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Thanks for the question! Everything world champ said here is right.  The games are going for different tones and experiences. Here are three special things about Plasmodics:

  • Mechanics: A bespoke system that pushes players into risky decisions all the time. Every fighting roll is a gamble between damage and fallout.  The trouble track and the trouble dice, core to the moment-to-moment experience, can max out and cause fun problems for the players.
  • The characters and flexibility: Characters are a smashed together collection of mutations and nuances that make your mutant a one-of-a-kind freak. Your usage of your mutations and your nuances (mutations to your personality) are only limited by your imagination, inside and out of combat.
  • The tone and the stories: the Plasmodics are here for a good time, not a long time.

It's inspired by Into the Odd, so you'll recognize some similar dna with Eco Mofos, but I've changed/threw out a lot. This game is a "demake" of first edition Gamma World, melted in the microwave for a few days. The preview PDF of the book is totally free on this page, so I welcome you to download it and check it out!