A Walk in the Dark A look in to the mind of an RPG designer

20Jun/11Off

The Fortress of Dr. Neb (Teaser 2)

(Teaser one, the cover, can be found HERE)

He means it!!! He really does!!! He's not kidding around this time!!!

You know what's the great thing about creating Gamma World campaigns? Freedom!

From beginning to end, the typical Dungeons and Dragons campaign is a series of scenes that flow in to each other in a manner that makes some degree of sense (even if the party doesn't realize it). Every room has a purpose, and every creature has a reason for being where they are and doing whatever they are doing. Even though it might appear like chaos to the players, the enemy has a plan and everything happens for a reason in the campaign. And, because of the inherent complexity in maintaining that reason, it takes a considerable effort to design and develop a full-sized campaign; if you put something that is out of place, doesn't make sense or is not relevant to the story, the narrative falters or possibly collapse.

Well... Toss all that intricate planning and logic out the window, throw caution in to the wind and do something that makes absolutely no sense whatsoever. Welcome to Gamma World!!!

While I was planning this campaign I had a general idea on what it was going to be about but didn't quite know the steps along the way. But during that planning I had ideas for some really wacky scenes that honestly made no sense. One involved forest creatures on rocket-propelled hand-gliders... One involved a nuclear-powered school bus... One involved jet-skis that didn't run on water... The list goes on and on. And each one made me think "this sounds awesome, but where exactly am I going to use this?"

Now normally when you get ideas and realize that they just don't fit in your campaign you set them aside for the day when they might. In Gamma World there is no such limitation because *everything* "fits" in a manner of speaking. Whatever you can think of can be worked in to any campaign one way or another, even if it doesn't appear to make any sense, because in Gamma World it doesn't have to make sense or follow the rules of logic. It just has to be "off the wall" crazy and fun.

It's quite liberating, to be honest.

So I've taken my existing module concept and have begun to develop the details of each area, while at the same time hammering in crazy ideas as if they were railroad spikes. It should be quite interesting to say the least, and when I said this module was going to be "zanier" than the last I definitely meant it.

The projected release date of "The Fortress of Dr. Neb" is sometime in the fall; as much as I would have liked to have this before GenCon I can't imagine myself having the time to finish it any sooner. This campaign is significantly larger than the last one - as it stands now, at least two to three times larger - so there's a lot to do. In the meantime, I'll probably have some fun tossing out some more teasers because they're quite fun to do. And if you haven't seen the first version of the cover yet, you can view it HERE.

NOTE: I'm considering taking some concepts out of my alternate reality gaming days and putting in the teasers. Some of the images might end up being more than just a cool picture.

So stay tuned for that everybody!

In the meantime, I'm running a special on Drive Thru RPG. For a limited time, you can purchase my first Gamma World module "Fire From the Sky" for just $0.99! Go get it now, and I promise you won't regret it!

And if you don't buy it, the evil Dr. Neb might do something nasty!!!

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  1. While I’m happy that you feel liberated when creating Gamma World adventures, and understand the zany, over-the-top setting behind the newest edition, I feel that your work is detailed enough to provide a great story for those who enjoy post-apocalyptic adventures with some logic as well.


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