The Setting of Gamma World (Part IV)

As a brief aside, I wanted to mention that, when I first got this module, I assumed – mistakenly, as it turns out – that the Far-Go of the title was not the most populous city in North Dakota. Having recently looked at a map of the region, it's now clear that it is. In my vague defense, the module's background section that the settlement of Far-Go is so named "in memory of [the] long and dangerous trek" made by its first inhabitants to reach its present location. This is, however, a just-so story and Far-Go really does seem to be Fargo, North Dakota. Go figure.
Now that I mention it, the location of Famine in Far-Go is relevant to the subject at hand. Here's the players' map included in with the module:

A bigger issue with the module is the presence of a large number of 20th century in-jokes and meta-humor among the treasures found in it. For example, the very first detailed encountered includes "an old, thin, damaged plastifax book" whose cover is torn so that "the only word that remains of the title is 'GAMMA.'" Moreover, inside the book is "a small plastic card" that "bears the hologram of a bearded man in pre-holocaust clothing. Below the picture is the inscription, 'Executive Pass, E.G.G., Pres.'" There's a GM Note after all of this that says, in relation to the book that "this item can be an amusing one if you have the desire to make it so." In another early encounter, the characters come across "an experimental counter-intelligence mechanism developed by certain Eastern European countries just before the onset of the great holocaust." The item bears three letters on it, "DDR," which I can only assume are the initials of Deutsche Demokratische Republik, which is to say, Communist East Germany. Once again, we have an out of place 20th century reference that makes little sense in Gamma World's future setting.
Then, there's this:

The central location of Famine in Far-Go is the La Prix Industries Automated Chicken Processing Factory. For the most part, the description of the factory is much more in keeping with the 25th century setting of Gamma World. The facility is filled with computers and a few robots, in addition to a nuclear power station. Now inhabited by mutant chickens descended from those originally housed here for poultry, the place is a decent example of what the GW rulebook calls a "mech-land" or robot farm. Of course, there are still a couple of in-jokes and 20th century references, like the presence of the book Animal Farm and "a magazine called Best of DRAGON™ Vol. 53."
Famine in Far-Go is thus another mixed bag when it comes to fleshing out the setting of Gamma World. The module mostly sticks to the script laid down in the first edition rulebook, but it still contains an inordinate number of references to things from the 20th century that simply don't make sense. My feeling is that this represents less a failure of imagination on the part of the writer – though that likely does play a role – and more a desire to include elements the players will recognize while their characters will not. I'm not at all opposed to that, nor do I think situational humor is necessarily inappropriate in a post-apocalyptic setting. Rather, I simply wish these elements were more clever, or at least less obvious. However, this is a constant issue with Gamma World products and not at all unique to Famine in Far-Go.
Published on April 11, 2023 10:00
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