Anybody looking to get a Fallout PnP game going?

Hey, thanks for the support. It'll take me a while to get comfortable with rules and such with work most of the time, but when I get something going I'll pm you.
 
To quote myself from another thread:
Ha, I've been thinking about getting NMA to do a homebrew Fallout PnP for a while now :D
Would have been more about technical issues at first, with a full source book as the end result...
I'd be interested.
Yeah, I've been thinking about an NMA-homebrewed Fallout PnP for a while, too. Getting as many members to work on a source book and campaign setting is a good way to keep the community going, I think, and certainly a good way to keep the "classic" Fallout alive.
Personally, I'd start with a poll on how many people would be interested in helping with the design, and then, if it's feasible to do it, set up a new subforum for design discussions and exchange.
First order of business would probably pinning down what system to use. GURPS, Fallout PnP ( http://falloutpnp.wikia.com/wiki/Main_Page ), d20 Apocalypse, or a modification or something new entirely.
So yeah, I'd certainly be interested to work on something like that, despite not having too much experience with PnPs besides a few rounds of Pathfinder.

Also, "No Mutants Allowed" is kind of a cool name for a PnP anyway :D
 
Concerning this, what do you think of Fallout: Warfare? Skimmed through the rule book last night, and it seemed simplistic enough to not be too intimidating for people new to pnp.
It's more of a tactical miniature game, not a roleplaying game. Focused on combat, not much peaceful solutions going on. The combat is good, though, and could probably be expanded upon.
 
It's more of a tactical miniature game, not a roleplaying game. Focused on combat, not much peaceful solutions going on. The combat is good, though, and could probably be expanded upon.
Gotcha. In that case, I think Fallout PnP is the lesser of two evils in comparison to GURPS, which looks complex as all hell. And I'm not too convinced about using d20. Just think it'd be better to use a system that's tailor-fit for Fallout RP. What do you think?
 
Gotcha. In that case, I think Fallout PnP is the lesser of two evils in comparison to GURPS, which looks complex as all hell. And I'm not too convinced about using d20. Just think it'd be better to use a system that's tailor-fit for Fallout RP. What do you think?
Hm, I think Fallout PnP is extremely complex with lots of math and rolls involved. To be expected, really, it's a very close translation of Fallout to the tabletop.
GURPS is not that hard, and it has the advantage that it only uses six sided dice. And Fallout was originally intended to be a GURPS game, too.
d20 Apocalypse/homebrew is nice for those already used to D&D, so that's something to consider, too.
 
GURPS is not that hard, and it has the advantage that it only uses six sided dice. And Fallout was originally intended to be a GURPS game, too.
d20 Apocalypse/homebrew is nice for those already used to D&D, so that's something to consider, too.
For the sake of finally reaching a decision, I think we should just go with GURPS. Looking at it again, it doesn't look remotely as "hard" as I assumed it was. Plus, GURPS just has a nice ring to it :razz:
 
I'm running a Fallout PnP 2.0 game with my RPG group. As Hassknecht said above it is heavy on the math. In our first session 6 players and 2 caravan guards against 9 raiders took the entire four hour session. It goes faster now that we're more familiar with the system. I like that it is true to the game system. Some things are unbalanced and I've had to make adjustments. One of the things I've done is forgo experience. Our group doesn't meet often enough and we have so many games that leveling normally would be impossible. Instead I simply tell the players they've leveled periodically, sometimes even in the middle of a quest. By doing this I've been able to better plan what to throw against the players.
 
Back
Top