I neglected to mention that in last week's game, we had another PC fatality. (Never bring a bow to a laser fight, kids.) Now, we have an interesting predicament...
There are three players in my game. One of them plays a magic-user from the original campaign world, one plays a former cleric from the same world who has spent his time on Tarraxian learning to be a field medic and tech user, and the last player ran a an elf fighter/druid who is now deceased, and he intends to make a mutant scavenger character. My wife's theoretical character is going to be a native, as is the character of another player who wishes to join. This means that out of a party of five, only two will be from the original fantasy campaign world, and one of those two has abandoned his magic using ways to learn the ways of science and technology. I suppose I forgot to mention the fighter henchman of the late player character, who still accompanies the party. There is barely anything fantasy left in my game, which is now post-apocalyptic science fantasy more than anything else. Though I have dropped hints about a way back the original campaign world, the party seems more interested in looting abandoned labs and military outposts. Hey, I said I was all about player choice, so if they want to stay and play, they can do so... and now that the majority of the party is set to consist of natives, it looks like Tarraxian might be the campaign's permanent location.
This development leaves me wondering... should I just convert the game to Gamma World or Mutant Future and be done with it? I have been drawing heavily on GW 2nd edition for monsters and gadgetry, but I have been trying to make the rules follow the numerical scale of AD&D 1st edition. Perhaps it would be easier to just use GW and find a way to convert (or kit bash) the abilities of the magic-user. Then again, Mutant Future would be an easier conversion since it shares the basic framework the old edition D&D family. The MF saving throws might be more appropriate, since the characters are now on a world where magic is rare, if indeed they find it anywhere at all. I suppose I could also use a mishmash of Mutant Future with some of the "missing" AD&D mechanics... heh, I could call it "Advanced Mutant Future."
I suppose another way to do it might be to just keep using AD&D rules and hope for the best. Still, as things develop, the game continues to be less like AD&D in the traditional sense. (Then again, look at stuff like Spelljammer and Dark Sun...)
If I do end up using GW or MF, it will be the first campaign I've ever run that actually changed from one system to another.
As I type this, I am leaning more towards "Advanced Mutant Future." Of course, I could just run it "as is," since now the entire party consists of humans (with one player wishing to play a mutant), so the race/class divide isn't so important anymore.
This sure is getting interesting.