Mutate Your Game

A lot has been made of the fact that you can “reskin” game elements in the D&D game to make what you want. Reskinning just means taking a mechanical element and changing it cosmetically or in minor mechanical ways, as DM approved, to make it fit your character concept. From James Wyatt’s great sidebar “My Son the Fire Archon” in Dungeon Master’s Guide 2 (page 21) to Jeff Greiner’s and my little bit on The Tome Show 138, reskinning has definitely been in the air.

I have wondered why more people don’t do it. Then I realized that it isn’t all that easy. Experienced players and DMs might think it is, but reskinning is more than just an exercise in creativity and imagination. Required is a willingness to experiment and to face the possibility that your experiment won’t work. It’s reasonable to be uncomfortable with that type of experimentation when you’re just learning a game or you’re unfamiliar with the game’s boundaries.

Examples serve to an extent. James’s sidebar is a fine case in point. Any number of examples are just that, though, until you do it. You have to reskin something to know what it’s like, and then you have to use that element to see how it works for you.

Well, the new D&D Gamma World game is a freaking (emphasis on that) crash course on reskinning. Character creation, from concept to equipment, is a real-world exercise in putting your imagination’s images over a mechanical chassis in a simple game. Sections in the rules cover the process, from the “Reconciling Contrary Origins” segment to the “What Does it Look Like?” sidebar on equipment.

The awesome thing is that so many of these parts are directly interchangeable. Character origins, which every character has two of, combine to make unique mutants and humans that you create from your imagination based on the mechanical information you’re given. Cooler still is that each origin provides features and powers at the same levels, so it’s easy to imagine swapping these mechanical elements between origins to make a character that’s even more customized to your vision.

Ookla, Thundarr, and ArielMutant Child

I was enamored with the D&D game from the first moments I played it. Brave warriors and mighty sorcerers fighting dragons? Yes, please. More, please.

I imagine that a lot of us longtime D&D fans are similar in that our fandom for the game quickly spread to fantasy and sci-fi of other types. I devoured anything I could that seemed even remotely like D&D and stole it for my game.

That’s really another topic, but it brings me to the point that I liked the show Thundarr the Barbarian when I was a kid. It came out before I owned my own D&D set, but not before I played the game. And it was in syndication for a while after that, so you could catch episodes. I hear you still can on Cartoon Network from time to time.

The Thundarr show had the coolest intro for a a 9-year-old D&D-nut kid. In fact, that intro isn’t bad entertainment fiction today:

The year: 1994. From out of space comes a runaway planet, hurtling between the Earth and the Moon, unleashing cosmic destruction! Man’s civilization is cast in ruin! Two thousand years later, Earth is reborn. A strange new world rises from the old: a world of savagery, super science, and sorcery. But one man bursts his bonds to fight for justice! With his companions Ookla the Mok and Princess Ariel, he pits his strength, his courage, and his fabulous Sunsword against the forces of evil. He is Thundarr, the Barbarian!

Back then, this was cool D&D stuff, since it was before I was exposed to the Gamma World game. Today, I catch Thundarr’s similarities to Conan and classic characters such as John Carter of Mars. Thundarr’s was a post-apocalyptic world full of old technology, bizarre creatures, and weird magic. It’s still great D&D stuff, but it’s fantastic D&D Gamma World stuff.

This recently got me thinking that if the current Gamma World is so good for reskinning, I should be able to put it through its paces in reverse. Yeah, it’s not lost on me that I’m imposing something on a system that more freeform. It’s also clear I’m just giving more reskinning examples. Let’s just pretend this is proof of concept rather than me reliving some of my childhood fantasies. When you get your hands on Gamma World, you can tell me how well I did.

Thundarr is clearly human, and he’s an ex-slave warrior with simple drives. See, he is a post-apocalyptic Conan. If I were going to make up Thundarr as a D&D Gamma World character, I’d take the Engineered Human (swap Intelligence for Strength) origin and mix it with Hypercognitive. I’d roleplay Hypercognitive as less psionic “I see the future” and more “I’m so good at combat, I see what’s coming and react instinctively.” Thundarr uses his fists and his fabulous Sunsword, which is clearly a piece of (Ishtar) Omega Tech Thundarr has salvaged, probably with Princess Ariel’s (see below) help.

Ookla the Mok is Thundarr’s buddy, kind of like if Conan had a wookie sidekick. Thundarr and Ookla escaped slavery with the help of their other ally, Princess Ariel. The moks are feline in derivation, and they’re big and strong, so Ookla is easy. He could be Felinoid (if we want Dexterity instead of a focus on Strength) or Yeti for his first origin, then I’d use the Giant origin for Ookla’s immense strength and great size. Ookla opts for nontechnological weapons, such as bows (see, Dexterity), clubs, and whatever he rips out of the ground or off the wall . . . like a lamp post or 400-pound gargoyle.

Princess Ariel, stepdaughter to the evil wizard Sabian who enslaved Thundarr, is harder. She’s a sorceress with great knowledge of Earth’s past. Since Ariel looks human, we could start with Engineered Human. Ariel can do plenty with her magic, though, and she rarely used any weapon. Maybe a better model is Telekenetic plus Mind Breaker. Those origins give Ariel a good potential array of powers and skill bonuses that make sense. To reinforce her human appearance and lack of constant telepathy, I’d swap in the Engineered Human origin’s Tech Affinity in and lose the Mind Breaker’s Group Telepathy feature.

Ariel also got me thinking that one could use a D&D character in Gamma World ala Thundarr. Ariel is likely to be a D&D Essentials mage specializing in evocation. It’d be fairer, though, and maybe more interesting, if the DM and player worked together to give Ariel her sorcery by paring down the evoker into an origin-like format. I haven’t done that . . . yet.

Adult Fallout

As you might know, I really like Fallout 3. How can I think about the D&D Gamma World game without thinking about Fallout 3? You’re right, I can’t. Besides, I’ve thought about using the Fallout setting with Gamma World for a long time, and I’ve read of others having the same thoughts.

Gamma Terra, Gamma World’s setting, and the world of Fallout are very different, but who cares. I say embrace the strengths of both. Steal from Fallout to make your Gamma Terra better. Fallout kind of has the same spirit as Gamma World, anyhow. It’s post-apocalyptic ruination with a dash of the absurd. Gamma World just takes the far-out a little further out, that’s all.

As an aside, I strongly advocate the idea presented in the Gamma World rulebook that you set your first campaign in your home town. The juxtaposition of the familiar with the wonderfully bizarre realities of Gamma Terra is just too priceless an opportunity to pass up. That doesn’t mean you can’t loot Fallout for ideas. You should.

When I was thinking of reskinning plunder from Fallout for Gamma World, my mind went to two races prevalent in the Fallout setting: super mutants and ghouls. I’d want both to be monsters, sure, but I’d also want them available to players. The unusually sane super mutant and nonferal ghoul are great character concepts that Fallout 3 itself uses.

Super mutants are actually easy to model. They’re giant asexual humans with radiation immunity. That means if you mix the Engineered Human (swap Intelligence for Constitution) origin and Giant origin, you arrive at a good base. I’d then lose the human Skill Bonus and Tech Affinity features and replace them with the Radioactive origin’s Skill Bonus and Gamma Tolerance features. I might also replace the human’s expert power with the Seismic origin’s expert power. Done.

Ghouls require a little more tinkering. I’d still start with Engineered Human, then I’d throw in Android, playing on the idea that ghouls are created, not born. Again, I’d replace the Engineered Human Skill Bonus and Tech Affinity features with the Radioactive origin’s Skill Bonus and Gamma Tolerance features. I’d rework the Android origin powers to fit the semiliving ghoul form, and I’d replace the Machine Powered Android feature with Two Possibilities from the Doppelganger origin. It just makes sense to me that Gamma Terra ghouls might have more alpha flux given that they were made “undead” by super doses of radiation.

Go Flux Yourself

Much like I was sold on my first D&D game as a kid, I have been sold on the D&D Gamma World game since my very first playtest. Rich Baker and Bruce Cordell hit one out of the park with this game, and I can only hope future supplements live up to this high standard. The potential for amusement within the book and related cards cannot be described adequately in print. Everyone in the room laughed enough to have tears in their eyes the first time I played, and the laughing started during character creation. It’s not a serious roleplaying venture, but it is fun. Try it at least, since Gamma World Game Day is coming up. I doubt you’ll be sorry, even if your character is eaten by a yexil or dissolved by radioactive slime. If you need some more incentive, Dave the Game has a thing or two to tell you, as does Penny Arcade (click through News for more from Gabe).