In November 2002, Sword & Sorcery Studios (SSS) announced that it had licensed the Gamma World setting from WOTC in order to produce a sixth version of the game. SSS's version of the game, which reached the market in 2003, used the d20 Modern system, and mimicked D&D's "three core book" model with three hardcover manuals:
Gamma World Player's Handbook by Bruce Baugh, Ian Eller, Mikko Rautalahti, and Geoff Skellams (ISBN 1-58846-069-X) Gamma World Game Master's Guide by Bruce Baugh, Werner Hagen, Lizard, and Doug Oglesby (ISBN 1-58846-068-1) Gamma World Mutants and Machines by David Bolack, Gareth Hanrahan, Patrick O'Duffy, and Chuck Wendig (ISBN 1-58846-067-3)
Sword & Sorcery Studios also published three paperback supplements for the d20 version of Gamma World:
Gamma World Beyond the Horizon by Ellen Kiley (ISBN 1588469778) Gamma World Cryptic Alliances and Unknown Enemies by Owen K. C. Stephens, Alejandro Melchor, and Geoff Skellams (ISBN 1588469662 Gamma World Out of the Vaults by James Maliszewski, John R. Snead, and Ellen P. Kiley (ISBN 1-58846-022-3)
This new version of the game presented a more sober and serious approach to the concept of a post-nuclear world, at odds with the more light-hearted and adventurous approach taken by previous editions; it was also the first edition of the game to include fantastical nanotechnology on a large scale. In August 2005, White Wolf announced that it was reverting the rights to publish Gamma World products back to Wizards of the Coast, putting the game out of print again.
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