Hi-di-ho fellow survivorinos!
I'll also be known as "Assistant", so when we get into the weeds of Chargen I'll be helping out and as I know GURPS like the back of my hands, I'll be the local rules answers guy. For everything else, that's where Overseer comes in. When I'm posting as Assistant, it's an official thing, when I'm posting as evileeyore or as [Name Yet to be Determined], it's just like my opinion man. I'll do my best to keep them firmly separated.
For this threads stuff... (tossing questions in bold) ... htese are just my opinions:
1 - I like a little bit more PC protectionism, but I'm also a real big "dice in the open and they fall where they may" type. So PC death being on the table is fine. Combat and exploration being a big pile of danger is also perfectly fine.
2 - PvP. I'd prefer to keep the PC Intolerance to minimum, if a "BoS" PC wants to distrust, dislike, and try to avoid 'hated foe' PCs, that's fine. Hunt and kill? Nah man, save that for the NPCs. So if someone wants to go that way, I'd prefer they tone down the Intolerance to an Odious Personal Habit (Distrusts/Dislikes/Antagonizes [Group]) or even Chauvinistic Quirk because while you might not ever
want to work with them, they are likely to show up in PC groups and possibly as important NPCs (if so, they'd be one those fabled "Good Ones" - you know like every single Drow in the '80s and every Teifling since the '00s).
3 - Fine with me. I can trawl through High-Tech and a few other sources for firearms, and I'm very familiar with the Low-Tech weapon alteration system.
How important will customizability and fabricobbling of weapons be to the group? Because if we end with a few (or even one) gearheads I can bang together something...
Also how Ultra do we want our Tech to get? I love the 80s Dieselpunk aesthetic of the T-45 Power armor... but I think things like Power Armor, plasma, heck even lasers should something that we work towards, not start out with or gain easily.
4 - I strongly recommend that as a group we come to a consensus as to where we want to take things (hexcrawl exploration, caravan runners and guards, outskirt settlement builders, Diamond City scrappers, Diamond City merchants, etc), that eases the work we'll have to do and personally I'm fine going any which way, but making a character to do one thing (let alone a bunch of NPCs and settlements, and groups), and then everything swings a different way? Kinda annoying.
And yeah, we'll all be 'Vaulties' at first, but where do we want to go as a group from there? (I call dibs on the sniper rifle in the hollow-out rock right outside of Megaton!)
5 - Okay, so no caps then? I'm cool with working up a barter economy or even Fiat Currency. There are reasons for one over the other*, even for having both... say if Diamond City operates under Fiat Currency in an attempt to 'control the economy' (lol, like that ever works) and then outskirt settlements and traveling traders operate under barter. It'll make certian non-combat skills more important.
* The predominant reason for Fiat Currency in an rpg is it makes buying and selling from Gear Tables easier for the Players and GMs. The predominant reason for Fiat Currency in the real world was so the merchant class could break the strangle hold the nobility had on material wealth and land ownership, but then everything went sideways and... [/rant]
6 - Yeah, I'll leave that one to you boss, but I'm happy to grab the Weather Tables GURPS has and make them readily available... and I have some house rules on Overland Travel and Survival that can be tweaked to make things easier on us...
7. - Cool beanos. We can even toss some things and implement completely new things, though I think we should keep some stuff to maintain the "look and feel". The bombs fell, FEV, the Vaults exist (though they might be serious like in 1 and 2, not goofy weird experiments like in 3+), but come up with our own weird mutants, animals, reasons behind the Synths, gangs, and some factions...
Step 1: Synth versus Robo. Everyone "trusts" robots, because they are
robots. They look like robots, not like people. "Even that weirdo PI looks like a robot, just shaped more like a person. Okay, maybe at night, at a distance, if he ain't talkin, but the moment he's under some light or he speaks, he's a robot is clear as day. So most people trust him. I mean robots, leastways not them ones out in the glow what's gone all loco, do what they're told an function the way they was built. Synths? Pretendin to be people? Infiltratin an takin their places an then disappearin people? That ain't natural."
So maybe if a Synth looks and sounds more like a robot, even if they are fully sapient and sentient, they'd be 'trusted', where a pure robot (just a programmed machine) who looks like a human (fake skin, hair, etc) and speaks with a human voice would be destroyed the moment it was discovered...
The whole "sentient" robot goes all the way back to Wasteland and Fallout 2, so this one has history in the franchise.
And for the record, I'm delineating "Synth" as a Sapient Artificial Person, where a Robot is a Programmed Machine. Maybe we should split that into Synths, Droids, and Robots? So a PC Droid out the gate might be doable (a Mr Handy taken from the Vault when we all leave?), where a Synth would have to join the party later after we've left the Vault, and a Robot would be an Ally or piece of equipment.
quote:
Firearms will definitely be more rare than melee weapons...
Just a moment of realism, firearms are stupidly durable. We have now firearms that are hundreds of years old that work fine. The US has more guns than families to own them. The hard part, once the bombs fall, will be ammo. But even then I expect primitive ranged weapons, bows, crossbows, slings, and spears, to be just as prevalent as melee weapons. And I'd expect any Authorities to try to maintain a monopoly on firearms. So Super Muties shouldn't be wandering around with vulcan minicannons (unless they have a very wealthy Patron) or even lasers or rifles. But a few armed with blackpowder handgunnes alongside three to four times as many with spears and rebar-cement maces might not be unheard of. And Diamond City should have firearm equipped guards or militia (I'll admit to exceedingly little lore awareness for Fallout 4 aside from the funky crank-power lasers of the Minutemen, the Synths and Institute, and the cool as fuck hermit crabs).
Jobe00:
Been playing Fallout since the original Wasteland game which I played on my Commodore-64.
Wastelander originals! High-five!
Unless your hand is still cramped from pressing the arrow keys half a million times to move around... I do not miss the old controls, I do not miss them at all.
Overseer:
Don’t get me wrong, I totally understand lore wise that the enclave is devastated and pretty much destroyed, but it’s such a cool faction in my opinion that I’m probably going to find a way to at least work out some ex enclave members or a cliche “one last remaining outpost” kind of concept.
I think having a new "old world government" remnant could be a thing. In one of my games I had "The Regulation" and their roving bands of Regulators, who were basically jerks pretending to be taxmen, but who did keep the roads cleared and trade open.
quote:
Also, what about synths who don’t know they’re synths? I think a cool idea would be whenever a player creates a new character, I make a secret roll to determine if that new character is in fact a synth. It wouldn’t be a 50/50 chance, more like 90/10 maybe
Personally I'm on the "if a Player wants to play a Synth, they should know" page. I'm not a fan of "Aha! Your Character was secretly something else all along!" A lot of Players won't tolerate those shenanigans, but they'll happily fail Self-Control rolls and then go do what their Programmed Orders are if that comes up.
On that note, Overseer has asked me about looking into "sanity" rules, so they do have an interest in some Horror possibilities, what say you all?
You want a little Horror mixed into the the survival? Cannibal Super Mutants, sneaky Nightkin, body horror of Chimeras, identity horror of Synths, whatever weird clickety-clack creatures that live in the Glow and eat people, the Fog that comes and robs settlements of people, those rumors of mind-controlling psionic backwoods inbred hillbillies, spontaneous mutations, heck even the worry that your neighbor might have developed a taste for long pig...
Anachronist:
Did you want to go with Templates for starting concepts? Or did you have something less structured in mind?
I've been pitching Templates and Lenses as hard as I can, because it makes it easier on you (and us once the front work is done).