▁ed itions ▁of ▁the ▁game , ▁technology ▁is ▁at ▁best ▁quasi - med ieval ▁( in ▁the ▁first ▁edition , ▁the ▁cross bow ▁is ▁described ▁as ▁" the ▁ult imate ▁weapon " ▁for ▁most ▁G amma ▁World ▁soci eties ). ▁Some , ▁such ▁as ▁the ▁ 2 0 0 3 ▁and , ▁to ▁a ▁less er ▁degree ▁the ▁ 2 0 1 0 ▁edition , ▁feature ▁advanced ▁technology ▁that ▁is ▁well ▁known ▁and ▁often ▁easily ▁available . ▁In ▁contrast , ▁super - s cience ▁artifact s ▁in ▁earlier ▁ed itions ▁were ▁ris ky ▁to ▁use ▁due ▁to ▁the ▁average ▁G amma ▁World ▁character ▁not ▁knowing ▁how ▁to ▁properly ▁operate ▁such ▁devices , ▁or ▁possibly ▁even ▁what ▁the ▁device ▁is ▁at ▁all . ▁The ▁post - ap oc aly ptic ▁inhabitants ▁of ▁Earth ▁now ▁refer ▁to ▁their ▁planet ▁as ▁" Gamma ▁World " ▁( or ▁" Gamma ▁Terra " ▁in ▁later ▁ed itions ). ▁ ▁G amma ▁World ▁is ▁a ▁cha otic , ▁dangerous ▁environment ▁that ▁little ▁res emb les ▁pre - ap oc aly ptic ▁Earth . ▁ ▁The ▁weapons ▁un le ashed ▁during ▁the ▁final ▁war ▁were ▁strong ▁enough ▁to ▁alter ▁coast lines , ▁level ▁cities , ▁and ▁leave ▁large ▁areas ▁of ▁land ▁le th ally ▁radio active . ▁ ▁These ▁future ▁weapons ▁b athed ▁the ▁surv iving ▁life ▁of ▁Earth ▁in ▁un spec ified ▁forms ▁of ▁radiation ▁and ▁bio chem ical ▁agents , ▁producing ▁w ides p read , ▁permanent ▁mut ations ▁among ▁humans , ▁animals , ▁and ▁plants . ▁