
Since this setting predates the Mad Max Post-Apocalypse craze of the 1980's, the setting plays out like a 1960's Post-Apocalypse akin to Planet of the Apes, Kamandi: Last Boy on Earth, and Mighty Sampson (the last two are comic books).

This is mostly do to the futuristic background of the setting. Unlike many of the later editions, modern items like ballistic weapons, tanks, helicopters and the like are not present in this edition. The overall motivation was to find the long lost weapon cache of the Apocalypse, with rumors and legends that inspires countless explorations.

The motivation for adventures were usually a quest to search old ruins to prove their strength. Power comes form the point of a spear, but those with the right artifact is King! They see the people of the Black Years as god-like people, their artifacts as magical (and often cursed) items, and their ruins are the source of great fear. The people of this world are primitive, xenophobic, amoral and superstitious. The end result was nothing short of Armageddon! In the present, the world is in a semi-barbaric state.

But idleness gave way to conflict, as people formed into zealous political movements. Long ago, in an age called the Shadow Years, the world was a high-tech utopia void of conflict, poverty, sickness and pollution. The setting takes place in 2471 AD, in an age called the Black Years. Ward's earlier product, Metamorphosis Alpha. The original working title for the setting (before the rules were formed) was called Mutants! The rules were borrowed heavily from James M.

Lanier's Hiero's Journey, Ralph Bakshi's Wizards, and some comic books that was eluded to by the author(s) but never named. The setting was inspired by Brian Aldiss's Hothouse, Andre Norton's Star Man's Son (also published as Daybreak - 2250 A.D.), Sterling E. Gamma World was the first in the long running Gamma World franchise.
