Fallout: Montreal
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@rizbunz said in Fallout: Montreal:
things that are Montreal at heartLeonard Cohen - although he didn't start music until 1967, he was writing in the early 50's and 60's.
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Don’t you know that nothing changed except for technology starting 1943? No new clothes, no new songs. Except for “Take Me Home, Contry Roads” for some reason. I guess John Denver crosses all timelines. He saw all the doors and what’s behind all the doors.
Really he’s just given up our reality to sacrifice himself to save a very young Jim Henson from his under sea prison with Frank Oz.
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It pays to never, ever look closely at Fallout.
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@rizbunz Hard for me to answer, to be honest, given that I grew up there in the 90s and I'm an Anglophone. Things Franco culture like old school music are a bit outside my realm.
Perhaps, like I said, you can have tensions between the minority of Anglophone and the majority of Francophones as an example. Divided loyalties, maybe - those who wanted to keep Canada independent (as part of the Commonwealth, or whatever followed it in game chronology), those who were pro-American and threw their lots in with the occupiers, and those who were isolationalist. The French would probably fall into the latter camp often, but that might be another division.
Of course, this is long ago now. Groups remain the same. You can also have the Church, which was monolithic and very important in French society until the 60s, be a big player in this world, perhaps. There's also a sizeable Mohawk reserve south of the city (Kahnawake) that could EASILY make a comeback as a potent force, and would actually be very cool to see in this.
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@thenomain Dude, you're ruining me.
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@patty Great ideas! We are working on a number of factions, and I figured the other day that Pro and Con unification and the like would still be a sore spot, especially given the whole...street executions and what not.
Edit: You also reminded me that we don't have a lil church or anything in our settlement. I'll have to change that I think.
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UPDATE:
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Code will be going into play this weekend (Huzzah!)
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Wiki is being updated with fluff and more information as we speak. Examples are Wanted Concepts, Bestiary, Factions. (Theme will also be going up as of this weekend, along with POSSIBLE fluff for other Traits (Attributes, Skills, etc)
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TO DO - Completing Backgrounds and their advantages toward/for players.
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Discord Invite is in talks of being opened to players.
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Might be easier to make a 'player' discord than trying to lock the history to hide spoilers
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@taika We have sections of the Discord locked away from players already Keen idea, and we're on the ball!
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Heehee! I learned the hard way. I am too old for that fiddly shit and had to split it into two servers after mucking it up.
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WIKI UPDATE:
Theme page complete. Apologies lots for the delay.
Game Update:
Vault 1-A fully desced. Another descer has also come aboard to aid in the rest of the build's fluffing.
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In previous posts you were talking about how people should be aware this is a RP focused game not a combat game and the system isn't really designed around combat...
But here's the thing. Fallout was never about role play or combat.
The driving force behind everything you do in Fallout is scarcity.
You need clean water, you need ammo, you need food, you need better armor.
The townsfolk need you to fix the damn pipes with any scrap metal you can find. Some people need to survive but they have so few resources and ability they have to live as slaves just to keep breathing.The entire game is about what people need and in a MU setting resources can be virtually limitless.
How do you address that problem?
Do you address that problem? -
A coded resources/supply system would be good. Especially if you focus the game around it. A need to survive or desire for more stuff is a much cooler motivator than 'let us hang out in the apocalypse abd bang.'
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People could RP the theme they signed up for. It’s a novel concept that would be helped by code and a fun mini game but let’s start there.
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@admiral
A coded resources/supply system
I don't think anything that elaborate would be necessary but a random fate dice based on your luck stat would be cool.
The system rolls once a week. The higher the better. You get one of a list of events sent to you to RP. It could be something disastrous if you roll really low like raiders take all your stuff and you need to RP getting all new gear and begging your friends for caps or you break your toe while stumbling around the house half awake then have to wear a cast for a week. In the mid range results you might stumble on a cool secret in a terminal or you find a minor treasure, rare box of ammo, a nifty hat. At the high end of the roll you might find a bottle cap collection or gain access to a old truck that still works.
The more lucky you are, the more good stuff happens to you and the more protected you are from bad stuff.
The list should be weighted more towards the bad than the good, because let's face it, the wasteland is out to get you.
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Most people have no idea what it takes to make living happen, let alone how to do it in a post-apocalyptic setting.
I don't know how they will roleplay that, other than no one has anything, and no one knows how to make anything, or what they need, so this had better be Day 1 of the future.
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I mean for me personally it was NEVER about scarcity. Scarcity aint fun. It was about seeing how the world slowly tried to rebuild itself and repeatedly managed to repeat its old mistakes without fail.
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@mr-johnson said in Fallout: Montreal:
I mean for me personally it was NEVER about scarcity. Scarcity aint fun.
Yeah, I think it's important to realize that the post-apocalyptic genre means different things to different people. For some it's about the adventure - the wild west-ish atmosphere fighting bandits in the desert. For some it's about scarcity - making do without modern-day conveniences. For some it's about rebuilding society from the ashes and bringing order to the chaos. And for some it's just a backdrop for the everyday soap opera drama.
I don't know that you can really limit people to just one view of the world. And I'm not sure you should even try. Though to @Thenomain's point - if you establish that the vault has limited supplies and that's an important part of the game, people should respect that and not constantly fight you trying to discover hidden mother lodes of gear.
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@carex The key for us isn't the have and have nots. If you wanted a game that is purely about the survival-battle aspect, well...that's what the video games themselves are for. Here, given that it's a setting or MULTIPLE people, not just crafted NPCs, you have to have more than just 'Ok, go. Survive.'
That being said, we're already taking things like supplies and resources into consideration. There will be a code that regulates people's inventories and takes count of what they spend, use, etc.
We will also be working on something that allows people to gather/scavenge, but this is NOT done automatically, and must be done via RP and communicating with Staff.
So...yus! We're going to address that point and have taken it under consideration.
We also will not be allowing everyone to just get what they want. If you work toward it, (by work we mean be active and rp) then maybe we can work something out for you within the confines of the setting. THINGS WILL BE LIMITED! Especially special goodies.
For example? You won't be killing a group of Raiders and pop out with Enclave Armor.
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Things aren't scarce in Fallout, you just need to look at things differently; need forks? I always go out to do serious business, and end up coming home, weighed down by forks...
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Things are scarce in Fallout because most of the people don't have plot armor. They aren't protagonists. If they go out to scavenge for forks, they wind up dead.