▁ ▁This ▁new ▁version ▁of ▁the ▁game ▁presented ▁a ▁more ▁so ber ▁and ▁serious ▁approach ▁to ▁the ▁concept ▁of ▁a ▁post - n uc lear ▁world , ▁at ▁odd s ▁with ▁the ▁more ▁light - heart ed ▁and ▁advent ur ous ▁approach ▁taken ▁by ▁previous ▁ed itions ; ▁it ▁was ▁also ▁the ▁first ▁edition ▁of ▁the ▁game ▁to ▁include ▁fant ast ical ▁nan ote chn ology ▁on ▁a ▁large ▁scale . ▁In ▁August ▁ 2 0 0 5 , ▁White ▁Wolf ▁announced ▁that ▁it ▁was ▁rever ting ▁the ▁rights ▁to ▁publish ▁G amma ▁World ▁products ▁back ▁to ▁W iz ards ▁of ▁the ▁Coast , ▁putting ▁the ▁game ▁out ▁of ▁print ▁again . ▁Several ▁critics ▁and ▁fans ▁considered ▁T weet ' s ▁Om ega ▁World ▁to ▁be ▁a ▁superior ▁d 2 0 ▁System ▁treatment ▁of ▁the ▁G amma ▁World ▁concept . ▁ ▁Se vent h ▁Edition ▁( 2 0 1 0 ) ▁At ▁the ▁Dun ge ons ▁& ▁Drag ons ▁Exper ience ▁fan ▁convention ▁in ▁early ▁ 2 0 1 0 , ▁W iz ards ▁of ▁the ▁Coast ▁announced ▁a ▁new ▁version ▁titled ▁D & D ▁G amma ▁World , ▁eventually ▁released ▁in ▁October ▁of ▁that ▁year . ▁The ▁game ▁is ▁compatible ▁with ▁the ▁D & D ▁ 4 th ▁Edition ▁rules ▁and ▁the ▁System ▁Reference ▁Document , ▁but ▁is ▁not ▁considered ▁a ▁separate ▁D & D ▁setting . ▁ ▁The ▁basic ▁box ▁included ▁ 8 0 ▁non - random ▁cards . ▁In ▁addition , ▁random ▁" boost ers " ▁of ▁" Alpha ▁Mut