Fallout

There was a short-lived Fallout thread last night. Can we get another one?
I have a copy of Big Apple Wasteland, but I'm not sure if it's the original or the "fixed" version. Should I try 'updating' it and adding in the things from F4 that are worth adding? Does anyone have any documents of doing that themselves?
Or are there any better alternatives out there?

Other urls found in this thread:

dropbox.com/s/piljepe7l3wcd4c/Fallout The Big Apple Wasteland.pdf?dl=0
docs.google.com/document/d/1TszvB-8WOJt7TU_lZ-Bjuqs9Y0aZVoFjYo-Sb4qdKVo/edit?usp=drivesdk
mediafire.com/file/779ocuy1quxa7qb/Fallout PnP Complete Kit.zip
docs.google.com/spreadsheets/d/14dSvO2w_XtJoHrEvnlmAENKAlysEYH0PWuO1j8Zq-m4/edit?usp=drivesdk
fallout.gamepedia.com/Psyker
suptg.thisisnotatrueending.com/archive/48865258/
fallout.wikia.com/wiki/Fallout:_New_Vegas_traits
twitter.com/SFWRedditGifs

This is the version I have
dropbox.com/s/piljepe7l3wcd4c/Fallout The Big Apple Wasteland.pdf?dl=0

oh my god i fucking love you thank you very much

Anyways in terms of Fallout pen and paper i was thinking of gamemastering one in the Mohave or somewhere close to it

Courier would have done the House ending and the players would have to play around New Vegas and out of Vegas Factions, namely Raiders and Legion coming in from out of the Region, displaced Kings and a lot of the towns in the game

Maybe i'll draw up my own region with the Courier and co. influencing it from the outside, but im not sure yet.

Making a world that lasts more than one campaign is a lotta work after all

areas of texas and near the borders with canada would be interesting areas to run a fallout rpg as well. some have been mentioned in the lore such as Ronto...or Toronto. which is kinda implied to have become a local military power in the years since the war.

I really liked the pitt for doing stuff like that

Just widening the scope from the boring capital wasteland

If you design toronto in a similar way that pittsbourg is designed you might even connect the two places and the commonwealth

In my mind the vault dweller from 4 is a raider basdard so i think theres a lot of potential for a darkish scenario there

Also look at this fucking shit

I got no idea how stuff like this got lost in the happy-place that is fallout 4

Also i found another rulebook for fallout

Uses percentile rolls instead of d10 for skills this time

I remember a couple of months ago there were some great threads pondering about how Fallout: Florida would go.

Great ideas like a roaming platform from the Kennedy space centre being used by raiders, and the magic kingdom being some bizarre haven in the wastes.

I ran a campaign in this a few years back. Wouldn't recommend, shit is basically a direct transfer of video games rules into tabletop, and as you can probably guess it doesn't work too well.

Still one of the best campaigns I ever ran, definitely one of the funniest ones, although the system obviously wasn't a reason for that

Do you have the charsheet?

Also why didn't it work out? From playing cthulhu i've had a lotta good experiences with percentile rolling

The sheet can be easily found online I think, I just googled it.

As for the system, I don't have anything against percentiles myself, I actually like them, but here majority of formulas are taken directly from the video game. So, every aiming roll has like 6 modifiers to it, the armour efficiency is calculated from like 3 different values with fractions and brackets in the formula, basically stuff that works just fine in a video game where the computer can calculate this stuff instantly, but not in a tabletop when you have to do this by yourself, I had to heavily simplify it for it to be playable and not taking ages. Another big problem I ran unto was how fast characters gain skill points. This rate is fine for a video game, where you're on your own and have to invest a bit in various things to be preferred for everything, but not in tabletop where the party members usually specialise and they are able to max out their respective skills in few levels. The skill point gain should be split in half at least. Overall, it's not a terrible system, but there are almost certainly better alternatives.

Here is a chart we made after the previous campaign which I still have stashed in my computer, actually the second one with same characters, the first one went... better. Please don't ask what the fuck happened, because I'm still not sure of it to this day

prepared, not preferred*

Seems like the system would be pretty good after tweaking those two things

Also from that picture your players seem to be pretty retarded

Oh and how does "generic survival rifle guy" turn into a hobo lmao

Nah, they're good and intelligent people, just kind of normie and have a tendency to go full murderhobo and dumb jokes instead of proper roleplay.
Running games for them can be suffering, but they're still my friends. Sometimes it's fine though

Thats literally me
>started GMing for my real life friends like a year ago
>first game was full on murderhobo
>second a bit less so
>players slowly transitioning into actually roleplaying
>they're also constantly arguing about the time we're supposed to meet and its really annoying the shit out of me
>mfw they'll learn how to play a game at the cost of tireing me out

Yeah, it's pretty similar in my case. They are getting better and some of the failures during our games made me realise some mistakes I've been doing as a GM, but I'm getting kind of tired of their bullshit, double so since settling a time for game can also be a huge problem. Especially since I've recently tarted running games for another group of people, and although they are mostly beginners as well, they're so much better already.

One guy i've been playing with for like a year and he still treats the game as a videogame

He only has two types of behaviors in the game
>solve problem behavior
>talk politely behavior

And he uses the same mannerisms and words when doing those routines no matter what characters he plays

I mean im fucking thinking of original npcs im designing world spaces, main and sidequests im making the wheels turn and these people don't even try to put effort into the game

Really annoying tbhq

Played in a game with this a few years back. It... works, especially if you're playing online, use the character creator, and do a LOT of house ruling, but really any system with solid combat and diverse weapon rules works fine.

As for settings, FO 1 and 2 California, Chicago, and the Mojave are personal favorites, but there's plenty of others.

Thinking about running a fallout game with my regular group. Can anyone here post a good storytime of their campaigns to get me hyped?

Has anyone ever done a book on Fallout in Europe? I saw the one with the timeline leading up to the bombs, but nothing in the wasteland era.

Isn't fallout being in America the point of fallout?

The self irony and making fun/playing with american patriotism is (for me atleast) a big point of fallout

I could imagine fallout in england with a lot of stereotyping turned upside down but i can't really think of mainland europe working

The point is an exaggerated Americana. That shit got everywhere, that was the idea.

Pretty much everything iconic to Fallout is present exclusively in America. Why the fuck do people want an European Fallout so badly when it could just as well be another franchise then? There are still lots of interesting locations in America not explored yet, so it's not like you have to move oversees for something new and interesting.

Also one could explore Canada or if someone wants italian vibes theres a lot of italian american communities in the US

Point of Fallout is that the US govt + Vault Tec ruined everything and thats why theres a focus on America

Dunno how you'd handle stuff like Vault-tec in a European setting, don't think they had Vaults there

How do you guys handle speech rolls in your Fallout games?

If a player asked you to charm a raider how far would you allow them to go?

Diplomacy between fiends and settlers sounds nice but it might be too far off the rails

I like my players to actually act the diplomacy out, or at least describe how exactly are they trying to convince them. If their method makes sense and they don't fuck up their roll, sure why not? If what they want to do is pants on head retarded though, they're going to need reaaly good rolls to succeed at that.

I think fallout is really enhanced when you create a setting based off the U.S. State you live in. My group and I live in Michigan and so I created a Detroit Metro Wasteland for us

So... not a lot of work then?
How would a Hawaiian fallout setting work? Would the biggest threat be mutated sea creatures? Would there be super mutants? Deathclaws? Due to the geography, parts of the archipelago might be fairly untouched, with tall mountains that would shield parts of some islands.

Nuclear powered surfboards have to be a thing in Fallout universe.

So when these threads pop up, there's usually someone who keeps saying to just run it in GURPs (as Fallout was originally intended to be one, actually).
Are there any Fallout GURPs adaptations that are up to date floating around out there?

I found this, but it's pretty old and outdated. Doesn't even seem to have New Vegas stuff.

After the End goes a long way.

That is a rare pdf. There was a company called Glutton Creeper that got the rights to do the Fallout pen and paper rpg from Interplay.

Interplay went tits up and GC got fucked by Bethesda.

Gurps Fallout. Good times.

See, the original Fallout was supposed to have been a Gurps based game, but Evil Stevie didnt like how violent it was, so he yanked the licence, so the Fallout crew created the SPECIAL system.

The rest is history.

I don't get it. If medical duties are a Scribe thing, how is Cade a Knight-Captain?
Brotherhood organization makes no sense anymore.

I just had a silly idea.
A lot of the people (or "people") in Fallout seem to be, or at least have, fantasy analogues. Ghouls are your standard undead. Super mutants are orcs down to the green skin. The Brotherhood is a paladin organization, etc.
But what about elves? They're oddly missing.

So what if the remnants of the Institute (after it's blown up obv) meet up with the remnants of the Enclave in [insert whatever location here]? The leadership of both has been pretty sufficiently destroyed and most of what's left would be the scientists from each that fled before their organizations were destroyed (along with a relatively small number of soldiers).
They no doubt kept or at least remembered some of their research. Then they either try to make a new menial labor/slave caste or maybe they decide to become transhumanist or something.
The end result being some strange combination of FEV research and synthetic implants that would probably look like a Dark Eldar or something. I feel like it should be a bit further distanced from the traditional "elf" though.
What do you guys think?

The Enclave is still doing pretty well past Fallout 3. They've just got no bases in the populated areas of the East and West coast, but they've got plenty of bases left.

They just don't have any high-up leadership left. We really don't know much about their other bases, though.
I imagine the Institute remnants would roll into one quite nicely. They have somewhat similar goals.

my group has tried 3 seperate fallout campaigns. The first one went on for about 4 or 5 years and then fell apart for multiple reasons. The second fell apart due to lack of group interest and schedules. The third fell apart due to lack of group interest. The fourth never got past the pitch. If anyone wants I can share a few stories, or even side quests/plots/factions from the two campaigns I wrote myself.
The DM for the first basically homebrewed a bit for the rule system, and in the 'main' game we had 2, maybe 3 groups running around the same wasteland and were getting character quests based on our backstories.

I'd be interested in anything you'd want to share, user

Alright, here's a faction from the fourth campaign I wrote, which was based in the southeast commonwealth.

The Noosecallers are a savage and brutal band of raiders, descended from a control vault meant for Enclave experimentation that initially housed prison inmates that had been sentenced to death, prison guards, and guards families. Their deaths faked by Vault-tec, the prisoners found themselves in another prison underground. Thirty years after the bombs fell the prisoners staged a successful riot against the guards, killing all but the women and children as they made their way to the surface world.

The Noosecallers lay claim to the entirety of I-75 between Atlanta and Macon, which they have lined with the corpses of victims over the years, leaving them hanging by rope and chain by their necks for all to see.

The noosecallers prefer fear tactics and melee weapons, though they have been known to enjoy massive explosions.

from the third campaign based in New York-

The Super Heroes United are seen as most as an off bunch, at their best an annoyance and at their worst a reason for raiders to be more hostile than usual. Housed in the ruins of the former United Nations building, the SHU are led by the mentally insane Iron Gal, a brotherhood of steel outcast driven mad in her obsession with technology, and the pre-war Captain Freedom, a television character that was created to boost the sale of war bonds and to push the idea of signing up for military service.

Other members include the Supermutant Mr Bigs, the young Fantoma, The freerunner/parkour specialist Tricks, and the ghoulified Desperado.

For the most part the SHU merely play at the idea of being heroes, though due to their actions, they cause more harm than good.

I'm planning a campaign for a few people set in Legion territory to the east of New Vegas after the fall of Caesar. Anyone have any ideas for plotlines, sidequests, or factions? I'm hoping to go with a particularly Wild West feel.

Vault 116-

Built beneath the base of the Statue of Liberty, the vault was meant to house government officials from the United Nations. The vault was repurposed after the disbanding of the United Nations, though nobody really knows what the vault was meant for as the door never opened when the bombs fell.

The Statue of Liberty itself has become home to a band of pirate-raiders calling themselves the Liberty Launchers, who possess in their arsenal a functioning warship and aircraft carrier, as well as several smaller ships such as tugboats and fishing vessels. While they mainly spend their time harassing anyone along the coastline or attempting to access the vault, their favorite pastime is firing missiles from the top of the statue at the Jersey Shore.

Started writing a pretty simple fallout system based on a bunch of the things I liked from other systems. Its super duper barebones, but Im looking for Feedback. Anyone interested? I didnt like any of ther other fallout tabletop games.

Sure, I'll give some feedback.

docs.google.com/document/d/1TszvB-8WOJt7TU_lZ-Bjuqs9Y0aZVoFjYo-Sb4qdKVo/edit?usp=drivesdk

The Not so Sleepy Hollow

The players are led to a mysterious little town north of Manhattan by a small doll that somehow (Speaker in the mouth) talks to them. The town has been turned into a massive maze filled with traps, monsters of the wasteland, and other captives.

Combat- Mostly hallucinations that vanish when near. Think jumpscares, only sometimes it's not a ghost and you just shot some random guy that looked like a Deathclaw. The entire town is shrouded in fog and decayed walls. Voices can be heard, but not understood or found.

The Headless Horror- Throughout the maze the players will find several corpses of people and creatures missing their heads. The players will encounter the headless horror once as it beheads a feral ghoul, attempting to place its head upon its neck. Should it spot the players it will pursue.

The Headmaster- The headmaster is a deviant little man who takes pleasure in leading people into his 'haunted' village to collect their heads, which he uses for many purposes, though seemingly (And hopefully) mostly decoration. The headmaster would be an anticlimactic boss fight, if not for the hallucinogenic drug in the air making the players see several of him, including various wasteland monsters with his head.

>TO DO
>MOST THE CRUNCH
You ain't kidding

mediafire.com/file/779ocuy1quxa7qb/Fallout PnP Complete Kit.zip
For anyone interested, this contains that, a homebrewed pdf by a gun-loving polish man for more realistic gun ranges and damages and new content, and a few helpful tools like a kinda sorta brokenish character sheet .exe and two horrifically cobbled-together html calculators for calculating damage and barter price differences (the latter of which was entirely speculative in terms of value and subject to interpretation).

docs.google.com/spreadsheets/d/14dSvO2w_XtJoHrEvnlmAENKAlysEYH0PWuO1j8Zq-m4/edit?usp=drivesdk

Calling it now, the new Fallout from Bethesda will involve psykers despite it being a ticket to Childhood's End. Somehow, this will trickle into the tabletop versions, and we'll have a 3.5/4e DND edition war all over again, featuring new converts looking to play psykers and the 'old guard' of crusty neckbeards.

There's a Fallout tabletop wargame in the making right now. We shall see.

Also Fallout has *always* had psykers
fallout.gamepedia.com/Psyker

Yes, and they're also described as, like I said, a quick ticket to Childhood's End. you know, not something for player consumption.

Do some diadochi meets cowboys and Indians.

Lanius with the largest portion of the legion, but in disgrace after failing to take Vegas (presuming you went with that angle)

Vulpes and Lucius with their own factions, one of whom betrayed the other after undermining Lanius (you decide)

Any of these factions could be more tribal than the legion, and definitely have some random legion splinters returning to tribal roots for your "Indians" in that Wild West sense.

In the middle of all this chuck your cowboys, the free(ish) civilised communities which Caesar maintained, but have since had to move out of the way of legion infighting, or grab their guns and protect the community, magnificent seven style.

For plotlines, chuck in some NCR rangers scouting Arizona, in need of help.
Could have a female heavy tribe/community interested in protecting women from the legion, with some witchy/pagan vibes.

Also, mutant rattlesnakes/mountain lions/eagles would be great, in my opinion.

Check out the Van buren design documents for more and grab what you like.

>Then they either try to make a new menial labor/slave caste or maybe they decide to become transhumanist or something.

So their a copy of the Big Mt.

Elves are long lived and impossibly skilled. Or they're supposed to be. It wouldn't work as outlined. Maybe just have your false-instutite in conflict with th Followers of the Apocalypse, a dark side version.

A fallout elf faction would likely be some sort of pre-war FEV strain that just led them to becoming unaging, sort of like ghouls, but minus the hideous warping and with a serious resistance to radiation.

I basically feel the same damn way. Was going to take a crack at writing my own system doing basically the same thing: taking shit I like from other systems.

I'd be interested in what you got.

Shit I didn't see until after I posted lmfao

I honestly wouldn't mind some mild pysker stuff. Obviously not full-on Firestarter-tier stuff (for players, anyway) but subtle abilities could be fun and useful. And I mean things that could actually qualify as psychic powers. Danger sense, better persuasion, light telepathy or empathy, premonitions, etc.

If you have players shooting lightning bolts from their fingers or juggling super mutants in the air with their brain, chances are you've gone too far.

Bumping for more fallout discussion, it's a great setting with no good systems.

...

To be fair, there are worse things to copy.

...

Does anyone have any ideas for Vault experiments?

I had an idea once for a "Noah's Ark" Vault in a campaign once. It was literally just a Vault with a single family probably with veterinary skills and two of every animal that they could corral into the Vault.

Meaning depending on your want for the result of this Vault, it could be full of some rather downs syndrome but otherwise functional pre-war animal living relics (imagine your players finding the Vault and walking out with the only living horses on the planet as mounts) or an excuse to have random mutated animals that don't otherwise fit natively scattered around.

And another idea that's only sprung up recently which I'm toying with is a Vault where people who basically lived and breathed the culture of older times were all gathered together as an experiment to see how that culture would last. The example I have is a PC who speaks in nothing but 50s lingo, so I'd imagine everyone else in the Vault does the same.

so how would one do florida? im guessing that cancelled fallout florida game would be a good place to start..or maybe fallout bible. Anyone know where I can find info about those?

I've got one in my New York campaign built in Central Park. The experiment was the creation of biological weapons, new breeds of flora and fauna that could be used against an enemy nation. The vault is full of these things, as is the surrounding area. Central park is overgrown with killer plantlife that release fumes that make whoever breathes them in feel happy and at ease as the plants kill and digest them, giant abominations covered in eyes and teeth, sentient piles of corrosive goo. People have tried purging the area with fire, but the plants keep growing back and more creatures keep crawling from the vault.

one guy in my group tried running a campaign where Disney was essentially a discount pre-war Institute using synths/androids as the character actors and turning those character actors into soldiers post war. Miami was run by a ghoul who build a massive empire out of the ruins, who was at war with Disney. I don't really remember much of the planned story sadly, it died after a few sessions.

Let me tell you how to do fallout right

#1- research wgat iur local area was like in the 1950s. Look at the major differences. Exagerate them while moderbising that map up to 2077. Now pick three places where a bomb might have fallen. Placr destruction from direct impacts. Now depict corosion and decay. Now pick areas with farmland and place settlements there. Bam. All you have to do now is add factions and populate the wasteland and you're ready to go.

Psychics could work for an elf expy I guess.

The only info we got was that a GECK went haywire from radiation and turned the place into a rapidly expanding, deadly jungle. Also mutant crocadiles.

Mutant crocodiles, deadly jungle, and a destroyed, bombed Disney World. It sounds like one hell of a setting.

>and a destroyed, bombed Disney World
I like the idea of instead of Disney World, it's the original EPCOT.

if you do mutant crocs, don't do the bullshit Bethesda did in just having them be another Daedroth/Deathclaw reskin. The guy that ran the Florida campaign for my group just had them really thick skinned and never stop getting larger as they grew older, so you'd have crocs the size of buses.

>Captcha is click all images with a bus

>F4
>Anything that is worth adding

The Pitt was actually a pretty good DLC in my opinion - it did a great job with its urban setting, whereas the Capital Wasteland's city was mostly metros, and its story was surprisingly good - but it was unfortunately short, and there was really no reason to go back once you were done. It wasn't trying to be a new little sandbox for you to play in, or even adding to the main sandbox - nothing from the Pitt really got featured in the main game.

And I honestly think it's a little too gritty for its own thing. I like that the raiders were trying to build their own society, which is more than you see in main Fallout 3 and vaguely echoes older Fallout themes, but it still felt so primitive and cruel that it wasn't as exciting to see as the NCR or Ceasar's Legion.

I was going to try and argue, but now that I think about it, Fallout 4 actually doesn't add much of anything to the setting. I mean, the bulk of the new stuff is largely centered around its location. The synths and the railroad and such, it's all very much Boston, and not interesting enough to transplant somewhere else. Well, the concept of the Institute is a nice bit of fluff, in my opinion, but again, pretty much tied to Boston in all meaningful ways. It also lacks any real flavor in its execution, like the rest of F4's setting. Except maybe the Glowing Sea. It's sad that the game is just there and kind of bland when you look at how it fits in with the rest of the setting.

I suppose the only part I would say is worth adding is the breadth of energy weapons that were introduced, even if they were just spins on the classic plasma and laser weapons aside from the cryolator.

This is a problem I see in myself as a player, actually. In one scenario in a recent game, I was surprised - and a little scared - that the GM didn't have a specific scenario he wanted us to try for, and would've accepted most anything relatively sensible and with a teamwork focus. I always assume there has to be some correct solution, or a 'most best' solution, some way to get the least reward but the best moral benefits with a little struggle...like in a videogame. It was hard to get over the idea that there was no best solution, or even a solution at all.

Granted, I am slowly realizing that in a lot of ways I'm a worse player than I thought, but it's hard to get over a videogame-focused mindset, especially when a lot of previous GMs worked under similar auspices of how to treat the players. But it's still weird to realize.

I never really had this problem, because when I made the jump to roleplaying I was sick of how limited video games were in player choice so I enjoyed writing characters and then acting them out however I wanted. I suppose that made me in the opposite direction than you, early on. I would buck at whatever direction the GM pointed us and try to go for what my character wanted. Nobody really said anything, but looking back I can see that I wasn't being much of a team player. At least I didn't write my characters as total shits.

The latest evolution of the Brotherhood is worth keeping, and I could see the Institute remnants scattering and joining whatever Enclave groups they run into.

I guess it's a difficult line to balance - I would try to make my characters with their own personalities and such, but sometimes that would take a backseat to what the rest of the party did, and I always had in the back of my mind 'what is best for the game' rather than 'what would my character do?' Even trying to think of different kinds of characters could get stymied by 'I can't play that' or 'the party/the story would get fucked if I played that.' And the worst part of trying to get out of that is I end up a little more like you - doing what my character wanted, and probably fucking up the rest of the party in the process. But a guess a good enough game or group of players can solve that, I don't know.

At least I can actually try to roleplay in RPGs, though, where in videogames I just can't focus on it since I'm always worrying about supplies and how much I'm carrying and how to take down some opponents or where I'm going next (or after this next thing).

I'll be honest, I haven't played Fallout 4 - all I really know about the new Brotherhood is that they really hate synths and have a lot more flying things. I don't even know how they really feel about most of the Boston natives.

I feel like I'm always the faggot cheering for the Outcasts, but I really think they could be easily transplanted about anywhere in the setting (except in the west, since then they'd just join back up with the old Brotherhood). Their big deal is collecting technology, and that can take them surprisingly far, especially when they use bots to help alleviate their small numbers. And their interactions with the 'local wildlife' were a bit more fleshed out than the BoS in Fallout 3, and despite generally disliking wastelanders they had an odd amount of patience. It'd be more interesting to see how they tried to work around/against a bunch of tribals and locals than the BoS, in my opinion, especially when they care more about tech than gaining territory.

Arthur Maxson (the Maxson kid you see in F3) got the Outcasts to rejoin the main Eastern Brotherhood and promised to bring back classic BoS values. Now he's running the show.
Honestly, F4 is worth playing. It's not a bad game, it's just a bad Fallout game. The main plot has Bethesda-tier writing and the RPG elements are lacking, but if you treat it like a spin-off or something, it's not a bad game.

I didn't go the BoS route in Fallout 4, but from what I did see of them and from character interactions, they still have the good intentions attitude from Fallout 3 but with more of a condescending and resentful attitude towards wastelanders in general. They hate synths because they view them as abominations and they hate the Institute because to them they're basically the sequel to the pre-war technological arrogance that led to the Great War. Very similar to how they were in Fallout 3, overall, but with less of a "the good guys" vibe.

I remember being in /fog/ over in Veeky Forums in the months leading up to release, and one of the theories from the presence of airships in the trailer was that the east coast branch of the Brotherhood was going to come to the west and ask Lyons' chapter what the fuck they were doing playing hero, and that there would be a Brotherhood civil war questline.

I also remember one idea I had for a bit of setting flavor was to have another successful Vault in the area and have that grow into not just an established settlement, but more of a secure region with farmlands (made by the GECK) and maybe even ranches being patrolled by the local militia that had an agreement with the Vault settlement proper. There would be a largish town behind walls, and further behind that would be the Vault, where the Vault dwellers (who have not just an Overseer but kind of an unofficial ruling family) and the more well-to-do would live. It would be three distinct areas, the further in you go the nicer it gets. Class divisions. Patrolled farmlands > walled town > successful Vault.

This ties back to the Brotherhood because they would arrive and want to seize the Vault's high tech weaponry and armor (made or just maintained by a member of the Vault ruling family) that they provide to the militia, but couldn't do it outright, so it would escalate in a kind of Cold War situation.

To clarify, the idea was for a campaign, not something I thought would be neat in F4.

With all these Fallout threads the past few days I was reminded of a storytime we had a couple months back with a campaign set outside America. Fallout Okinawa is a pretty neat concept.

suptg.thisisnotatrueending.com/archive/48865258/

The East Coast Brotherhood under Maxson have basically evolved into a feudal order, instead of protecting people for free and giving away water like under Lyons. They leverage it for influence, supplies, and the ability to recruit from settlements. Without anyone to challenge them the Brotherhood for the past several years have basically united the Capital Wasteland's major towns and cities into a proper nation under their protection. They got the blessing of the Western Brotherhood and reabsorbed the reabsorbed the Outcasts, honestly it's probably the best thing to come out of the trainwreck that is Bethesda's lore.

I really wonder how they got the blessing from the Western Brotherhood when they were going pretty far from what the Western Brotherhood would do, and how Maxson got the Outcasts back on his side. On one hand, most of their problems seemed to be with Lyons 'going soft.' On the other, I think they would rather focus on gathering tech than ruling over the locals, even if the latter helps the former.

I'm not saying that it's not cool - it feels a lot better than the BoS of Fallout 3, and makes a lot more sense as an organization - it just feels handwaved in order to get the result Bethesda wanted rather than letting a result evolve organically, you know?

Well, from what we've seen the Western Brotherhood is nearly dead and hiding in bunkers, and Arthur Maxson is now the full leader of the entire BoS because, well, he's a Maxson.
I think Beth just actually listened to Fallout fans this one time.

Decent idea. I figure they'd be in some inaccessible region, like Appalachia, where no outside forces will ever interfere.
Except they'd stay in human bodies, and they'd actively rule over people.
Learn to spell, toddler. Good ideas though

I'd say it's a distinctly average game, which doesn't add much to the overall Fallout universe but if you're really hungry for Fallout and a fan you'll get some kicks. Just try and ignore the really weak parts.

I really liked how they did power armour, and just ignored the slight retcon there as a gameplay thing.

I hated the settlements, how you're basically the only being with any agency in the world, how you're a comicbook superhero with no limits, and how the synths seem to be unambiguously good when free, and underutilised anyway.

Power armor was a mixed bag for me. It's awesome how they made it a proper walking tank, but you get it way too early in the game, it's too much of a main focus, and it has essentially no drawbacks while offering a lot of advantages, so there's no good reason to not use it unless you just want to give a PA free playthrough a try.

I think if nothing else they put a little effort in - they heard people complaining about where all the food and stuff is in Fallout 3, they included farms in 4. Even the change in power armor is something I'm finally relaxing my guard on.

In terms of lore, it's real weak and doesn't add all that much useful outside of the Boston area, and doesn't really clear up much that happened between 3 and 4. NV staked their claim on being a spiritual successor to 1 and 2 and built their story and setting around that, and added a lot new while building on a lot of old.

Here's the Fallout Bible.

Haven't played Fallout 4, but it basically sounds like they made the East Coast chapter into the Brotherhood from Fallout Tactics

I like the miniature mecha thing they had going and it does make sense with the whole servos and needed training to use it thing. I also like the whole future knight armor vibe it had going in the older games.

Wish there was a middle ground between the two.

You're definitely right about getting it too early, it's a gimmick in that sense. I probably had more fun with it because i decided not to use it for most of the game, until I had a borderline infinite supply of fusion cores.

I think Beth listens on plenty of small stuff, their problem is they don't know how to write RPG characters. Everything's a power fantasy revolving around who can suck the player's dick the hardest, and the player's personality is really awkwardly tight too. You're the nice guy, and everyone berates you if you take any of the few options which pop up about not trusting synths etc., no matter how much sense it makes. Every human companion can love you, all at once if you're not careful. You can have one of the major faction leaders compromise on his morals, all of the factions are borderline useless without your intervention, you become the leader or second-in-command of all of them as you go through, and none of the factions reject you for your actions until the last few main quests, you can work for then double cross all the other factions, and at no stage to they tell you no until it's too late. Not to mention, you can master every single ability/skill/perk/stat without abusing loopholes.

It's an entirely player-centric world, and as such it doesn't feel remotely real as you play. Same problem Skyrim has (except better and worse), you can sink a lot of time into it but the game's not interested in having you interact with other (fictional) people. It's a safe space where there's little evidence that any decision you make is wrong, you're the hero and everyone sucks except you.

user writing that simple Fallout system from
Need ideas for traits similar to the onces from New Vegas.
fallout.wikia.com/wiki/Fallout:_New_Vegas_traits

Looking for any ideas you guys got.

I really want to play a fallout themed campaign. I joined one that formed from FO13 (a fallout themed ss13 server) we're using Call of Cthulu, but it hasn't moved on much, noone seems as interested in the campaign as I am.

Pic is my char.

Tell us about them. Ive also been on FO13 once or twice.