I decided to try GM'ing a Fallout Roleplaying Game. I read the rule book from cover to cover and I think I got the hang of the rules. Anyone experience playing this game? Any tips?
I decided to try GM'ing a Fallout Roleplaying Game. I read the rule book from cover to cover and I think I got the hang of the rules. Anyone experience playing this game? Any tips?
It's Bethesda Fallout so I didn't pay attention to this one.
Same, sorry that I can't help but have a bump.
it takes a little intellectual adroitness from the game master, but the Fallout 1 manual can work as a tabletop RPG.
https://annarchive.com/files2/Fallout%20Vault%27s%20Dweller%20Survival%20Guide.pdf
It's alright. I really dig modiphius 2d20 system (I have conan, dishonored, dune, john Carter by same company/system) I'd say is lighter then Conan but way more crunchier then dune or john Carter for sure. Book as is is very faithful adaptation of fallout 4, though gives 0/close to 0 writeups regarding previous games/areas outside of Boston. If you liked fallout 4, gm this won't be that hard as you can use video game for inspiration.
Regarding metacurrencies, either you like them or you don't, but metacurrencies is integral part of 2d20 system. You can find older rpg based on pre Bethesda fallout (fallout 1/2) on Google ( fallout gurps or something like that)
Though considering tools they give you in book you can run fallout game in any timeline or game wet in other post apocalyptic settings no problem ( at least not those that are similar to mad max as book gives no indications how to run vehicle combat)
>I'd say is lighter then Conan
Yes
>but way more crunchier then dune or john Carter for sure
Huh, I've always felt the other away around
>Though considering tools they give you in book you can run fallout game in any timeline or game
I've run games set on 76's timeline and it's really neat (I've made emphasis on using the "lesser" mechanics or skills like swim or drive
It's everything wrong with 2d20, without ANY of its advantages
>Combat is clunky to a fault, with routine results of barely alive or even grievously wounded enemies still fighting you off and requiring to finally chip off that final 1 HP
>Zones rear up their ugly head more than usually, and since the focus is so heavily on long-distance combat, you might as well just add actual ranges
>Momentum-reliance is at its peak. You either have momentum, or you are bound to just rolling for everything non-stop
>It tries to combine SPECIAL (the Bethesda one) with 2d20, which has abysmal results on both
>Since this is Fallout, majority of the focus is put into tacticool combat, except 2d20 can't into any other combat than just whacking nearest target and spending RNG excess Successes for special effects.
Also:
If you aren't having a tablet with the game book in front of you, get ready to feel stupid.
If you have a tablet with the game book in it, then get ready for some Ctrl+Fing
Is it worse than Cyberpunk RED?
Any other games that do fallout well then? I've looked into savage worlds and into that pnp game.
Literally just use GURPS. Fallout is GURPS. It always was.
>it's a literal adaptation of Gurps 3e to a video game
>you could probably convert the game mechanics 1:1 the same way the Interplay developers did
>"BURPS bad. Savage Worlds or 2d20?"
GURPS genuinely is a bad trpg though, its mechanics manage to be both needlessly complex (on the combat/tech side) and reductive as hell (on the social/skillcheck side) which makes it well-suited to CRPG adaptations but not fun table play. Also interplay fallout sucks balls mechanically even by the standards of its era.
Zippyshare link is dead, sorry Anon I cant provide you with insight
hey, me and freinds like a lot of the Fallout IP, is this game any good so we can try it out? Too complex? Any reviews could help.
It's simple enough. The GM sets a difficulty from 1 to 5. You need successes equal or more than the difficulty. The TN (Target Number) is Attribute (SPECIAL) plus Skills. Roll 2d20 and see if you roll equal or lower the TN. If a d20 rolls under the TN, you get 1 success. If you rolled a Nat 1, you get 2 successes.
The tricky part about this system are the meta currencies, because they do a lot of things in game, and you need them to survive. Read the Action Points and Luck Points sections of the rule book carefully. What complicates the game more are the damage effects of the weapons and injuries (getting 5 damage from one attack gets you an injury, and there are ongoing effects depending which part of your body got injured).
Problem is, there's no quick reference sheet out there. Not even inside the rulebook. I suggest you make one your own. I handwritten one myself.
Other than that, it's an easy game to handle. It's much easier than Conan 2d20.
Play the Umerican Survival Guide instead
Zones suck so bad that i've always avoided to play this.
Just say a zone is 30x30 feet area.