it an heavily cursed year for ttrpg releases
I used to play a lot of this in highschool and yes we had to house rule so much to make it work. My copy had so many post-it notes in the rule book to patch up missing bits here and there.
I watched your Fatal videos out of curiosity but I really like how you make the character and also gives a brief look into how the creation and combat works, since it's a time consuming thing to test out for myself. You're also pretty funny :D
I REMEMBER A BIT OF THE DRAMA OF THE RULES It was in a video, im not that old But yeah people complained by sending letters, idk if it was polyhedron or dragon, but the rules supplement was made I believe they made a column on the magazine about the rules supplement to send your info to be sent the supplement, and it was put in later printings of the box set
I'm early so I just wanted to say thanks for making the content you do! I'm making a ttrpg system myself currently and hearing your critique of so many classics has given me a lot to think about while working on it.
I would love to see you do one of these videos for the old Marvel Superheroes RPG. I have such fond memories that were brought back from the mention in this video.
Lovely review, thanks to you I can vicarious live out the fantasy of forcing my friends to play obscure systems that only I and five other people have heard about! Speaking of, have you ever heard of Underground? Its from Mayfair Games and is one the most cumbersome systems Ive ever seen. The book states it makes sense, a claim I continue to doubt to this day.
Fun fact: mace in the Gamma World weighs as much as a 5-year-old child and is pretty much as effective in combat as hitting someone with a screaming kid.
Gotta wonder what was going on at TSR at the time that, first, they built the Action Table into so many games and, second, did such a consistently ramshackle job of it. This version of Gamma World, the slapped-together conversion for Star Frontiers, and the unplayable mess of the Conan game (actually unplayable: the main text didn't include instructions for using its Action Table, which, like GW3, had to be included along with many other omissions in an errata supplement). Actually, on reflection, Conan reads a lot like how you interpret GW3 here, a project that at some point in production had its original system ripped out (in Conan's case, clearly what was supposed to mainly be a chits-on-a-map melee game) and hastily replaced with something else.
32:50: I bet that the error was just "not bothering to look up how heavy premodern weapons are". Gamma World 3rd edition is exceptionally bad-I don't think I've ever seen someone guess that a sword weighs fifty pounds unless it's sized for Guts or Cloud-but it's bad in a very common way.
I don't think so. As I said, they had weight values from the previous edition they could have used. These values are _so wrong_ that there has to have been a thing they were trying to do, but catastrophically failed at.
@@zigmenthotep They could easily have gone "Five pounds for a big sword is way too light!" and written a new set of weights based on those wrong assumptions. Especially if there were significant changes in the dev team between games.
@@timothymclean The "Team" is actually another weird part that I didn't mention. Second edition is credited to James M. Ward, David James Ritchie, and Gary Jaquet. Third edition is credited only to Ward, with the others credited with "Original design."
I like the ideas and intentions with status. There was a lot of funky groups PCs could join or antagonize. Anti-mutant KKK and mind-brotherhoods and AI servants etc.
huh... I think I got this channel as a youtube recommendation a couple weeks ago from a video about faserip marvel, and now we're getting the action table here
I know a couple fun ones you could do. Traveler and Ars Magicka. Traveler because character creation is a very involved process. And Ars Magica because it is just so much
holy shit this game is badly worded. That list of things intelligence modifies could have been compacted to "The chance to: [table of things]" because every single line started with some variation of that
Honestly, for 1986 it's kinda average. Most games were-and many still are-being written by designers who never really put much thought into writing as a craft of its own.
Ah the Marvel Superheroes RPG I have played that it's actually quite good (We had a game going here for 5 years). It sounds like it explains the Action Table and column shifts better than Gamma World Third Edition Does. The Marvel Superheroes RPG would be a good game to do a "Let's Make a X Character" episode on it's quite interesting.
I find it funny that they seem to have gone whole hog on the action table, only to go back to the flow chart for artifact identification. Hell, as you said, they could have had a generic one size fits all flow chart and the differences in difficulty could be the result of rolling on the action table with the column based on artifact complexity and such. You could then have had colored arrows to show the flow which would have at least made the flow chart look pretty.
If by "What Alternity was," you mean "A promising game that Wizards of the Coast butchered and grafted parts of to d20 Moderns as part of a misguided attempt at monopolizing the entire TTRPG industry," then yes.
I know you've done a lot of WoD games, but any thoughts on tackling one of its sister games? Specifically Exalted? I played a ton of 2e back in the day, but never touched 1e or any later editions. It'd be cool to see a sub-series on how that game's developed, maybe even compare to WoD.
I am definitely curious as to what led to third edition getting released like *this,* because *just* running up on a release date doesn't explain everything that went wrong. Like, yeah, unfinished/underdeveloped systems are a sign of time being tight, but replacing *existing, working* systems with those same unfinished/underdeveloped ones *doesn't* because thats not something you do if you know you only have a short timeframe to get this done. At best, maybe you'd have a draft in the back, in case you had more time then you thought. But the unfinished system being so fully implemented in so many aspects of this game tells me that the game's release was something that was *sudden* for the crew. Like, *so* sudden they couldn't even just toss in the previous edition's rules with minor tweaks because that would take too long. So sudden no one could double check the new weight numbers, or make sure that the new EXP mechanic *actually* replaced the old one and they didnt accidentally leave it in. Like, this is the kind of work you get when you rush to call your group project members and tell then the due date was *this* friday, not *next* friday, and its Thursday afternoon. I wonder if it had anything to do with Gygax being ousted from TSR, since he was kicked out in late 1985, and i can't find any sources that say when 3rd edition released outside of just "1986". (except one who says 1985, so maybe it was early 1986?) Maybe the waves of internal changes in the company hit them without warning or something?
fun fact, a zweihander (big word with a length of approximately 1,5 meter) only weighs 2 to 3 kilograms (idk if this means something for the weight thingy in this release, but i tought i should say it because it is something that could be there, since idk what those pound thingy were converted, so...
okay as much as i love MSH's table, there's a ton you can do via colored difficulties, or including partials. but uhhhhh. more than 20 slots? and oh god why so many types of modifiers?! omg, this math.
Out of curiosity: have you ever considered covering any of the Jennaverse stuff? (Nobilis, Chuubo's Marvelous Wish-Granting Engine, Glitch, the upcoming Far Roofs?)
@@zigmenthotep I only have any experience with Chuubo's but from what I've seen of your content it sounds right up your alley. One of the default starting characters in Chuubo's is the sun, and another technically doesn't exist - not in the sense of having no paperwork record, but in the sense of they /metaphysically do not exist/. Your character arc has mechanical importance. A valid starting power is, to paraphrase a favorite take, "proper, aggravating, you-can't-even-hurt-my-feelings invincibility. It's often not as useful as being pretty good at sports." If you build your character right, you can get bonus XP from making your fellow players facepalm with your in-game antics. It is batshit wild and I love it. And that's just Chuubo's - from everything I've heard, all of Jenna Moran's stuff is in the same vein.
I give you much props for doing this edition of Gamma World. To me it is the worse edition. So much left out and needing correction was ridiculous. Looking forward to seeing you do 4th edition which is my favorite.
At 13:48, I might be being overly pedantic to this, but the formatting of the chart upsets me greatly! First, it starts saying +2 to *a* mutation, then switches formatting to Gain *One* (Word) physical, then it switches again into gain *1* (number) mental, and then proceeds to loop itself back to wording numericals again! How can you not have some consistancy between the entire chart, it's 20 words long for shits sake!
If you count Metamorphosis Alpha, there have been 10 versions of GW. However, four of those were conversions to other rule systems (one to Amazing Engine, one to Alternity, two to D20). Generally, the most preferred are 2nd edition, 4th edition, and 7th edition (the most recent, based heavily on D&D 4e).
I dunno, the only ones that come to mind are this and Cyberpunk V3.0. Although arguably you could say that the 4e is the third edition from WotC. If I had to guess, a second edition is a revision, fixing all the errors, balancing issues, and just things you didn't think of originally for the first edition. But then with a third edition, there just isn't that much revising to do, you've already published the same game twice, so need to try something different to really justify a whole new edition. Edit: Wow, I completely forgot about Warhammer Fantasy Roleplay 3rd Edition, it was so bad I blocked it from my memory.
A friend of mine bought this edition the day it was released. His copy did *not* have the rules errata. Without the rules errata, the game is unplayable as written. Imo, even with the rules errata, the game is still an unplayable mess. I stuck with 1e/2e when running Gamma World as those are the best editions.
The longer the series goes on, the more I think "Why have any player races save Humanoid Mutants?" Plant and Animal Mutants seem half baked, and Normal Humans could just be a Mutant who rolled low for starting mutations. Or, you could have a chance to roll no starting Mutations, but you get a bonus to using Ancient Tech equal to X minus starting mutations. You get what I mean?
Since Metamorphosis Alpha, pure-strain humans have had a number of more or less hidden advantages. An obvious one in MA was that all robots on the Warden were Asimov robots. A security robot that will kill mutants on sight will only mildly hoist and carry away a human. A gardener robot can decide a mutant is a pest and flame it. Here humans keep getting a better bonus to tech. This could also be figured into how tech activated in MA. A weirdo plant dude or a guy with eight arms won't be able to squeeze into the Warden security armour. Medical stations get confused when they're made to diagnose and treat mutants. Everything on the Warden was built for humans.
This video was actually kind of hard to watch. How did this game go from such an actually amazing second edition that had so many cool ideas to one of the worst messes I've ever seen lol
I love watching tutorials for things I'm never playing.
That's okay, I make tutorials for things I'm never playing.
We're all never playing games out here lets be real
I got such whiplash from the mental mutations
Because in your videos about the previous editions, and what you had said about this one, it seemed pretty grounded post apocalyptic stuff. Then the two mental mutations you rolled are MULTIVERSE TIME TRAVEL
Gamma World was always a funky place. He does not expand on the setting itself, but it gets weird. Not to the same level as MCC today.
The least gonzo post-apocalypse RPG I can think of is Twilight 2000 from GDW which would appear years after the early Gamma World releases.
Actually keeping track of temporal fugue would be a nightmare.
I summon a clone of myself from the future!
Two game sessions later: alright, you attempt to climb the rock and suddenly disappear.
What?
You suddenly disappear. Moving on.
Several minutes later: Okay you're back from fighting with your past self. You have 2 hit points remaining. Also, things have happened while you were gone. Your party is under attack.
Okay ... I summon 5 clones of myself!
Nooooooo!
Sadly, any kind of temporal powers are really difficult to put into an RPG just because of how confusing they can get, and a lot of games seemed weirdly cavalier about throwing them in with very little guidance.
@@anomaloushumanoid to be fair that sounds some what resonable. Roll a D6, that many future sessions (from your perspective) from now when you are at full health you are pulled back in the time to take part in the fight at a random number of minutes into the session.
@@anomaloushumanoidthe way they are Handeled in the webcomic homestuck is the only way to make them make track easily. (And even then only the doomed timeline half, not the time loop half)
As someone who bought this ENTHUSIASTICALLY on release, your kindness in describing the ramshackle wander that the rules take through those pages is remarkable and potentially more than it deserves. 4th edition was a great relief, but didn't help me recover my group's interest in playing on Gamma Terra... My copy of 4th edition remains well-read, but unplayed.
Just like all of my books. The only game I've managed to play with other people is DnD 5e and I don't even really like the mechanics in that one. Feels like tabletop for babies.
I actually really love the idea of the XP "shop" where you buy stats and abilities with XP. Way better than a class system.
Couldn't agree more. I had a much longer take on the advancement system that I ended up cutting since the video was getting so long already.
What a fucking incredible introduction. "Dear reader, this game book is full of errors, we really did a bad job, love you, bye"
"Thanks for giving us money! There's a reason we put these in sealed box sets you can't preview before buying! BYE!"
If Gamma World is so good, why isn’t there a Delta World?
A delta green one would say?
@@CloseingStraw97 Damn it, now I wanna see a character made in that now
Delta World would require too many changing variables.
@@timothymclean this man did Fatal. At least with Delta green, he can enjoy a competently made game (I assume)
@@timothymclean Delta V World, stylized Delta Vvorld, every Character is a rocket scientist.
Now I want to see this Funny Little Guy™️ in platemail...
Toaster as an armour.
oh god I knew about the attempt TSR made for an "unified system" between all their products but I didn't know it was THAT bad
as you said it feels like they had an actual game but then an exec asked them to convert it very quickly to the new thing ™
reminds me of megatraveller and their extremely detailed task resolution system after the decade of classic traveller using "let the referee decide DC", which had a very similar problem where the current errata is 130 PAGES LONG
funnily, both systems were released in 1986, making it an heavily cursed year for ttrpg releases
I'm never playing Gamma world but it's a mix of comfy and fascinating hearing how it works.
100% same. I just love hearing how old game systems change over the decades.
I used to play a lot of this in highschool and yes we had to house rule so much to make it work. My copy had so many post-it notes in the rule book to patch up missing bits here and there.
I watched your Fatal videos out of curiosity but I really like how you make the character and also gives a brief look into how the creation and combat works, since it's a time consuming thing to test out for myself. You're also pretty funny :D
I can not believe this guy made Leshy once more.
I REMEMBER A BIT OF THE DRAMA OF THE RULES
It was in a video, im not that old
But yeah people complained by sending letters, idk if it was polyhedron or dragon, but the rules supplement was made
I believe they made a column on the magazine about the rules supplement to send your info to be sent the supplement, and it was put in later printings of the box set
I'm early so I just wanted to say thanks for making the content you do! I'm making a ttrpg system myself currently and hearing your critique of so many classics has given me a lot to think about while working on it.
You do such a good job. Thank you!
I played this game for 100’s of hours. I had no idea it was such a mess. We had a good DM.
It’s my favorite flumph
A fair number of people really liked 2e, 4e is also really liked as well. Sadly the other editions of actual Metamorphosis Alpha are largely ignored.
I would love to see you do one of these videos for the old Marvel Superheroes RPG. I have such fond memories that were brought back from the mention in this video.
😊
I would love it after The Gamma world videos.
One would do The Mutant epoch from Outland arts.
Lovely review, thanks to you I can vicarious live out the fantasy of forcing my friends to play obscure systems that only I and five other people have heard about!
Speaking of, have you ever heard of Underground? Its from Mayfair Games and is one the most cumbersome systems Ive ever seen. The book states it makes sense, a claim I continue to doubt to this day.
Fun fact: mace in the Gamma World weighs as much as a 5-year-old child and is pretty much as effective in combat as hitting someone with a screaming kid.
My copy of this I bought in the 80s had the Rules Supplement included in the box
Gotta wonder what was going on at TSR at the time that, first, they built the Action Table into so many games and, second, did such a consistently ramshackle job of it. This version of Gamma World, the slapped-together conversion for Star Frontiers, and the unplayable mess of the Conan game (actually unplayable: the main text didn't include instructions for using its Action Table, which, like GW3, had to be included along with many other omissions in an errata supplement). Actually, on reflection, Conan reads a lot like how you interpret GW3 here, a project that at some point in production had its original system ripped out (in Conan's case, clearly what was supposed to mainly be a chits-on-a-map melee game) and hastily replaced with something else.
32:50: I bet that the error was just "not bothering to look up how heavy premodern weapons are". Gamma World 3rd edition is exceptionally bad-I don't think I've ever seen someone guess that a sword weighs fifty pounds unless it's sized for Guts or Cloud-but it's bad in a very common way.
I don't think so. As I said, they had weight values from the previous edition they could have used. These values are _so wrong_ that there has to have been a thing they were trying to do, but catastrophically failed at.
@@zigmenthotep They could easily have gone "Five pounds for a big sword is way too light!" and written a new set of weights based on those wrong assumptions. Especially if there were significant changes in the dev team between games.
@@timothymclean The "Team" is actually another weird part that I didn't mention.
Second edition is credited to James M. Ward, David James Ritchie, and Gary Jaquet. Third edition is credited only to Ward, with the others credited with "Original design."
I like the ideas and intentions with status. There was a lot of funky groups PCs could join or antagonize. Anti-mutant KKK and mind-brotherhoods and AI servants etc.
huh... I think I got this channel as a youtube recommendation a couple weeks ago from a video about faserip marvel, and now we're getting the action table here
The 55 pound sword isn’t a mistake, it’s just a comically large anime weapon.
8:25 I knew it! I saw that table on the thumbnail and I was like "Wait, is this game just Marvel FASERIP?" and the answer is no but also kinda.
I’d love a video on the 5th edition of metamorphosis alpha, I think it have a lot of good takes.
This is a third edition of all times
I just started folowing 2 hours ago! How lucky
I know a couple fun ones you could do. Traveler and Ars Magicka. Traveler because character creation is a very involved process. And Ars Magica because it is just so much
There's a mismatch in the script and visuals at 5:30, where you say Plants can be mutated by Biogenic sources and the graphic says it burns them.
Any possibility that you might consider LMaC for Traveller?
LBB, Books 4-8, MegaTraveller and/or Mongoose Traveller would all be interesting to see
holy shit this game is badly worded.
That list of things intelligence modifies could have been compacted to "The chance to: [table of things]" because every single line started with some variation of that
Honestly, for 1986 it's kinda average. Most games were-and many still are-being written by designers who never really put much thought into writing as a craft of its own.
Skwinp :)
Ah the Marvel Superheroes RPG I have played that it's actually quite good (We had a game going here for 5 years).
It sounds like it explains the Action Table and column shifts better than Gamma World Third Edition Does.
The Marvel Superheroes RPG would be a good game to do a "Let's Make a X Character" episode on it's quite interesting.
I love skwimp so so much
I find it funny that they seem to have gone whole hog on the action table, only to go back to the flow chart for artifact identification. Hell, as you said, they could have had a generic one size fits all flow chart and the differences in difficulty could be the result of rolling on the action table with the column based on artifact complexity and such. You could then have had colored arrows to show the flow which would have at least made the flow chart look pretty.
Let’s make us a banger video again!!!
I assume 5th edition is going to have to also cover what Alternity was. Man I miss that system
If by "What Alternity was," you mean "A promising game that Wizards of the Coast butchered and grafted parts of to d20 Moderns as part of a misguided attempt at monopolizing the entire TTRPG industry," then yes.
@@zigmenthotep Yep that is the one. I really enjoyed that system.
Ohhh, can't wait to see this when I get back from my trip ( ╹▽╹ )
I know you've done a lot of WoD games, but any thoughts on tackling one of its sister games? Specifically Exalted? I played a ton of 2e back in the day, but never touched 1e or any later editions. It'd be cool to see a sub-series on how that game's developed, maybe even compare to WoD.
I am definitely curious as to what led to third edition getting released like *this,* because *just* running up on a release date doesn't explain everything that went wrong.
Like, yeah, unfinished/underdeveloped systems are a sign of time being tight, but replacing *existing, working* systems with those same unfinished/underdeveloped ones *doesn't* because thats not something you do if you know you only have a short timeframe to get this done. At best, maybe you'd have a draft in the back, in case you had more time then you thought. But the unfinished system being so fully implemented in so many aspects of this game tells me that the game's release was something that was *sudden* for the crew. Like, *so* sudden they couldn't even just toss in the previous edition's rules with minor tweaks because that would take too long. So sudden no one could double check the new weight numbers, or make sure that the new EXP mechanic *actually* replaced the old one and they didnt accidentally leave it in.
Like, this is the kind of work you get when you rush to call your group project members and tell then the due date was *this* friday, not *next* friday, and its Thursday afternoon.
I wonder if it had anything to do with Gygax being ousted from TSR, since he was kicked out in late 1985, and i can't find any sources that say when 3rd edition released outside of just "1986". (except one who says 1985, so maybe it was early 1986?)
Maybe the waves of internal changes in the company hit them without warning or something?
Hey, how about going back to AD&D and doing a Council of Wyrms dragon character?
fun fact, a zweihander (big word with a length of approximately 1,5 meter) only weighs 2 to 3 kilograms (idk if this means something for the weight thingy in this release, but i tought i should say it because it is something that could be there, since idk what those pound thingy were converted, so...
Meybe Mutant Crawl Classics may be an easier time as it Gamma World but laid out better
create temporal Fugue, throw them into planar openings, repeat.
can you make a video on Maid RPG sometime later? just a silly request
I feel like “dump your opponent into an alternate dimension” is a bit overpowered.
okay as much as i love MSH's table, there's a ton you can do via colored difficulties, or including partials.
but uhhhhh.
more than 20 slots? and oh god why so many types of modifiers?!
omg, this math.
Out of curiosity: have you ever considered covering any of the Jennaverse stuff? (Nobilis, Chuubo's Marvelous Wish-Granting Engine, Glitch, the upcoming Far Roofs?)
Neve even heard of it
@@zigmenthotep I only have any experience with Chuubo's but from what I've seen of your content it sounds right up your alley. One of the default starting characters in Chuubo's is the sun, and another technically doesn't exist - not in the sense of having no paperwork record, but in the sense of they /metaphysically do not exist/. Your character arc has mechanical importance. A valid starting power is, to paraphrase a favorite take, "proper, aggravating, you-can't-even-hurt-my-feelings invincibility. It's often not as useful as being pretty good at sports." If you build your character right, you can get bonus XP from making your fellow players facepalm with your in-game antics. It is batshit wild and I love it.
And that's just Chuubo's - from everything I've heard, all of Jenna Moran's stuff is in the same vein.
yay! No facecam
Could you make an Og: Unearthed edition character next?
Have you thought about making scion characters?
I give you much props for doing this edition of Gamma World. To me it is the worse edition. So much left out and needing correction was ridiculous. Looking forward to seeing you do 4th edition which is my favorite.
At 13:48, I might be being overly pedantic to this, but the formatting of the chart upsets me greatly!
First, it starts saying +2 to *a* mutation, then switches formatting to Gain *One* (Word) physical, then it switches again into gain *1* (number) mental, and then proceeds to loop itself back to wording numericals again!
How can you not have some consistancy between the entire chart, it's 20 words long for shits sake!
How many additions did this game have over the years? And what the best one for players?
If you count Metamorphosis Alpha, there have been 10 versions of GW. However, four of those were conversions to other rule systems (one to Amazing Engine, one to Alternity, two to D20). Generally, the most preferred are 2nd edition, 4th edition, and 7th edition (the most recent, based heavily on D&D 4e).
When you finish this one, you can make Shadowrun characters?
I'm not going to hop on another big series right away, but it's a maybe for the future.
a parasitic plant that puppeteers around an unintelligent host body sounds so cool wtf??
To me it sounds like the 3rd edition was supposed to be a addon, or additional content/optional rules to the 2nd edition.
Please, please, please do a let's make us a character for DC20 RPG from the Dungeon Coach!!!
Oh you're a sigma male? HA! I AM THE OVIBUSLY BETTER GAMMA MALE!
(Only guys with brain tumors can understand)
why is the 3rd edition of a game always the weirdest.
I dunno, the only ones that come to mind are this and Cyberpunk V3.0. Although arguably you could say that the 4e is the third edition from WotC.
If I had to guess, a second edition is a revision, fixing all the errors, balancing issues, and just things you didn't think of originally for the first edition. But then with a third edition, there just isn't that much revising to do, you've already published the same game twice, so need to try something different to really justify a whole new edition.
Edit: Wow, I completely forgot about Warhammer Fantasy Roleplay 3rd Edition, it was so bad I blocked it from my memory.
@@zigmenthotep sounds about right.
I picked the suppliment up at Wargames West, and it made me decide not to buy 3rd edition!
Are plants mutated by biogenic agents or not after all?
Yes
@@zigmenthotep 🧠
A friend of mine bought this edition the day it was released. His copy did *not* have the rules errata. Without the rules errata, the game is unplayable as written. Imo, even with the rules errata, the game is still an unplayable mess. I stuck with 1e/2e when running Gamma World as those are the best editions.
Well, it *is* called a flame*thrower*, it would make sense to use PST and not DEX for the Robots attack modifier.
The longer the series goes on, the more I think "Why have any player races save Humanoid Mutants?" Plant and Animal Mutants seem half baked, and Normal Humans could just be a Mutant who rolled low for starting mutations. Or, you could have a chance to roll no starting Mutations, but you get a bonus to using Ancient Tech equal to X minus starting mutations. You get what I mean?
Since Metamorphosis Alpha, pure-strain humans have had a number of more or less hidden advantages. An obvious one in MA was that all robots on the Warden were Asimov robots. A security robot that will kill mutants on sight will only mildly hoist and carry away a human. A gardener robot can decide a mutant is a pest and flame it.
Here humans keep getting a better bonus to tech. This could also be figured into how tech activated in MA. A weirdo plant dude or a guy with eight arms won't be able to squeeze into the Warden security armour. Medical stations get confused when they're made to diagnose and treat mutants. Everything on the Warden was built for humans.
@@SusCalvin good point
Wow, this is a mess
This edition makes me irrationally angry. Just a Matryoshka Doll of *bullshit.*
DnD and its adjacent games are usually very bad at making the weight of things too high.
This video was actually kind of hard to watch. How did this game go from such an actually amazing second edition that had so many cool ideas to one of the worst messes I've ever seen lol
Oh, I *hate* the mouth on the flumph...
The cover art looks like a ripoff of the cover for wizards.
28 likes in 43 mins, bro fell off