Having now spent far too much time delving into my collection of
Gamma World rulebooks and supplements – and not even having even read them all – I think I'm now in a better position to offer some conclusions regarding its setting. In the interests of clarity and concision, I'll present these as number points.
It's often overlooked that
Gamma World is a sequel of sorts to James M. Ward's first stab at a post-apocalyptic RPG, 1976's
Metamorphosis Alpha. Like its descendant,
MA is about mutants in a world gone mad after a civilization-ending disaster. The key difference is that the "world" of
Metamorphosis Alpha is an interstellar generation ship launched from Earth in the late 23rd century – a setting that is unmistakably in our future.I mention this because I think it's important to understanding the background to Ward's own conception of the setting of
Gamma World, namely that of
Metamorphosis Alpha writ large, so as to encompass the entire Earth.However, it's clear that, from a fairly early stage in its development,
Gamma World was never the sole product of James M. Ward. At the very least, Gary Jaquet had an influence over its development, as likely did Tom Wham, Timothy Jones, and even Gary Gygax. Each injected their own ideas into the game, diluting Ward's original vision of a high-tech apocalypse occurring several centuries into our future.Consequently, the setting of the 1978
Gamma World rulebook is something of a mishmash, consisting of a strongly high-tech science fictional foundation atop of which were added numerous elements that don't quite comport with it.While the non-Ward elements of
Gamma World don't wholly undermine the implication that the setting is a futuristic one, they do muddy the waters quite a bit, thereby lending credence to the common belief that the End comes in the relatively near future rather than the 24th century.There was never a strong editorial hand on the
Gamma World game line, especially in its early years. Therefore, each release for the game is
sui generis, reflecting the tastes and ideas of the authors who created them. The fact that Ward himself never wrote a single stand-alone scenario for the game line during its first and
second editions did little to clarify the situation.Ultimately, there is no single
Gamma World setting, however much James M. Ward might have intended otherwise. That said, I personally believe that the game makes the most sense – to the extent that that's even possible – as being set in the aftermath of a
future apocalypse. That's certainly the frame I'll use, when I finally get around to starting up a
Gamma World campaign. Your mileage may vary.