Gamma World: E-Town Vol. 1 Mix

My friends and I are gearing up for a Gamma World VTTRPG campaign, and I have the honour (and responsibility) of serving as the gamemaster. For those unfamiliar, Gamma World is a classic science-fantasy tabletop role-playing game with a long history of post-apocalyptic mayhem. Originally released in 1978, it’s a world of mutants, ancient tech, and bizarre landscapes—a setting that’s equal parts campy and chaotic. Over the years, it’s cultivated two distinct styles of play: “wild and wahoo” (embracing the absurd) or serious and gritty.

We’re planting our flag firmly in the wild and wahoo camp. The more ridiculous and fantastical, the better. Think mutant rabbits with laser rifles, AI cults powered by toasters, and glitter cannons that double as weapons of mass distraction. This campaign is about leaning into the absurdity, blending the apocalyptic with pure, unfiltered fun. Gamma World is science-fantasy at its best, and we’re turning the dial all the way up to eleven.

The Soundtrack of the Apocalypse

To elevate the chaos and immersion, I’m adding a musical twist to the campaign. Enter the pirate DJs, a network of rogue broadcasters who’ve hijacked the last remnants of government-controlled airwaves to pump out post-apocalyptic pirate radio shows. These DJs are as much a part of the world as the mutants and malfunctioning relics, each with their own vibe, followers, and a killer playlist to match.

Inspired by the genius of Peter Quill’s Awesome Mix Vol. 1 from Guardians of the Galaxy, I’m crafting a new playlist each week to set the tone for the session. Each mix will reflect the flavour of the campaign’s events, the DJ’s unique personality, and the overall Gamma World chaos.

Here’s the first mix to kick things off…

Mixcloud:

Spotify:

Join the Wahoo Revolution

This campaign is going to be a wild ride through radioactive wastelands, ruined metropolises, and psychedelic visions of a future gone wrong. With music as our guide and the pirate DJs as our narrators, we’re setting the stage for an unforgettable adventure.

If you’re curious about Gamma World, love over-the-top RPG antics, or just want a weekly dose of post-apocalyptic playlists, stay tuned. This campaign promises to be an epic blend of chaos, comedy, and camaraderie.

Now, crank up the volume—it’s time to dive into the madness.

It’s with light heart I go

I woke up to the news that Tom Petty had died.  Sad days indeed.  I immediately played on of my favourite Tom Petty track:

I remember when this video first came out I was ecstatic.  It was during those days that I played a lot of role-playing games one of which was Gamma World, a science fantasy role-playing game set in a 24th century post-apocalyptic earth. This video was like Gamma World brought to life and set to music.  I raced to the television every time this video came on MTV.

Another one of my all time favourite Tom Petty tracks is You Don’t Know How It Feels off of his 1994 album, Wildflowers.

I could go on and on…

A vision came to me this morning of two paths.  One path was labelled ‘existential angst’ the other, ‘the devil may care.’  I could see myself standing at this divergence.  I’ve been down both paths at one time or another in my life, so the choice didn’t disturb me.  Quite frankly, I’ve been on the chilled path for too long, grown too comfortable, so this choice comes at just the right time.

Rainer Rilke said the “Only journey is the one within.”  That may be so, but I’m tired of that journey.  I’ve been inside and there’s nothing there but a big dark void.  One I’ve tried to fill with many things, but each time the object of my desire was devoured by the void.

So it’s with light heart that I begin to tread down the ‘devil may care’ road.  I’m not sure what that will entail, but I look forward to finding out.

I wanted to say something about this whole inner journey thing.  In Joseph Campbell’s Hero’s Journey, Once the hero has completed the quest and the elixir, he or she has to face one more trial – The Return.  The road back is often dangerous and many heroes don’t make it back. Not always because they meet some demise, but because they have fallen in love with the enchanted world and refuse to return back to the Ordinary World where the hero belongs.  By choosing to stay, the hero abandons the Ordinary world and doesn’t bring back the elixir that will help humanity.

I think that happens with a lot of seekers.  They embark on the inner journey.  They learn to meditate. They adopt some form of spiritual practice that unburdens their soul. They find peace. The bliss is intoxicating. They get trapped in non-ordinary reality, seduced by the bliss. They fail to heed the Zen Master’s warning:

“Before enlightenment chop wood, carry water. After enlightenment, chop wood, carry water.”

I think I’ll hang out here for a while:

On that note, as you can see, my glass is empty.  Gotta top up.

This is what I’m drinking tonight:

Soundtrack: