Jason Mical restarts Fallout PnP

Brother None

This ghoul has seen it all
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Now that Glutton Creeper's Fallout d20 is canceled, Jason Mical re-released his old Fallout PnP. His post contains a long post about how we should all be nicer about Fallout 3, ending with this:<blockquote>So, fellow Fallout fans, I contacted my friend Ausir who runs the Vault. Although I've toyed with the idea of working on a new version of the Fallout PnP, unless it was a paying gig I couldn't justify the time. Mercenary I know, but them's the shakes these days. So I turned over all my PnP materials to Ausir to convert to a Wiki, and the result is this: the Fallout PnP game Wiki, completely open-source and available to the fans to edit, take apart, restructure, correct, and change as they see fit. It's not complete yet, and Ausir has some materials I don't have, but I encourage everyone to check it out.

Additionally, as I have been asked for these on several occasions, I zipped up the last version of the document I worked on along with all other Fallout PnP-related items I could find and uploaded them to my website. Get that file here. Ausir promises me that a larger, updated .zip with more materials will be available on the Wiki soon, at which point I'll either mirror that file or simply take mine down (but I'll update when I do.)

The resources in this .zip:

* Fallout PnP "Unlimited" (a never-released, partially completed revision) .doc format
* Psionics rules, .doc format
* Great Wastes sourcebook, .doc format
* The Enclave 2.0 sourcebook, .PDF format
* Tribes sourcebook, .PDF format
* Waterworld total conversion, .txt format</blockquote>Link: post on Jason Mical blog.
Link: Jason Mical's PnP (NMA mirror).

Thanks Ausir.
 
Quick note guys: GC never actually asked me to take my stuff down (although he did ask someone else to take down a d20 conversion from what I remember.) I had let my old domain lapse and never bothered to upload this stuff anywhere else. Hopefully turning this all into an open-source PnP will yield some exciting and awesome results. Go wild, ladies and gents!

Also, I plan to update my blog post with a whole bunch more files and some more thoughts after chatting with Ausir this morning, so wait to flame me until then. Thanks. :)
 
It's an amazing coincidence. I spent a lot of the weekend looking over Jasons great adaptation of the FO rules and working on ways to streamline the rules for faster gameplay for those of us who can only play a few hours on a weekday evening. I also did a new character sheet for those of us who don't want to have to find our glasses to check our skills and weapons.

Jason: email incoming to you.
 
Matt, would you be willing to join the effort on the wiki? I'm working on a new version of Jason's rulebook there, but I'm mainly focused on the setting, not the mechanics.
 
Yes, Jason's original PnP (version 2.0) uses stuff from Fallout, Fallout 2, Fallout Tactics and Wasteland.

In the wiki, I'll be removing most FOT and Wasteland materials (locations, factions, weapons) and leaving only FO1, FO2 and some Van Buren stuff in the main book (they can be covered in expansions later).
 
Sorrow said:
I just read the weapons section. Sounds FTish...

Yup. The original document was written between FO2 and Tactics, and was updated to include stuff from Tactics after that game was released. Basically to give GMs more options for weapons, locations, and so forth.

And Wasteland stuff was included because it's fucking Wasteland and it's awesome.
 
Ausir said:
Yes, Jason's original PnP (version 2.0) uses stuff from Fallout, Fallout 2, Fallout Tactics and Wasteland.

In the wiki, I'll be removing most FOT and Wasteland materials (locations, factions, weapons) and leaving only FO1, FO2 and some Van Buren stuff in the main book (they can be covered in expansions later).

Rather than remove things like weapons that are already in the mix, how about segregating the non-FO1 and 2 weapons into an appendix at the end. I was planning to include them in my efforts.
 
Ausir said:
Yes, Jason's original PnP (version 2.0) uses stuff from Fallout, Fallout 2, Fallout Tactics and Wasteland.

In the wiki, I'll be removing most FOT and Wasteland materials (locations, factions, weapons) and leaving only FO1, FO2 and some Van Buren stuff in the main book (they can be covered in expansions later).

Right. I was very sceptical about presence of Wasteland locations and NPC AD 2077. Partially it became contradictory with van Buren, however there is a significant gap in Nevada - between Fallout and van Buren maps.
Second thing is localisation of Scrapheap. May be it should be discussed? (my proposition - north of V13, perished before Fallout 2 begins).

Edited/added: Location of New Canaan is based on NMA forum leaks, not on design documents (more proper is 10_Jericho doc).

Good luck guys with your work!
 
GM: Okay, the three raiders are attacking you, Larry.
Larry: But I'm behind Moe! How can they hit me?
GM: You're not behind Moe, here's here, the green die with a 6.
Larry: I thought he was the green die with a 4.
GM: No, that's a shrub.
Moe : Then what's the chess pawn?
GM: That's Curly.
Curly: No, I'm here, the wad of gum. Remember we told you our marching order.
GM: Oops sorry. You have to increase your radcount then since you're in a puddle of goop.
Curly: What!? Fine, I'll mark it off.
GM: Hey, don't take that pencil, that's the barbed wire fence.
...

Don't be a Stooge, kids. Play with miniatures!


I've done some research on compatible minis, terrain, and scenery (on my website) and can add a wiki page about that along with info about commercial and homemade hexmaps.
 
Matt Helm said:
Ausir said:
Yes, Jason's original PnP (version 2.0) uses stuff from Fallout, Fallout 2, Fallout Tactics and Wasteland.

In the wiki, I'll be removing most FOT and Wasteland materials (locations, factions, weapons) and leaving only FO1, FO2 and some Van Buren stuff in the main book (they can be covered in expansions later).

Rather than remove things like weapons that are already in the mix, how about segregating the non-FO1 and 2 weapons into an appendix at the end. I was planning to include them in my efforts.

I'm going to remove them from the main book, but I'll include them as supplements (a Wasteland supplement and a FOT supplement), so that they're entirely optional and so that the main book includes only the "pure" Fallout stuff.
 
Ausir said:
I'm going to remove them from the main book, but I'll include them as supplements (a Wasteland supplement and a FOT supplement), so that they're entirely optional and so that the main book includes only the "pure" Fallout stuff.

I think this is the best solution. It could just be a total conversion, like the Waterworld one I whipped out in a couple of weekends.

E: I should do another total conversion for another setting, maybe a zombie setting or something...
 
Yeah, I think the best solution would be having the Wasteland info covered in a separate book as a separate setting, with an optional chapter on connecting Fallout and Wasteland into one setting. That way you can easily choose between pure Fallout, pure Wasteland or a mix of both instead of having the mix already in the main Fallout book.
 
Ausir said:
I'm going to remove them from the main book, but I'll include them as supplements (a Wasteland supplement and a FOT supplement), so that they're entirely optional and so that the main book includes only the "pure" Fallout stuff.
Does it mean no RL modern weapons from Fallout 2 too?
 
I don't see why the RL weapons should be excluded, FO1 started it by including the Desert Eagle and sawed off shotguns. I am sure they would have had more if they had more time and a bigger art budget to work with.

Computer games, especially old ones, had to limit things like the variety of creatures and items due to time and budget constraints, we don't have those problems in a PnP game.
 
Fallout 1 only had the desert eagle. There was no sawed off shotgun in Fallout 1. The shotgun in Fallout 1, much like the pistol and SMG, was fully generic.

And no, it had nothing to do with time or a bigger art budget, they simply chose not to include any real-life guns, only generic guns. Would they have added more weapons? Sure. More real-life weapons? Hell no.
 
I think that it has something to do with Fallout happening in alternative reality.
Also, there's no Winchester Widowmaker shotgun IRL and DE is a blatant pop-culture reference.

Speaking of which, inclusion of RL weapons as experimental pre-war designs tells a lot about creativity of people who put them into game.
 
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