When I first heard about the upcoming Gamma World 4e release (that is D&D 4e, not to be confused with the 4th edition of Gamma World which was published by TSR in 1992), I was excited but also had a lot of trepidations. With D&D 4e's strong emphasis on planned character builds and the use of the Character Builder tool to help sort through all the options, I was pretty sure that the random char gen that is so integral to Gamma World would be dropped. Looks like I was wrong! Here is a link to a series of tweets from D&D Experience 2010 (Wizard's in-house D&D convention) about the new version of Gamma World, aggregated in one spot at rpg.net:
Color me excited! Not so much about the collectible mutation cards that are only fifty cents apiece in random booster packs, but about random character generation and mutations and high-tech that could be easily used in regular 4e games. So far it looks like Gamma World 4e will use a stripped down, rules-lite version of the 4e ruleset at its core, with random mutations and char gens bolted on. One interesting thing is that each day a player draws from the mutation deck to get a random mutation for that day! I will definitely be picking this up, especially considering it will be a boxed set! I love me some boxed sets, I am so glad that Wizards is returning to this model!
Oh yeah - and a re-release/re-vamp of the classic Gamma World module Famine in Far-Go! Bring on the mutated chickens!