So I never did get around to running the introductory module that came with Gamma World, and I have to admit that it barely bothered me because character creation was so damn amazing. Looking over it again, I can see that it's apparently 7 combat encounters, a really loose hook and virtually nothing else. In fact, this line from the text is rather woeful!
After the adventurers enter the steading and make
their way to the installation of the Ancients beneath it, the encounters
between poster maps are not physically connected. They pass through
dozens of interconnected chambers, descend stone or metal stairs, and
occasionally find straight connecting passages. These corridors,
tunnels, and chambers aren’t shown on the battle maps.
repeat the important part again: "They pass through dozens of
interconnected chambers, descend stone or metal stairs, and occasionally
find straight connecting passages."
I know this is Gamma World,
but anyone who's read it will see that it's clearly designed by the same
people and pretty much has the exact same tone as 4e. And regardless of
how my group has played 4th edition D&D(which I think we've had
some awesome games with), WotC expects a great deal of abstraction of
the events between combats!
So, I say to them this, I'm sorry
Wizards of the Coast, but even though it will lead to me being
completely confused if I ever attend another D&D encounters or
Living Forgotten Realms game, I enjoy your games and prefer to actually
play out those "dozens of interconnected chambers," even if it means
that I might not be able to pack more than 2 or 3 combats into a single 4
...and the group might even come up with a plan to bypass or talk their way out of those combats!