Create a "Central Hub" settlement

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It Wandered In From the Wastes
What most of the fallout games have to some extent or another is a town that acts as a central hub for a portion of the game. While all fallout settlements are this to some extent, writing up one with this idea in mind should give us a foundation to either use in the PnP NMA RPG or steal ideas from for future developments.

What I propose is a Forum game of sorts. Each post adds to the description of the settlement so try to avoid retconning an earlier post. We all know the world so try to keep things more or less in line with the Fallout 1, Fallout 2, NV and VB.

The format is simple Answer a question, ask a question. To make things a bit easier lets start with two active questions.

So
Question 1
What was here before the war?

Question 2
As you walk through the gates of (the Settlement) you see a Bar, what's it like?
 
Question 1: US Prison Camp which held civilian dissidents (no Chinese or Soviets, just normal people fed up with the US government).
 
Question 3
What occurred during the Great War and nuclear destruction?

As the government was concerned about public relations (the settlement) was built in an out of the way location. Concerned about a possible invasion the authorities drafted the prisoners to provide the labour for the construction of defenses and shelters. While these where not finished when the bombs where dropped. They combined with the remote location to provide enough protection to spare the inhabitants the terror of the nuclear fires. Unfortunately it meant that (the settlement) became a beacon for the members of the US government who survived. When they arrived though they found that the guards had evacuated and left the place to the prisoners. The members of the US government who made it there just became another faction in the sprawling maze of tents and prefabricated buildings.

Question 4
Looking up at the sign on the much repaired chainlink and razorwire fence what name does the town have.
 
Answer 2:
As you walk through the gates of (the Settlement) you see a Bar, what's it like?

The denizens go silent and turn towards the newcomer(s). They glare with judging, distrustful eyes. The atmosphere is tense and the air is stale.

Question 5:
How did the townies and prisoners survive the Great War? If not, where did the new settlers come from?

P.S. I vote that when we are answering a question it should be titled "Answer #" with the answer number corresponding to the question number.
 
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Answer #5
How did the townies and prisoners survive the Great War? If not, where did the new settlers come from?

The various groups of prisoners, townies, gangs (some of the prisoners had good reason to be in prison), fleeing government officials, returning guards and refugees all holed up in the various partially completed defenses and shelters. Food was tight and the rumours of occasional cannibalism sound very real. The groups while sometimes violently opposed to one another forged a loose alliance for mutual protection and trade. The faction that descended from the townies live in what might have been a large multi-leveled fallout shelter. While almost devoid of any other comforts the algae tanks installed in the lower levels provide a food surplus that they trade to the Old Guard who control the power generators located in the Quarry.

Question 6:
How do they handle law enforcement?
 
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Answer 6#
Most of the law enforcement is handled by remnants of the guards, but they merely act as enforcers for the more powerful factions. These guard remnants form a police group, the name mercenary is more apt, as they follow the laws of the highest bidder meaning that rules can change day by day. This means that there is only one real rule, 'Never betray the settlement' as only rule lawyers are able to navigate the ever changing law system.

Question 7:
What are the main factions?
 
Answer 7#
The main factions are
  1. The Fed's, Founded by the fleeing members of the US government they are fairly well equipped and are the "wealthiest" faction as they have some knowledge of the various emergency and civil defense stockpiles in the area.
  2. The Old Guard, Descendants of the Army Core of Engineers who were responsible for construction of the military defenses that were being built at the time the bombs fell. They have control of the power generators and workshops
  3. Church goers, This faction coalesced from the various prisoners who sought shelter in the pump sheds and church, they control the only clean water.
  4. Muddies, this faction has control of the Algae tanks and the largest fortified structure (an unfinished fallout shelter). The incomplete shelter suffers from seeping mud, hence their name.
  5. The Spawn, this gang occupies the old high security prison buildings and medical facilities, they have control of most of the narcotics and medicine.
  6. Um
  7. more um
Question 8:
What level of technology and weapons are available for sale to visitors and traders?
 
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