Wednesday, April 5, 2023

The Setting of Gamma World (Part I)

 A little while ago, I wrote a short post about the inspirations of Gamma World. My original purpose was to draw attention to the handful of explicit (primarily literary) inspirations mentioned in the 1978 game's foreword. In doing so, though, I found myself thinking more and more about the seeming disjunction between the way the game presents itself and the way it was viewed by players and referees at the time (and in the years since). 

The first thing that immediately stands out is that the apocalypse of Gamma World occurs in the early 24th century (2322, at least according to the first edition) rather than in the present day or near future. This is the justification for the inclusion of laser weapons and robots and hover cars, for example. I suspect it's also a consequence of the fact that Gamma World's precursor, Metamorphosis Alpha, being set aboard a generation ship, included lots of high technology as well. At the same time, I've come to think that, to the extent it actually has one, James M. Ward's "vision" for Gamma World is closer to Jack Vance's The Dying Earth than The Road Warrior (and not just because the latter postdates the former). 

Despite this, Gamma World doesn't always do a very good job of getting point across. Indeed, if you take a look at all the products released for the first edition of the game – the boxed set, the Referee's Screen, Legion of Gold, and Famine in Far-Go – you'll quickly detect a certain schizophrenia about its setting. On the one hand, there are plenty of examples of the science fictional high technology that one would expect for a world several centuries hence. On the other, there are plenty of nods to familiar, 20th century things that, frankly, make little or no sense within that context. This inability to stay consistent about the setting of the game, I think, contributed to many popular misapprehensions about the game.

For the most part, the original Gamma World rulebook knows what it's about and sticks to the idea that the game takes place in the aftermath of a civilization-shattering disaster in the 24th century. There are thus references to robotic farms and spaceports, in addition to the usual wondrous devices of the Ancients, like blasters, powered armor, and energy cells. There's also much talk of robots, cyborgs, androids, and what we would today call artificial intelligences. The picture the rulebook paints is largely one of a futuristic world fallen to barbarism.

I say "largely," because there's a section, at the very end of the book that, in my opinion, weakens the game's commitment to this futuristic world. That section is its "treasure list," consisting of 100 random items the player characters might find among the ruins. These "treasures" are distinct from the weapons, armor, and other devices in that they are usually of much less obvious utility. They're "artifacts of the Ancients" only in the sense that they represent goods and items from the World Before. In most cases, they're little more than curiosities of the past.

In principle, that's a terrific thing. Every human civilization has left behind plenty of artifacts to be found by later ages. Examining these artifacts are part of what enables us to learn about those dead civilizations and so it should be in a post-apocalyptic setting. However, many – in fact, the majority – of the treasures included in this list are items that make little or no sense in the context of a technologically advanced, futuristic society. Worse still, quite a few of them come across as jokey. So, you get things like a pencil sharpener, a slot machine, a cash register, and a cuckoo clock, alongside pewter TSR belt buckle, hand-painted miniature lead figurines, and a rollerball trophy.

What's most striking about these treasures is that, with a handful of exceptions, they're items that only make sense in a 20th century context rather than being products of a more technologically advanced society. Certainly, one can come up with all sorts of explanations/justifications for why they can still be found in the setting, but I can't help feel this was a missed opportunity to introduce some original – and weird – products of the World Before. This feeling isn't lessened by all the little silly and self-referential items, like the belt buckle and miniatures. 

These criticisms aside, the Gamma World rulebook otherwise does a good job of sticking to its script. The setting it describes is that of a fallen high-tech civilization and its artifacts reflect this. The end result is a world that is almost as alien to its players as it is to the primitive player characters living in its ruins. Gamma World calls itself a "science fantasy roleplaying game" not so much, I think, because the technology of the Ancients is scientifically implausible, but rather because the Earth its setting is now utterly fantastical, thanks to the effects of the apocalypse that engulfed it.  

31 comments:

  1. For what it's worth, I've noticed something similar about the Mad Max setting. We have a world that is clearly multiple generations post-apocalypse, with birth mutations commonplace, new societies and even whole belief systems. But at the same time we have Max, who is mid-30s, maybe mid-40s, yet lived through that same apocalypse, as an adult.

    It doesn't make much sense, but then there's a sense of the mythic to that setting at times.

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    1. Yes, there's a complete disconnect between Mad Max (the 1979 movie) and the later movies.

      In Mad Max, Australia is unravelling but government and order have not yet collapsed.

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    2. They've not come out and said it yet, but Max is Immortal. It is in his blood. It is why the one guy in Fury Road was super jazzed. It is his curse to live in the ruins of the world he could not save.

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    3. Apparently the first Mad Max movie features a society on the verge of collapse (not really much distant from what we're living now, unfortunately).
      Mad Max 2 features an older Max, living in a society which has suffered nuclear wars. Max seems old enough that some kids ware already born after the apocalypse (like the feral kid in MM2).

      The last Mad Max film seems to be set in a world which has gone full bonkers (like "Gamma World" in a way) with evil mutated overlords and techno-religious sects included. I wouldn't see it as ridiculous that Tom Hardy's Mad Max could have had his life expanded due to "wasteland mutation".

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    4. Yea, when I watched Mad Max a few years ago, I was definitely a bit confused that it didn't seem all that connected to the later movies.

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    5. "Road Warrior" ("Mad Max 2" outside the US) was a quiet retcon with world-ending apocalypse in place of devastating energy crisis.

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  2. I also was somewhat confused by the implied contradictory setting of 1e Gamma World.
    Which is why I was so enamored with James Ward's articles in Dragon Magazine (around the late 80's issue numbers?) about the moon and the GW timeline. I believe you have blogged about them in the past?

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    1. https://grognardia.blogspot.com/2011/04/plants-vs-macrobes.html

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  3. I feel like a lot of near future (or in this case, post near future) is a lot more like the present than it should be, either because of a failure of imagination, or because it's just not worth laboring the point, "no, this isn't a record, it's the future's _version_ of a record".

    For example, when money changed hands in Star Trek (TOS), it was as handfuls or bags of little plastic cards. They were called "credits," but they were certainly used like cash. Similarly, Star Trek, Star Wars, Marvel's Killraven comics, and more novellas than I could count make reference to data on tapes, because what else would it be on?

    But in the case of Gamma World (or the Killraven comics, or Thundarr the Barbarian), I think it's just hard for writers to sustain interest in someone else's apocalypse. If you can't use your own frame of reference, it's just an alien world, not post-apocalyptic.

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  4. Hothouse by Brian Aldiss utilizes the "ancient artifact is really a gag" bit to very good effect. Infocom text adventures would also lean into such devices as well, so I think Gamma World is in good company at least.

    In Trollopulous, I have used such things as a concrete measure of status which was suggested in a rules fragment from the rather poorly edited 3rd edition of the game. The players have been fighting over the water cooler and the Naugahyde couch during downtime actions creating shifts in the local overworld culture. The mason jar with 1000 wheat pennies is shaping up to become spell components for some kind of weird Zelaznian magics if the spell research shakes out.

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  5. In the intro they try to look much more legitimate than they actually are. The real inspirations behind Gamma World were the Atomic Knights, Mighty Samson, and Kamandi...

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    1. I hope you're not suggesting any of those aren't legit post-apoc, especially Kamandi. They're bad science, sure, but the sub-genre isn't science fiction at all, it's science fantasy and always has been, same as Star Wars. Realistic post-nuclear war scenarios are boring unless you like reading about cockroaches.

      Not that Kamandi is actually post-nukes anyway. A few were launched, but the Great Disaster that triggered things was a dimensional breach/conjunction in Australia that altered the laws of physics worldwide, which also accidentally released the experimental chemicals that uplifted animals and suppressed human cognitive functions over a few generations. Pure comic book science fantasy.

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  6. Further underscoring the thesis of this post, my personal experience (as an 11 year-old kid who, in 1982, bought 1e Gamma World with an allowance advance from my father at a local Gaithersburg, MD hobby shop - which mostly stocked model trains back then), that the artwork also contributed to this 'mixed messaging'. The cover artwork to the 1e Gamma World boxed set, as well as that fantastic illustration on page 1 (i.e. the giant man bear looming menacingly over the guy with a gun) conveyed to me a 'realistic' sensibility. But then, on other pages of the rulebook, there were 'cartoonish' illustrations - like the anthropomorphic rabbits with rifles (were they called Hoops?). This art direction aspect, to me, evidenced the influence of Ralph Bakshi's 'Wizards' on the game.

    I loved this game so much as a kid, but was always disappointed that it didn't seem to be written to emulate 'Thundarr the Barbarian' more explicitly - a cartoon which was still airing on Saturday morning TV back then, and which was a personal all-time favorite.

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    1. Your memories are deceiving you. 1e Gamma World was published in 1978, two years before Thundarr first aired. 2e GW dropped in 1983, which might be what you're thinking of - the final reruns of Thundarr ran that year, and the first run may have influenced the new edition a little bit but not enough to change the established 1e canon (such as it was) much.

      The Kamandi comic (which ran from 1972-78 originally) was an obvious influence on 1e GW, and bears some similarities to Thundarr thanks to Jack Kirby being involved with both. Still not very much like GW though - most humans in Kamandi have been reduced to animal intelligence, civilization is split between sapient animal species, and there's very little real scifi-tech, the "Great Disaster" having taken place somewhere around 2000 at the latest. Much more like Planet of the Apes (the first movie having dropped in 1968, and the obscure novel well before that in 1963) on a hefty dose of LSD than GW, which was explicitly far-future with the collapse in the 24th century.

      TSR's design choices were probably partly limited by a poorly-realized desire to tie the earlier Metamorphosis Alpha to Gamma World, which forced the GW timeline into a future where generational interstellar colony ships would seem plausible. Shame they never really did much with the idea.

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    2. All good points, but no, my memory isn't deceiving me. As an 11 year old, I wasn't focussed on publication dates and original airing dates of cartoons. I just really liked the "Thundarr" cartoon and had hoped that 1e Gamma World would've been more like it. (I actually never even saw 2e Gamma World on store shelves, for whatever reason.)
      The "Kamandi" comic book was a disappointment for me personally. I discovered it in the mid-1980s, in 25 cent comic boxes at a local comic convention. 'Jack Kirby's take on Planet of the Apes' seemed like such a great idea. But, on hindsight, this period was when his creative powers were starting to wane.
      I suspect that Ralph Bakshi's "Wizards" was another influence on 1e Gamma World. But for me personally, that was another creative work where I was very excited by the premise (Ralph Bakshi's animated take on a post-apocalyptic world, amid a war between technology and magic) that really underwhelmed me when I finally saw it.

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    3. Wizards was definitely an influence on the game. The foreword to the 1978 edition explicitly mentions it.

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    4. @Dick McGee: Not everybody picks up something the moment it hits the shelves. For example, I first got Traveller for Christmas of 1979. It was definitely the 1977 original edition, not the 1981 revised edition. For years, when people would talk about elements of the revised edition it confused me because my edition of Traveller had some significant differences and I was completely unaware of the changes that would come a year and a half or so after I got my copy, not until some years later when I finally picked up The Traveller Book. But I hadn't even discovered roleplaying/adventure gaming in 1977.

      Which is to say that it is perfectly plausible that an 11 year old kid might have gotten 1st edition Gamma World in 1982, noticed the similarities between that and Thundarr the Barbarian, and wished for the one to more resemble the other without knowing the actual timeline of production, no memory deception necessary.

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    5. Wow, well, there it is. (Also suggests that my view about it as an influence was not so much a personal insight as, more likely, a latent memory of what was expressly stated in the rulebook!) In recent years, when I read references online to 1e-3e Gamma World, I feel like 50%+ of the time, "Thundarr" is also inevitably mentioned. But for me, 1e Gamma World was much more like "Wizards." Wizards is set further in the future from the apocalypse, and yet there's a mix of future tech and contemporary tech. And, from memory, it mixes Mike Ploog storyboards at the start which tell the backstory (art which has a somewhat 'realistic' and disquieting aspect) along with some WW II era newsreels, but then that's juxtaposed against a much more cartoon-y style to the animation itself, some of which looked to me to like it was modeled on Vaughn Bode's work, and other elements (like the fat old wizard protagonist and the cherubic nymphette exchanging '70s era sexual double entendres) that seemed to have been taken from 1970s underground comix sold in 'head shops.' For me, it's such a jarring, not totally effective combination. And yet, despite it all, whenever I see it on TV every 5 years or so, I inevitably stop to watch it for a bit.

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    6. Dan2448, was the hobby shop located in a strip mall at the intersection of Quince Orchard Blvd and Darnestown Road? I had no idea that that place sold RPG materials. One generally had to schlep down county, to Chimera Books and Games, The Tin Soldier (both were closed by '82 so before your time) or Dream Wizards for anything other than the most basic RPG stuff.

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  7. There are still Stone Age cultures in the world today. It isn't unthinkable that there could be a Sci-fi level society living in a world with countries having 1970's level technology with maybe only a handful of high-tech items present.

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  8. Yeah, the proliferation of 20th century artifacts across the 24th century apocalypse landscape bothered me when I returned to run a Gamma World campaign a few years ago, but it's really not too big a deal to "wing it" when rolling on those artifact tables and transmogrify something mundane (say, a pencil-sharpener) into something similar but mysterious from the future. Kind of a fun creative challenge even! And I was required to do this quite a lot as Ancient artifacts—even relatively useless ones—were of high trade value in my campaign.

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    1. you know what I attribute the mish mash of tech to, as far as in game logic? Time portals. The war that ended it all was soo catastrophic that is ripped open parts of the space-time continuum. Hence why you can have AD&D PCs come to Gamma World and vice-versa. oh and portals randomly spitting out things, like pencil sharpeners

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  9. The big influences on Gamma World are Ralph Bakshi's Wizards, The Dying Earth series by Jack Vance, Hothouse by Brian Aldiss, and probably the biggest one is Hiero's Journey by Sterling Lanier. I HIGHLY recommend getting Hiero's Journey and it's sequel, The Unforsaken Hiero (I'm going to read it this weekend). The influences on Gamma World are obvious.

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    1. Another likely literary influence for the later editions (not 1e) is Phillip Jose Farmer's Dark Is the Sun, which takes Dying Earth and pushes it to Dying Universe in 15 billion AD. The post-apoc world littered with poorly-understood ancient tech is on the fringe of the "Big Crunch" that's swallowing the whole universe, and the protags are searching for an escape route to another dimension entirely.

      Influenced Numenara many years later, too.

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    2. Do they mention Starman's Son by Andre Norton? It seems like an influence too with all the ruins crawling and mutants.

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  10. For me, Gamma World is strictly 1st edition. And for me Gamma World is pure science-fantasy. I rigorously ignore the nonsense in those pull-out pages about finding TSR belt buckles and such. The only stuff to survive the apocalypse is some high-tech remnants. No Elvis Presley cassette tapes or etc. And none of that "Pitz Burke" nonsense. This wasn't a simple nuclear war. Unknown energies obliterated civilization, and nobody is living near "Lake Michigoom" or anything like that. The old nomenclature is 100% gone.

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  11. 2nd edition GW had much better loot tables. There was a pair of d% tables, one for ruins and one for installations. The first 33 entries were items from the equipment section, and the balance were up to the GM to describe. Some were obvious (personal biodecon kit, utility laser drill, mediscan ball), and some less so (finger watch, intraspray jetgun, pocket refractor), but the best ones were completely outré and let you make up fantastic future technology on the spot (alpha enhancer, 5-prong breen/gola, velkon tube -- 3 charges, half-ton mygnyl chorts).

    The notes to the table sad the GM could divide the d% roll by 3 to only get book items, but no one I played with ever did. Sometimes getting a Feelie Projector was more fun than getting a Black Ray Pistol.

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  12. I’m surprised nobody has mentioned Logan’s Run as a possible inspiration — both the movie and the TV show, which was on the air around the time Gamma World 1e was published. It has a similar “disaster of the future” vibe to it that I associate with GW.

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    1. There's an awesome video out there by a man who tours the waterfall "set" where it was filmed.

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  13. If you look at the Jetsons and any of the exhibits of Tomorrow Land (which I visited in the 70s), the future always looks like the "present day ### years into the future. In the futures portrayed, it's all mid-century modern goodness, which was already 'outdated' by the time I discovered it as a wee lad. In the case of Pitz Burke (my hometown), much of the adventure takes place in department stores that no longer exist, theaters renamed since, and a little bit of prescience that just came true: the US Steel building (our tallest building) is named the Nipon Steel Building in Pitz Burke. US Steel was just purchased by Nippon Steel company of Japan.

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