As the title says. I pushed this project and then immediately abandoned it while promising over and over that I will get off my arse, which never happened. Sorry, life got in the way and I never really felt up to the task.
However, it's time to do something about this. Caution, a little bit of rambling ahead.
So I had some thoughts on where this should be going, and what it should contain.
First of all, what it should be. I think the end product should be a comprehensive RPG setting and system that conforms to the Fallout canon as defined by NMA. What does that mean? It means that there should be a DM-handbook and a player's handbook detailing the game mechanics (more on that in a second) necessary for the game, and fluff for the NMA canon. Because of copyright and all this will of course never be commercial, and we should probably call it "No Mutants Allowed". Good name in my opinion.
Anyway, the mechanics. As we heard in the podcast interview with Chris Avellone, the guys at Black Isle used the actual Fallout mechanics for their PnP sessions. I don't think that's a very good idea, because while BIS wanted to test their mechanics for a computer game, those mechanics are quite cumbersome to do on paper. We need to simplify that because nobody wants to roll 2d10 a billion times with a calculator and three spread sheets around him whenever he decides to fire a burst weapon.
A 2d10 system for traditions' sake is possible, but we should also see if a d20 or d6 system wouldn't also be possible. But there shouldn't be more than two rolls for each combat turn, and figuring out what to roll shouldn't require a billion calculations. This is supposed to be fun, after all
Character creation and handling can be done pretty close to the original Fallouts, I think, as calculations-heavy mechanics are not that much of an issue there.
The fluff, then. We need to define a canon timeline and set some base rules about the universe. A fluff book should contain detailed descriptions about important locations and some important NPCs for the Overseers to use in their adventures. Of course, since we're looking at a long timeline, this is could be quite a lot, so we need to think about how to handle this smartly. Maybe define "eras" to play in that change certain aspects of the fluff, like directly after the War, during the Master's campaign, and so on.
How to package everything? As I said, handbooks for Overseer and players, but I'd also like to make assets for Roll20. Thing is, the NMA community is spread all over the world, so many sessions will be done over the Internet, and Roll20 is a free tool that appears to be really helpful.
We could make a full compendium for our system and create assets for the virtual player board. There might be licensing issues, though, so we will have to look into that in more detail.
Anyway, enough rambling, I just wanted to give a life sign and hope that we can still pull this off somehow.
Your comments?
However, it's time to do something about this. Caution, a little bit of rambling ahead.
So I had some thoughts on where this should be going, and what it should contain.
First of all, what it should be. I think the end product should be a comprehensive RPG setting and system that conforms to the Fallout canon as defined by NMA. What does that mean? It means that there should be a DM-handbook and a player's handbook detailing the game mechanics (more on that in a second) necessary for the game, and fluff for the NMA canon. Because of copyright and all this will of course never be commercial, and we should probably call it "No Mutants Allowed". Good name in my opinion.
Anyway, the mechanics. As we heard in the podcast interview with Chris Avellone, the guys at Black Isle used the actual Fallout mechanics for their PnP sessions. I don't think that's a very good idea, because while BIS wanted to test their mechanics for a computer game, those mechanics are quite cumbersome to do on paper. We need to simplify that because nobody wants to roll 2d10 a billion times with a calculator and three spread sheets around him whenever he decides to fire a burst weapon.
A 2d10 system for traditions' sake is possible, but we should also see if a d20 or d6 system wouldn't also be possible. But there shouldn't be more than two rolls for each combat turn, and figuring out what to roll shouldn't require a billion calculations. This is supposed to be fun, after all
Character creation and handling can be done pretty close to the original Fallouts, I think, as calculations-heavy mechanics are not that much of an issue there.
The fluff, then. We need to define a canon timeline and set some base rules about the universe. A fluff book should contain detailed descriptions about important locations and some important NPCs for the Overseers to use in their adventures. Of course, since we're looking at a long timeline, this is could be quite a lot, so we need to think about how to handle this smartly. Maybe define "eras" to play in that change certain aspects of the fluff, like directly after the War, during the Master's campaign, and so on.
How to package everything? As I said, handbooks for Overseer and players, but I'd also like to make assets for Roll20. Thing is, the NMA community is spread all over the world, so many sessions will be done over the Internet, and Roll20 is a free tool that appears to be really helpful.
We could make a full compendium for our system and create assets for the virtual player board. There might be licensing issues, though, so we will have to look into that in more detail.
Anyway, enough rambling, I just wanted to give a life sign and hope that we can still pull this off somehow.
Your comments?