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I have a lot of fond early memories related to Gamma World-- though not really about the system! My first experience with the setting was one of the old choose-you-own-adventure books that TSR published in the 80s, "Light on Quests Mountain", which was a mind-blowing introduction to the post-apocalyptic world without all of the rules that would have been absolutely incomprehensible to my young brain.

This document is intended to let GMs take advantage of some truly creative and unique adventure ideas that came from the earliest iterations of the post-apocalyptic TTRPG genre and run them with a rules-light system like Glowburn & Radscars.

The conversion principles that I have used were originally derived from Cairn 2e's method.

Note: This is only the converted stat blocks and some general notes about how to turn the railroad into a sandbox. You will need your own copy of GW2 to run the adventure using these notes.

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Click download now to get access to the following files:

Conversion Notes_ Famine in Far-Go.pdf 249 kB

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