Fallout Weekend General

Inflation Edition

dropbox.com/s/piljepe7l3wcd4c/Fallout The Big Apple Wasteland.pdf?dl=0
mediafire.com/file/779ocuy1quxa7qb/Fallout PnP Complete Kit.zip
mediafire.com/?jpk043dwnhsf60i

archive.org/details/Fallout_201704
archive.org/details/msdos_Fallout_1997
mega.nz/#!gjIVQahB!LJV4dfPcibNyTP2FM2jRLYbBuNp-0kOudxD3ChGN7gU

Are you ready for Wasteland Warfare?

Other urls found in this thread:

youtube.com/watch?v=P0DK-0fIKCw
youtube.com/watch?v=MFlEIQbmr5o
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How do you like your Fallout? A little grim and gritty, with a strong enough survivalist focus to force players to constantly prepare and think twice about fighting? Something fairly easy and with more focus on general exploration, or involving them in a story, with combat that anyone can overcome if they aren't dumb?

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Here's an idea I've been kicking about for a kind of creature for a Midwestern-focused game:

>Lots of people in the Midwest didn't have access to Vaults, some grew desperate
>a bioengineering firm saw this as an opportunity for experimentation and offered some genetic manipulation that would (with a 63.5% success rate) allow them to survive bombardment
>basically pseudo-science ground-squirrel and prarie dog DNA into people to allow them to dig burrows as a crude sort of vault, but without losing their human intellect
>lots of desperate people signed up, the program seemed successful especially immediately after the War
>but it turns out interbreeding with other people who had gotten the genetic manipulation caused the manipulated DNA to become more prevalent, the human side becoming more and more recessive
>still can use tools and some weapons, and work well with others of their kind, but have become hostile to humanity as a whole
>tl;dr mole people but they're prairie dogs and ground squirrels

Might be simpler to just have 'mutant prairie dogs,' but I wanted to give them an almost-human intellect which was hard to explain, and make them almost a parody of Vaults.

Did anyone mix Fallout tropes with Shadowrun? I like this setting because it reminds me of C&C, if this makes sense. Might actually try to fuse it with SR as well.

Well trips, in some senses the pre-War world has some elements of megacorporations with far too much power and other Shadowrun-like things. Problem is that it doesn't really have much in the way of fantasy, no evil space bugs or dragons and the only 'metahumans' are ghouls, and while there's enough tech for lasers and robots, there's not really any decking or seemingly much in the way of augmentation. There's just little there that's cyberpunk beyond a few small details.

Honestly while there's a little bit of punkiness in the Fallout setting, I would be loathe to include cyberpunk in general, especially Shadowrun and its mix of cyberpunk and fantasy. It just doesn't really fit.

Personally, one thing I really liked that Bethesda games really introduced with the heavier influence on 50s Americana, so I like my fallout games to be heavily influenced by that. On top of that, I like for it to be deadly and dangerous, although with pockets of much more advanced civilization, with varying degrees of safety.

sounds like you're into that furries shit, plus mole people were already done with the tunnelers

Any interesting ideas for Vaults? They seem pretty central to Fallout as a setting, but they also seem to be avoided a lot - I think Fallout 3 and 4 tarnished the idea of coming from a Vault for a few people.

Tunnlers make sense for the Mojave because lizards go with the whole desert theme; the most 'midwestern' animal I could think of was a prairie dog. I'm not trying to make furshit, they're supposed to be far more animal than person, a real monster - it's just when they can't use tools all they really have are burrows and fighting in groups, and then they might as well be a giant ant colony or a cave of geckos. I want something interesting in of itself, not a copy-paste job of what's already been made. And I'm not trying to make players pity the persecuted rodent people - they're clearly dicks to humans, like orcs in most fantasy settings. Maybe like Skaven in WFB, I dunno.

Also it's kind of interesting to imagine people's desperate alternatives to vaults, because we don't really know what people did if they were scared about nuclear war but weren't one of the people chosen for a Vault-Tec program.

Say what you will about Bethesda, but I like that they tried to have an urban environment in both 3 and 4. Even if it was pretty crappy in 3.

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Vault 96
The whole vault is flipped upside-down. Otherwise, it's a normal vault.

Vault 102
Commie vault with no overseer.

I made Vault 69, 999 women and one man. The vault was all set and prepared for pregnancies, ultrasounds perfect birthing areas. They have one generation of kids with the man, but the women in charge decide to exile him after 15-20 years.

Instead they use the tech to Collect the sperm cells found in bone marrow to reproduce instead. They exiled the man any any male children born, as well as any sympathizers. They became an all female faction, calling themselves the amazons. They are severely mutated from the inbreeding etc. There are a few who are not mutated named after Amazon leaders. Diana, Hippolyta, etc. They decorate the areas around their vault with various human remains like raiders, but they tend to focus on the genitals. In fallout if you see a head on a spike you may not think twice, you see some dudes dick on a stick that's another story.

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Why is this thread so dead? It was lively last weekend, and some of the early threads before that.

It's a deadly wasteland, it needs to be tough and challenging. The stories that revolve around civilisation will have more weight when the combat and encounters reflect a treacherous and savage world.
>hedgeclipper falchion
We need more weapons made from household items or industrial equipment.

I also really dig the extra dose of 50s aesthetics that Fallout 4 added. Shame that the design was literally the best thing about that game, even if the design was really good.

I keep forgetting the level of tech the Fallout universe is at. With Mr. House, I'm always skeptical at his claims about going into space within a hundred years - ignoring economics and supply, could the Fallout universe handle planetary colonization?

The tech level varies pretty heavily.

House is full of shit though. For a couple different reasons. The main one is that he would need to conquer at least the entire continental united states, probably all of North America and then some, to get the material and manpower resources needed to even begin thinking about space colonization. Stuff like Uranium and rare earth metals needed to make high quality electronics are hard to find and hard to refine. The tech is there, no doubt, but the question is the feasibility of building it.

I'm more worried about if he'd be able to keep the NCR coming to New Vegas and spending their money, which he relies on to give him the wealth he needs to do what he's doing as far as I'm aware, but you have a good point. Main reason I can't support House - he's smart and I don't doubt that he's got the skill to pull it off, but he can't control the whole world. And even then his plan is just vaguely 'go to space and go somewhere else.'

Though back on tech level, I think the Institute went a bit too far, especially in its design. It's a little too curvy, too organic (it fits with the theme, but not with Fallout as a whole).

I think what they scaled back to is fine. It's supposed to be jarringly high tech. Separate from all the other high tech factions that have come before as well. It's somewhere between the outrageous hyper science of the Big MT and the more conservative steady evolution from Pre-War that is the Enclave.

The bioguns and early synth stuff are too far, but the institute lasers and environments that made it into the game don't feel too out of place to me. Especially given the direction they want with FO4's tech overall.

Who else has a longterm plan though? The NCR just wants to expand across the wasteland, Caesar's Legion isn't much better being even more primitive. They're both inevitably held back by trying to build a civilization in a cheap energy and resource starved post-apocalyptic world. House wants to build a city-state that can stabilize the surronding region and its neighbors through trade to rebuild the infastructure neccesary to get into space and exploit new resources.

I think the main problem with House is that he isn't really selling his ideology at all. Outwardly he just looks power hungry with no real motivation. All his immediate subordinates are only loyal because he pays them and his robots keep them safe. The robots are the only thing he has direct control of. Someone will eventually figure out a way to hijack or otherwise subvert the machines, and then he's fucked. He needs an actual human power base. In game, he doesn't seem to have any interest in cultivating that. He already almost got fucked by Benny and then probably got fucked by the Courier.

It just doesn't strike me as sustainable. Especially because the NCR could have wiped him out by now if they really had to, but they're too busy with the Legion to want to try.

I don't think House honestly has to worry about someone subverting his network. The guy is a genius who built the world's premier robotics company from the ground up and knows his operating system better then anyone else alive, the only reason Yes Man can take control of the network is because either you kill or lock him out beforehand. After the upgrade and with the Vault intact he's got an army of Securitrons (likely with the ability to produce more) tougher then power armored soldiers, capable of self repair, with a multipurpose arsenal of weapons, and that within range are all networked directly to his will in real time. He's in a precarious place at the beginning, but House's position in his ending is incredibly secure by design. If he says he can get people into space then he's run the simulations and crunched the numbers hundreds if not thousands of times to be sure. I do agree that not having a human element beyond the Three Families is a liability, Benny was ment to become a representative for this and the Courier could definitely cultivate it though. His only real weakness is that he doesn't have a human face to represent him.

I'm not sure if House is necessarily lying. I prefer to think of House as just incredibly arrogant. If you take the things he says at face value, he's pretty much the correct, objectively best choice for an ending of the game, but it also doesn't really make sense in there.

I liked the verticakity of it. But I miss the giant, spooky art-deco faces that 1&2 loved and even 3 used occasionally, they were really rare in the metal and plastic metropolis of Boston.

I am not sure he knows his own OS very well, even Doctor 0 managed to turn on the securitron missiles and grenades, while house was busy having cybersex (though he never got the autorepair/reactive armor working.)

To me, House is focusing too far on the future and ignoring the present, not as much long-term as far-sighted. From how he talks, you could forget the war even happened, and he assumes that so much will keep going on as it does - that the Legion will crumple, that the NCR will keep on coming to New Vegas with armfuls of caps. I trust the NCR or even the Legion to at least care about surviving in the present and actually doing something to accomplish that, you know?

On that point, I can see why House prefers working with robots. When he works with people, he recognizes talent, but doesn't work well with individual motivations or fears. Michael Angelo is useful to House due to his artistic talents, but seems overworked. The Families keep the Strip running for house, but he waves off any discontent among them. Even when the Courier asks at one point something like 'don't you care what happened to Benny?' House just mocks him and says that he doesn't care about Benny anymore. Don't you care that the Courier might have left a loose end, one that came close to undoing you? He's egotistical, in a way that's deserved but doesn't make it any less of a flaw.

I was actually surprised to see so much verticality in 4 - that was something they'd skimped out on with Skyrim.

Agreed. Thanks for guidance.

There can be some good augmentations though, if you wanted them. There are already some simple ones in the games, but you could, say, retool the Institute to make that their bag. Just throw in augmentations on top of synths. And also have synths with those augmentations. For example, Coursers. Hyped up as being massive death dealers, but in the end they're pretty underwhelming. But if that Courser is essentially Adam Jensen, it would be a different story. It would also fit with their whole 'improve upon humanity' angle.

They could have done it, and there were augmentations present in the game, but it was usually a stat-boost of some kind - the augmentions you could get at the medical clinic in New Vegas, the Cyborg perk in Fallout 3. Even Fallout 4 had it, though it only really used it as a way to explain Kellog's oddly long life.

As far as I'm aware it is very rare to have a mechanical arm or robot eyes or something like that, unless you're as far as being a robobrain already.

Can I ask you a question, /fog/ on Veeky Forums? When you play the games, how many weapons do you carry on you? I'm playing through Fallout 4 right now, and I usually have almost every hotkey with a weapon in it, except one for stimpaks. I have a Railway Rifle (for fun), a plasma rifle (using as a DMR), an automatic laser rifle (short stock), the .44 (sidearm), Big Jim (hooked, melee) and a maxed modded double-barrel shotgun all on my hot key. Oh, and the Cryolator. This is after removing two more melee weapons, the Deliverer, and a Heavy Combat Rifle from my hot key. Am I carrying too many weapons? I'm thinking about trimming down (for weight issues and immersion purposes), but I kind of want to keep them all.

The pre-war world was on the brink of an energy and information technology revolution with fusion power finally filtering down from the military to the civilians, the creation of transportation that didn't require oil, the recent invention of integrated circuits etc.

If doing a general guns / energy build and not something specialized, I carry something with cheap and common ammo (10mm, 9mm, .357) in pistol or carbine form to deal with weaker enemies. A shotgun or SMG for close range work, a rifle for medium and a scoped weapon for long-range usage. So four weapons, typically. Take missile launchers or the fat man when the situation requires it but otherwise leave it at base.

>the situation
>not calling for a fat man or rocket launcher
I bet you're the kind who stops shooting once the enemy dies

My play through is hardly immersive but I carry two rifles kellogs pistol a shotgun a plasma pistol a melee weapon and the railway rifle

The Institute's technology is too good. There's no reason that they shouldn't've taken over by now. There's no reason that the BoS should be a threat whatsoever.

I think Beth added teleporting so they could easily drop in Synth enemies and make the Institute hard to get into, but they never really considered the implications of the technology.

One thing you should know is that Fallout games (at least the newer ones) tend to reward you for carrying a lot of weapons and being ready for any occasion - it's not like games where you have four hard weapon slots, or a strict inventory area. So you're probably fine for carrying a lot of weapons in a game that does focus a lot on shooting shit.

That said, ideally I would carry a a melee weapon/an unarmed weapon, a sidearm (some sort of pistol), a shotgun, and a long-ranged weapon (usually a lasrifle), with some grenades and mines. But usually I also carry weapons that might be useful - an SMG or a Laser RCW, a Plasma Defender that might be as useful as Lucky, a few varieties of rifle. It's kind of a mess, but I can't bring myself to drop most of the 'spares.'

It's unfortunate that you could fast travel from institute to any other location. Because realistically they can jump straight into the railroad hq as soon as you put the coordinates in or the prydwin.

So for character backstories from the games we have:

Vault
Tribal descended from Vault
Vault
Courier
Vault

Are there any other good ideas for a source for characters?

Let's be real, none of this is really well thought out. The Railroad is hiding from an organization of geniuses that excel at espionage and infiltration. Their only cover is a lame scavenger hunt that a third grader could (and probably has, stupid parents buying their kids M rated games) puzzle out.

>Raider
>Cultist
>Small town
>Refugee
>Settler

Courser pretends to be an escaped synth
Gets picked up and taken to safe house
Tortures person for location of railroad hq
Railroad eats shit

Courser hears about the freedom trail
Railroad eats shit

Replace a railroad member with a synth
Railroad eats shit

Question is, why are they doing this in the first place? Why do some people care about rescuing synths, when everyone else seems almost irrationally terrified of them? It's the exact same thing they did with slaves or ghouls in Fallout 3, you know? Here's the people you should pity, here's the people who are helping them, don't even ask about why and how.

I've been talking to a friend about a plotline in my current-running Fallout game, and I really like where it's going.

Arizona, post-Legion's demise, NCR is a presence, Courier/Vegas status unknown, but the latter intact and running.

The party just heard from a desert ranger that he was tracking a serial killer called the Queen of Hearts. Fancied cutting up victims with a single swipe of a heavy weapon, putting them on display, and shoving a card of her namesake into their mouth.

We discussed that the Queen was probably the leader of a tribe that got absorbed into the Legion near the end of their campaign. The Queen, being a woman, was turned into a slave, but she wouldn't break. So to that end, Caesar had her imprisoned in a cave that they collapsed, trapping her to die slowly.

Subsisting on irradiated water and whatever flora and fauna were in the cave, she slowly ghoulified, eventually managing to escape one way or another.

By the time she escapes, seeking vengeance, she finds out that the NCR already killed Caesar and the Legion is dissolved. Losing most of her will and sanity from the ghoulification upon hearing that her goal and express purpose for escape was already lost, she went a little nutso, and decided to take her frustration out on the NCR troops who participated in the raid that killed Caesar.

Tracking them down and killing them one-by-one, she perhaps tries and fails to take out the Courier (I'm unsure how to handle the Courier in my game yet), and flees to Arizona.

Clues to finding her will include checking the inn she rested at to find a deck of playing cards sans the queen of hearts, perhaps the innkeeper was murdered by the Queen as well, and the party can track the deck of cards to a local trader for more information.

Thoughts?

its a shame this song is from the 80s. youtube.com/watch?v=P0DK-0fIKCw

Brotherhood Initiate
Enclave Remnant
Ghoulified Fifth Columnist
Undercover Frumentarii
Desert Ranger

One of the things that bothered me in particular about the Railroad, but also in general with Fallout 4 is that there isn't any slavery. They somehow know that Synths are held in bondage by the Institute, but then on the other hand there are no slaves in any of the other factions of the game so that they can have some sort of moral high ground. It's absolutely inane.

>slaves in Fallout 3

Made sense, outside of the Mesmerizer bullshit, there were people willing to use and tolerate slavery, and those that weren't.

Main worry I have is that a card missing from a deck is a little too subtle, and I don't see how you're supposed to track a card deck unless it really stands out somehow. You need to draw a stronger connection between the innkeeper and the trader, maybe some local toughs working for the trader bully the innkeeper a bit, and that makes the players go 'aha the trader is suspect,' and the trader reveals he's somehow working with/for the Queen. Maybe he gives the party some concrete information about her that otherwise they've only had rumors on.

Could have a little fun with games of Caravan - maybe the Queen of Hearts has some informants that she keeps in contact with to keep her in the know about NCR patrols, and they know to signal their loyalties to each other by certain opening hands, like starting with towns with a heart card in each of them. I remember you talking about this the other day, sounds interesting.

Main part that bothered me about Fallout 3's slavery was how until the Pitt came out, there was no explanation on who was buying all the slaves getting captured. There were former slaves, escaped slaves, even people dealing with slavers, but where were the buyers? Until the Pitt, that was just unexplained, and I feel like that's more of a weakness than the Mesmatron - though I do wish instead of it you could've forced wounded enemies to surrender or something.

What would have happened if the Shi or someone else shot down Horrigan's Vertibird when he came to kill Matt at the San Fran BoS?

OBVIOUSLY it wouldn't kill him, but he'd be surrounded by "Dirty muties" Dirty CHINESE muties at that, and well armed ones.

Also do you think that Avellone broke the scripting on the Deathclaw Good End on purpose? Grimdark bastard. (Or just a realist, slow breeding aside, they'd have outcompeted humans in a few generations.)

Of course he did. Avallone hates what Fallout is actually about.

Even the Big Mountain Teleport felt like, half canon at best. Just an asspully SCIENCE! way to let you go back and forth.

And what is it about?

War never changes.

Civilizations rise, they fall, they rise again, they repeat the same mistakes while slowly grinding forward. People are people, and nuclear war isn't gonna change that.

For the unfamiliar - what does the Deathclaw Good End have to do with that central theme, and what does Avellone seem to prefer instead?

He's slightly less enthusiastic about letting civilization rebuild completely before it falls again than his coworkers.

I would have loved it if one of the institute scientists just gleefully explained that every time you teleport that's your body exploding and then matter being recombined in an approximate shape of you.

>I don't get why you're so horrified - we've gotten very good at it, to a 99.9% degree of success! We can break down and rebuild whole bodies atom by atom in the span of a second, to a level that the average doctor could only guess about in terms of biology! We don't even need tanks of random matter on hand anymore, we can just use particles in the air! Imagine how many electrons have to be cut off and squeezed onto new neutrons in a microsecond of time. That's where the blue flash comes from, actually.

The war never changes line doesn't really mean anything other than sounding cooler than "human nature never changes" or something like that. Unless you count power armour guys having a beef with each other and/or mutants NV is the only one that's even about a war.

It makes sense to me because after this huge war that literally destroyed the world as we know it, people are still fighting the same way, and over similar ideologies and and motivations and all. War never changes isn't just an admission of human nature, but an admonishment - why hasn't war changed? What does it take to change, if the end of the world changes nothing?

I like to see it as a realistic interpretation of cheesy Sci-Fi B-movies, with some depressing examinations of the human condition. It also works much better in an episodic formula in my opinion. That's what made New Vegas so fun: there's an overarching story but with little self-contained vignettes. The whole thing should feel like a Spaghetti Western, with dirt-farming communities in the middle of nowhere having to fend off enemies. Only instead of banditos and injuns, it's giant scorpions and raiders.

So MST3K meets old Western Serials meets Kurt Vonnegut I guess.

Thread Theme

youtube.com/watch?v=MFlEIQbmr5o

How are these fuckers so tough?

Inbreeding is a very powerful tool.

Incest naturally breeds hillbilly resilience and tard strength. Also, something ain't right in all that Punga fruit they eat.

What would have been a better way to get to Big Mt. than teleportation?

I want an alternative that makes me feel like less of a hypocrite for hating Fo4's teleporters.

Fo3 (And to a good degree New Vegas) scales up HP obscenely (To the point you need to abuse the bugged coding on non-vats shotgun sneak criticals to make guns feel actually dangerous.

Also now that I've played Fo2 I really appreciate how well FNV blended both the classics and what Bethesda added. (And the Reinforced Combat armor.)

In FNV teleporting to Big Moutain made sense because that's all it was used for and it deposited you back at the satellite. The Think Tank were to wrapped up in their own insanity to ever capitalize on the tech. The Institute is an actual Faction with intelligent non-lobotomized scientists who should realize "Hey, couldn't we just teleport a bomb onto the Prydwen and bring these luddites crashing down?".

I guess. I still wasn't a huge fan.

Let's share ideas for tribes and raiders.
>The Chain Walkers
Decades ago, a large group of common criminals were pressed into chain gangs by one of the few civilized settlements. They eventually overthrew their wardens, and their descendants wear chains to denote ranks and personal achievements.

So kinda like the powder gangers but a few generations removed?

Could be cool.

I have a Raider/Tribal group called the Venomheads, tame Nightstalkers and Radscorpions and the elite among them can control Cazadores, they're in rough terrain in Arizona filled with said creatures so Legion scouts marked the place as uninhabitable and they were bypassed.

There's also their rivals in a town that got some super cleaning products and waste recycling systems, turned their sewers into a communal shelter and then built a surface fort in the old trainyard/light industrial district.

Some leaks turned a chunk of the population into ghouls, and those ghoul citizens and some barrels of waste from their reactor were used to spook legion scouts into thinking the area was ONLY fit for ghouls.

They use a lot of industrial gear. (Bits of the Pitt's stuff, the Helmeted Cage armor from Fo4, H&H nailguns, railway rifles.) and have a codependent but rough relationship with the Venomheads.

Are the Grav-plates that turn the highwayman into a hovercar if you get it stolen after beating Horrigan in Fo2 canon. I mean there are plenty of small floating bots, but upscaling it to an entire car?

It doesn't actually change the sprite, right? I always got my car stolen for upgrades before beating the game. I assume the car still drives on wheels, the hover element just makes it lighter, thus faster and more fuel efficient. An actual flying/hover car would fit the pre-war aesthetic but it would've been something like a cutting edge prototype.

I got it stolen early as well, and it's too late in my playthrough to bother installing the restoration mod. (The Deathclaws are already dead despite the fact I killed the man that was gonna snitch on them being too smart and fixed the BoS-supplied vault computer so Enclave override commands could be responded to with fake all-clears.

Why install a patch that fixes something when it's too late to not get the broken ending?

So I'm sure you've guys experimented with other systems for your Fallout/post-Apoc fix. Any particular recommendations?

I've recently been getting into Mutant Epoch. It's a fairly interesting system, essentially a d100 system with lots of rolling on tables for mutations/cybernetics, and so on. The mechanics are solid, if a bit wonky, but I suppose that's appropriate for the setting. Its default setting is essentially pre-NCR California, but with a few unified Mutant settlements and, conversely, anti-Mutant purist populations. And, as another user in the thread touched upon, it does cover some stuff that vidya won't touch, such as extensive slavery and other not-so-nice topics.

It wasn't as much their health or stats, but their shotguns - to quote the wikia:

>However, unlike other Point Lookout weapons affected by this additional damage, the double-barrel shotgun applies this damage per pellet, making it possible for the weapon to apply an extra 315 damage if all 9 pellets strike the player character. Additionally, this damage ignores Damage Resistance and is independent of the condition of the weapon, making it especially deadly in the hands of swampfolk and other non-player characters.

So imagine you stumble upon a gang of three swampfolk, and two of them have axes and sledgehammers and one has a shotgun. You have to try and take them all out, while this shotgun is able to ignore any protection you have from perks, drugs, or even power armor. And since they're fairly tough to kill, you have to risk a lot of shotgun shots, with even a partial shot doing a ton of damage.

Ahhh yes, the same bug that applied bonus nonVATS critical damage to the player's weapons applies to that special "High level enemy" perk.

>The Union

A group of raiders based around the descendants of a miner's union in Appalachia (could move to other areas). For a while they traded the product of their mines, a process slowed by their semi-ritualized strikes and sit-ins, but now that the mines are running out of ore they're being forced to turn to raiding other communities. Their leader is called 'the Rep.'

The real reason the NCR doesn't use dogs like the Legion or the Fiends.

Too distracting!

But NCR guard dogs exist.

Ah shit, they use them a lot less, I can't remember too many anywhere but HELIOS 1.

I found it weird how they looked like Vicious dogs, though I'm glad they weren't just like Legion mongrels. I figured they'd look like a standard dog. Apparently they're also at Forlorn Hope, though I can't remember seeing one.

I kind of wish more factions had dogs, I don't know why. I have a soft spot for the Powder Gangers, and it might have been cool for them to have tamed a few wild dogs or even coyotes you can see wandering around in the areas they're in.

With Beth going with these supposedly "emotionally deep" plots or whatever Todd called them, how would you feel if the next Fallout just had a totally inane main quest line? Like you're tracking down a cattle thief that stole your prize winning Brahmin, and you've followed him to this new region embroiled in a conflict. And while the main quest is finding (and later possibly avenging your precious Brahmin) along the way you get caught up in the various factions and settlements and Vaults, classic stuff like that.

I'd be pretty alright with that. RPing as an Brahmin rancher with a mind for revenge for his prize brahmin, Betsy, would be fucking priceless.

Actually, can we just take Fallout 4 and change all of the lines about Shaun with the word Brahmin? That'd be hilarious too.

That's basically NV except someone stole your delivery (they key to New Vegas but you don't know that) and then you track them down and murder them. Why? Because you're the best goddamn courier that ever was.

But yeah, I'd take anything that isn't Bethesda trying to be emotional and deep.

I wouldn't mind that, especially since it means that you get more room to play with what sort of character you are, even if you're stuck as a Brahmin rancher. Having an 'emotionally deep' plot requires that they control what sort of character have almost to the point that you can't really decide anything about them without ignoring your own backstory. And I find it hard to relate to being the son tracking down his dad, let alone being the dad desperate to find his son.

Yeah, maybe even a ranch hand rather than a full time rancher. A recent hire that the bossman had treated real well. Boom. Vague life before signing on.

It's strange that Fo4 dropped the Incinerator since even Obsidian liked it enough to include normal and heavy Incinerators.

Well, just played out a part of the investigation. They checked out the inn, saw nobody at the front, and rang the bell for attention. When nobody came out, they checked out the back room, finding the innkeeper bleeding out with a headwound.

They call a doc over and get him patched up, where the guy says, in a broken murmured sentence, that he "picked the red card and lived."

Scoping out the rest of the inn, they find three names had been signed in within the last week, most recently "Chase", reportedly a black-haired individual, the description being also defined by the Ranger as one of the descriptions for the Queen suspect. Poking in Chase's room, one player finds a deck of cards on the table, sans the queen of hearts. In addition to this, the innkeeper describes how he has been being extorted by one of the larger trading companies in town.

The doc then tells them he last saw someone by the description given heading east, so that's where they're heading now. But the party observes that, since the Queen uses only one card and leaves the deck behind, they must chew through decks quickly, and should probably investigate a nearby trader. Now they're conflicted on whether to keep going "west" to track the Queen, or double back and grill the local traders.

You don't even need to be a Brahmin rancher. Cook-Cook, a raider, had a Brahmin that he loved.

>Fallout 3
>son trying to find his dad
>Fallout 4
>dad trying to find his son
Way to think outside the box there, Beth. Really using the old noodle.

It kinda makes sense if you think about how they're imagining they might grow with their audience, or how a player might just enjoy the situation being reversed - father passes judgement on you in 3, you pass judgement on your son in 4. But it is still odd to me how TES stories are comparatively better, at least in my mind, to anything I've seen them do in Fallout.

>Fallout 1
>villain kills off humans and replaces them with super mutants
>Fallout 3
>villain kills off mutants and replaces them with humans
>Fallout 4
>villain kills off humans and replace them with synths
Bethesda can't even come up with their own plots to rehash.

Sounds like the kind of thing people would think is deep but really isn't, at all. And let's be real, it's a very, very minuscule part of Fallout's player base that enjoys these character plots. Most people don't care at all, just wanting to go through and shoot and loot, while others actively dislike them because of how restrictive and shallow they are, especially for an RPG. New Vegas did it best. Just an occupation. Nearly everything else was up to the player.

Big mountain is also allowed to have shit like teleporters because the entire dlc goes EXTRA HAM on the entire 80's futurama science. With silly ray guns and red spandex space suits with large fishdome helmets.

All of big mountain exists in a sort of, almost dreamlike, state where you arent sure how canon what you just experienced really is.

In your setting how did NCR radically transform so it could just straight up smash the Legion?