Game Info
From the publisher's website:
Not Exactly The Future We Were Hoping For. . . .
Where are these scientists going?
What is a “scientist” anyway?
Hella doesn’t know what they’re looking for, exactly, running across the badlands like that.
Stampede doesn’t like the payday—especially since the job’s too big for just the two of them.
And none of them like that thing coming out of the ripple—the one with all the tentacles. They don’t like that thing at all.
Visit the Great Plains of a shattered future, which went from a place where nothing ever happens to a place where anything can. The locals liked it better the old way, but this isn’t your father’s Oklahoma. This isn’t even your father’s Gamma World.
Notes on This Edition
320 pages, USD$7.99, CAD$9.99.
Selected User Comments
The story is reasonably competent, but it suffers from the literary version of tunnel vision. The main characters guide a party of strangers with unusually advanced technology across the "Redblight", but they never actually learn where their charges come from, or why they mounted an expedition in search of the "ripples" to other worlds in the first place. There's not much sense of a wider world; it's just a few wilderness encounters, a trading stockade, a ferry, and a base (and we never even learn who owns the base). Aside from a short mention about how Tulsa was destroyed (and no, they don't visit the city), there's almost nothing tying the book to Oklahoma.
It's not very Gamma World, either. While the collider accident is mentioned and there are a couple references to powers from D&D Gamma World, none of the creatures are recognizable and there's nothing analogous to Omega Tech or Alpha Mutations (the high tech is just standard near-future technology, and mutations are fixed rather than regularly changing). And I didn't recognize a single element that might be familiar to fans of earlier versions of the game.
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