I was not sure where to place this, but over here it seems more appropriate (if I'm mistaken please forgive me) I've been reading Carcosa for a while now and one minor thing kept creeping fort...what rules to use. I don't have the required version of DnD and to be honest at this time they are not my cup of tea. I have the Sword and Wizardry rules which seem to be the next best thing (to follow the spirit of the supplement) but again there's something missing. Last night I was reading in bed and before turning the lights off glanced to my stack of night-night books, saw my recently acquired GW 1ed rules and it cliqued! Gamma World. I remembered that GW was one of the main inspirational sources (Geoffrey correct me if I'm wrong) So Geoffrey (and my fellow grognards) if you where to use Carcosa with GW (and by using I mean having Carcosa being in a post apocalyptic Earth or close facsimile) what would you change/use?
By the way Geoffrey you made an appearance in wikipedia...
"In 2008, Geoffrey McKinney published a new book of optional rules for the 1974 edition of the Dungeons and Dragons role-playing game entitled Supplement V: Carcosa. Carcosa is the name of the land described in the book, where evil sorcerers enact heinous rituals to summon powers granted by alien gods. Inspired largely by the work of Lovecraft, the book also includes an extract of Chamber's poetry."
So Geoffrey (and my fellow grognards) if you where to use Carcosa with GW (and by using I mean having Carcosa being in a post apocalyptic Earth or close facsimile) what would you change/use?
You are right on track. When I started my Carcosa campaign in early 2006, I used a hybrid of 1st edition GW and 1st edition AD&D as my rules base.
What if I were to be handed Supplement V: CARCOSA and the 1st edition Gamma World rulebook and told to play with those two books and nothing else? Most of CARCOSA could be used unchanged. Here are the handful of changes I'd make:
1. I'd allow any pure strain human GW character to be a sorcerer if he so chose. I wouldn't allow mutants to be sorcerers. Each time a sorcerer GW character achieved an xp goal (given towards the back of the GW rulebook--I don't have the rulebook with me), the character would rise in level for the purposes of performing sorcerous rituals. Hit points, to hit scores, and everything else would be as per GW.
2. I'd drop the CARCOSA psionics and use GW's mental mutations instead.
And I think that would be it. Carcosa could very easily be ran using the GW rules.
Last Edit: Nov 19, 2008 15:45:38 GMT -6 by geoffrey