Wednesday, April 27, 2011
Post-apocalyptic Gamma World's setting may be, but, in the final analysis, the game itself is a pulp fantasy in the vein of D & D, right down to there being "dungeons" to explore and "dragons" to slay. Like D&D, Gamma World can certainly be more than that, if one wishes it to be. However, I think the fact that it works as a game without any other considerations is a big part of its appeal to me, especially nowadays. As a younger person, I can't say I gave a whole lot of thought to what life might really be like in the aftermath of a civilization-destroying apocalypse and, to the extent I did, I didn't expect it to be anything like what's depicted in Gamma World. But I did then, as I sometimes do now, chafe at the structure and strictures of contemporary society and idly wished for the "freedom" I uncritically thought exists beyond them. That's the urge to which many post-apocalyptic settings appeals -- the gameable ones anyway.