All editions, however, agree that the cataclysm destroyed all government and society beyond a village scale, plunging the world into a Dark Age. In many editions of the game, technology is at best quasi-medieval (in the first edition, the crossbow is described as \"the ultimate weapon\" for most Gamma World societies). Some, such as the 2003 and, to a lesser degree the 2010 edition, feature advanced technology that is well known and often easily available. In contrast, super-science artifacts in earlier editions were risky to use due to the average Gamma World character not knowing how to properly operate such devices, or possibly even what the device is at all. The post-apocalyptic inhabitants of Earth now refer to their planet as \"Gamma World\" (or \"Gamma Terra\" in later editions).
The fourth edition was directly compatible with 2nd Edition AD&D with some minor differences in mechanics. The fifth and sixth editions though would relegate Gamma World to that of a Campaign Setting and require the core books to play. 5th uses the Alternity system which is mostly represented in the book but required the core rules in order to resolve some factors. 6th Edition though was fully incomplete on its own and required the d20 Modern rulebook in order to play the game.
The original Gamma World boxed set (containing a 56-page rulebook, a map of a devastated North America, and dice) was released in 1978. TSR went on to publish three accessories for the 1st edition of the game:
This new version of the game presented a more sober and serious approach to the concept of a post-nuclear world, at odds with the more light-hearted and adventurous approach taken by previous editions; it was also the first edition of the game to include fantastical nanotechnology on a large scale. In August 2005, White Wolf announced that it was reverting the rights to publish Gamma World products back to Wizards of the Coast, putting the game out of print again. Several critics and fans considered Tweet's Omega World to be a superior d20 System treatment of the Gamma World concept.
In the early editions, humanity achieved in creating a high-tech utopia that effectively ended human suffering and reversed man-made pollution. Without the daily struggles of life, mankind focused on politics, and eventually became galvanized in their own views; to the point of fanaticism and terrorism! With the world falling apart to bloody conflict, a fanatical group called \"The Apocalypse\" tried to force world peace by threatening the world with total annihilation! Their plan of absolution was not that absolute, as the world still survived, but a bit... altered. The aftermath resulted in the fall of civilization, and a state of Darwinism unleashed!
The fifth edition game (2000), by Andy Collins and Jeff Grubb, was a 192-page setting supplement for Alternity, and requires the Alternity core rulebook to play. Since it came months before Wizards of the Coast canceled the Alternity game line, this edition did not have any accessories or supplements.
The 2003 sixth edition was a licensed game by White Wolf Studio, and uses the d20 Modern rules. Like The fifth edition, it was no a complete rule set, so you'll need d20 Modern (or any other compatible D20 rulebooks, like Darwin's World or Grim Tales) to play, but there are enough rules to be a fairly complete game. 1e1e36bf2d