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Gamma World Game Masters Guide (GW 6e)


 The World at Your Fingertips

It’s a big world, with many secrets waiting to be revealed: mysterious landscapes, the changes wrought by war and disaster, cryptic alliances pursuing sinister goals of their own. They’re all in here ready for you to use in your Gamma World campaign.

Making It All Work

This book gives you solid, practical advice. Learn how to modify the rules for the right balance of adventure and danger, how to convey your chosen genre in description and pacing and how to plan and run a campaign from exciting start to rousing finish. You’ve got good ideas — put them to work! Hardcover.

Gamma World books are published under license with Wizards of the Coast and are 100% compatible with d20 rules.

Product History

Gamma World Game Master's Guide (2004), by Bruce Baugh, Werner Hagen, Lizard, Doug Oglesby, Greg Stolze, and Chad Underkoffler, is the third core book for d20 Modern Gamma World. It was published in March 2004.

Continuing the Gamma World 6e Line. After White Wolf received a license to produce Gamma World-based products for d20 Modern (2002), they decided to publish a series of three core books, matching the D&D 3e (2000) line. The first of these were Gamma World Player's Handbook (2003) and Machines and Mutants (2003). Gamma World Game Master's Guide (2004) completed the trilogy.

A Different Sort of Dungeon Master's Guide. Previously, Gamma World has always been published as a single box, book, or magazine article. It never had a GM's Guide before. So, what do you fill the first Gamma World Game Master's Guide ever with?

The answer turns out to be an anthology. The Gamma World Game Master's Guide is a somewhat chaotic collection of six different articles. They contain a lot of GM advice, including tips on running d20 Modern, and a considerable breadth of different campaign settings for Gamma World. There's also more background on the world, including information on several Cryptic Alliances. Finally, there's a tiny bit of crunch including new templates (thaw-out, factotum), new advanced classes (mastermind, minion/overseer), and new mutations

Expanding the Gamma World. This book's most intriguing expansion of Gamma World is probably its look at past and future settings that can be used; these include The New Eden (just before the Final Wars), A Broken Planet (just after the Final Wars), Civilization Reborn (a generation after the Final Wars), The New Empire (a generation or two after Gamma World), and The Fallen Ones (the end of the world). Together these settings form the best-defined timeline ever for Gamma World.

For players in the Gamma World modern-day, there's just a tiny bit of new information, centering on the Cryptic Alliances. There are several old favorites from past editions: Brotherhood of Thought, The Created, The Entropic Brotherhood, Knights of Genetic Purity, Restorationists, Seekers, and The Servants of the Eye. Meanwhile, the Radioactivists have become the Order of the Searing Light. Finally, the Followers of the Way and the Society for Free Trade are all new. Yet more Cryptic Alliances could be found in Cryptic Alliances & Unknown Enemies (2004), while other potentially appropriate organizations appeared in related books like the d20 Menace Manual (2003) and d20 Apocalypse (2005).

Future History. The Game Master's Guide finished out the core rules for Gamma World 6e. A few paperback releases in later 2004 would close out the line.

About the creators. Baugh was the developer for the White Wolf Gamma World 6e line. Like most of the books in the line, this was put together by many hands, including Hagen, Lizard, Oglesby, Stolze, and Underkoffler.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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December 8th, 2007
When I first saw this product i was under the impression I needed it to run Gamma World. This is not the case. The Players book is all you need to run Gamma World. This book is intended for Game Masters with little or no experience running a RPG. The [...]
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File Last Updated:
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