Faggots over at Giants In The Playground never responded to this shit...
Default Alternate System: Fallout (Exodus) D20
I am creating a campaign/world for a new campaign that I am going to try this Summer (2017). My friends and I love the Fallout series more than you could imagine, and we are willing to try this system despite its flaws.
Does anyone have any suggestions, ideas, stories, or anything else they'd like to discuss?
Post it here!
The campaign: I am deciding against giving the players a big main quest--having GM'd for them for 2 campaigns prior and seeing how they work, I think this will work out better. Rather, I have created a world map Fallout2-style gridmap and I will let them explore it at their own pace. I have created plenty of towns and factions for them to interact with as they wish, and have created some important npc characters--some of which may join them as a GMPC, should they ask.
The world : I will follow mainly Fallout lore, but I will incorporate Exodus' lore just so they don't get lazy and get in the mode of "Oh, its Fallout, got it." However, I will rename many of the elements that Exodus clearly intended to be Fallout elements and have them work as the Fallout world would; I.E. Ghuls being ghouls... Trans-genetic mutants clearly being super mutants.
I intend on incorporating synths, but they won't be a major element--think about the super mutants in Fallout: New Vegas--they exist, but they are scarce and only congregated to a few spots on the map.
Grid-Map details: I have written up a list of random encounters (35% chance of encounter every 2 squares traveled on map). The map of the world is 11x17 squares and is marked with 17 locations (towns mainly). I want to keep the world simple, but still give them enough freedom to explore, and give them a realistic feel for the world--its a nuclear wasteland in a desert, it's going to be barren, but settlements still exist.