Fallout: Capitol Hell - EXCERPT

I should mention before anyone else does - yes ghouls in my world are radiation-created not FEV. My reasoning is that they're too iconic of a post-war race to leave out of the player character creation options. However, if you'll notice, Super Mutants are not playable. Instead I replaced them with robots, as made clear in my Robot Expansion for the ruleset I use. FEV does not exist on the East Coast in my campaign, instead I've concocted something new that I'm quite proud of. You'll see later.
 
It's good to see somebody carrying the torch.

Edit: I've just seen + read over your other Vault Archives expansions and one-shots, shit's impressive
 
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It's good to see somebody carrying the torch.

Edit: I've just seen + read over your other Vault Archives expansions and one-shots, shit's impressive
Thanks! I've been working over my Fallout 3 rewrite for almost 3-4 years now, slowly, but it's close to completion. Then I'm gonna do Fallout 4. Would love some feedback on things, I know Yossarian already corrected some mistakes in my Mutant Manual I'll be fixing soon
 
I'll try and provide some feedback tomorrow when I give it an indepth look. You're making some real good stuff here, and I know a lot of people from my Van Buren group (me included) have a lot of visions for what a reimagined East Coast could be, so maybe expect a few ideas/shower thoughts from me in that post regarding the wider setting.
 
and I know a lot of people from my Van Buren group (me included) have a lot of visions for what a reimagined East Coast could be, so maybe expect a few ideas/shower thoughts from me in that post regarding the wider setting.
Hell yeah, lay it on me! I still have Fallout 4 and 76 to go after this worldbook, so anything counts.
 
Giving it a skim over, I'd say the meat of it is fine. I like the rewrite of 101 and how methodical life is in it, alongside how you introduced your rewrite of Ghouls. I would try and add some clarifications/extra details to a few areas, though. It says the PCs are together in a shared space, sure, but what roles could these PCs be from? Could some of them be Vault Security, doctors, mechanics, etc? Generally just some things to help PCs pick potential backstories/jobs/archetypes IMO. It'd also be a good idea to see where these archetypes could help in the Escape quest, like a Science PC being better at the security override. That's just my two thoughts, the rest of it is great.

I'll have to ask the rest of my group later about their ideas for the East Coast, but for whenever you write the Enclave, I always had the vision of them being sort of ethereal - that is, almost a little out of place then they are to other Wastelanders. This is contrary to how they're just depicted as (albeit gung-ho) normal people like the Remnants and in Fo2, but I always liked this vision based off some Adam Adamowicz FO3 art of them being very pallid, almost corpse-pale, from life in underground facilities. It only particularly makes sense for something set in the far future where Bethesda's FO3 takes place, since it would probably take generations living under UV lamps to achieve such a physique.

Characterization wise, my headcanon of these Eastern Enclave would probably be more like the Spacers from Brigador. Uncaring of the wastes, seeing wastelanders as ground eaters, etc.

Of course, I don't think it'd particularly match with the timeframe and setting of your FO3 rewrite, since this was intended for the classic 2200s Bethesda Fallout 3, not yours which is only a generation or two away from the apocalypse.
 

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