Fallout: Montreal
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@admiral
I've died so many times in New Vegas essentially scrounging for forks. And Wasteland? Or Wasteland 2? Save early and save often, or create a new team at the Ranger HQ.
(I just realized how long it's been since a video game didn't have The Protagonist, but had a strong story element. Wow.)
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@thenomain Wasteland is actually a great example of how scarcity can be realistic but (for some people anyway) not fun. They did a great job of showing how dire things were, making you count every bullet, etc. But at the same time, it was freaking annoying and frustrating to be running around attacking the killer robots with crowbars just because you'd run out of ammo again.
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@faraday See, I'd find that fun. The whole word 'fun' is subjective. It's why we can only build what we would think would be fun and hope others do too. But that's a whole other tangent.
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This was normal for 1980s video games. Nowadays I hear about playtime on some of these games and say things like, "Only 80 hours gameplay? And that's after buying all the DLC? What a rip-off."
Wasteland 2 absolutely still has elements of that, but it's nowhere near as bad, at least not that I'd found. And Infocom games? "You miss doing one action near the very beginning of the game and you can't finish it" wasn't just normal, it was expected. Yeah, those games were designed to challenge nerds.
I'm quite happy that game design has evolved and still remained challenging, but yeah, count yer bullets.
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@lithium Right, it's totally subjective. And it can vary even for the same person. I had oodles of fun playing Wasteland (despite the frustration) when I was a kid, but if a game did that to me now? I'd quit because I have better things to do with my time than run around slaying mutant bunnies or whatever to save up cash to buy bullets.
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@admiral I'm sorry, I'm still just laughing at the mental image of someone just needing that fork so damn badly.
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SYSTEM UPDATE: We're currently working on ironing out how Backgrounds and Perks work. Once these are viewed by other members of Staff, the initial write ups will be posted on the wiki. Updating of that pending.
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Kind of following suit with the previous topic of what Fallout is and all that. To say that it isn't a game about combat is kind of... faulty. I mean, the game's tagline should tell you that. War. War never changes. Each game has been about a central conflict. It's been about how, even after the destruction of the world, mankind is still going to wage war.
Is it not, then, about scarcity and resources? Oh, hell yeah it is. Earlier games more than Bethesda era, sure, but it is a game of trying to find the items needed to help people just survive the wasteland. It's also a game of nostalgia, presenting you with narratives that are designed to make you long for a time when things were cleaner, more wholesome and kind. It's a game of satire. It's a game of adventure and exploration. Essentially it's a lot of things, which is why Fallout is such a wonderful and enduring series. But, it really is absolutely a game about war.
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Sample from the wiki -
Main Theme
It’s all about resources. Regardless of our expanse and how much we develop as a species, nothing will ever replace the pure, primal need for resources to sustain ourselves. From wars, to compromise, politics to takeovers, the country of Canada was officially annexed into the United States in the year 2076. With the complete military occupation of the consumed northern states, some believed that the bombs that dropped just one year later were a god-send.
Two hundred years have passed since the mass nuclear attack. Now, it’s all about survival.
Welcome to Fallout – Montreal. Here, you’re invited to play a survivor, living day to day in the vast, frozen Northern Wastes. Will you be a descendant of the original Canadians who had to deal with the hostile takeover of their lands? Will be you a new settler, wandering the wastes in search of stability and a place to call home? Will you be a cut-throat Raider, who takes what they need and want whenever they please? The Wastes are wild, weird, and crawling with opportunities. You are one of humanities last hopes to reclaim the earth and your place in it.
The world is your neon glowing oyster.
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So psych. Some questions.
Vehicles, will there be any? Canon has them working in places and they appeared in games. They are even implied in New Vegas and 4. Plus boats.
Power Armor, will players ever be able to have any?
What game(s) are you using as inspiration for your setting in regards to chems, armors etc?
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@tragedyjones Ahoy! I'll toss the questions out to everyone and see what they say in regards to vehicles. I think we didn't have any on land (this could change) and boats are a side idea after a plot element is completed (given we're on a river!)
Power Armor will be VERY (very) scarce. We're even limiting the number of people who can actively play in the Brotherhood. Not saying it's impossible to get it, just that not everyone will have ready access to it, and it'll probably be more of a reward than anything else.
We're still working on how chems work. What they do, what they don't do.Once we have that figured out I'll be sure to post it up on the wiki, and update that info here.
Side Note - Our inspirations are very early game (Fallout, Fallout 2) with some sprinklings of the other games in for good measure. We took a bit of 'I like this' and then kept stirring.
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Fair. I wasn't even necessarily thinking Brotherhood, I just want to rip off either the Atom Cats or the Rust Devils, perhaps. And we know T-51 was deployed to "keep the peace" in annexed Alaska in the FO1 intro.
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It was much easier to quickly acquire power in the (early) fallout games by abusing chems then anything else. I still remember killing the Deathclaw in the original fallout unarmed and unarmored at level 3 that way. Pack on some Buffout and some Psycho, make sure you've focused on Unarmed - deathclaw goes pop. Still hard, but doable. Probably should be much easier to be an addict-warrior then a power-armor warrior.
Though I mean, obviously they'll have their own flavor, and some things don't translate well to a mush.
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@tragedyjones said in Fallout: Montreal:
rip off the Atom Cats
In the first Fallout, putting a car back together was a giant, expensive, tricky task, but since you were on a timer it was so worth it.
Do that.
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UPDATE!
Hey everyone, just dropping a lil note here. RL has choked a few of us for different reasons. That being said, we're all starting to come back together and get back to work. Apologies for any delays this is causing anyone.
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STAFF and ST REQUEST!
For those interested and are stateside, we're looking for more Staffers that will be willing to help once we go live. Your responsibilities will be to aid players with any questions regarding the game, and to lead plots/stories if you'd like. You do not have to handle requests, xp spends, builds, etc. It's just so we have support when it's play hours during US and UK times.
We do have one staffer already, but more is very, very helpful! Message me if you'd like!
We're also toying with the idea of having Storytellers be part of the game. Other systems would call them Tier leaders, but just those that are willing to help drive RP forward when the time arises. These positions will be open to players, and will be offered incentives should they accept. Like the Staff position, this isn't needed until we go live. You're free to pull away at any time, and you're also allowed to request this position only if you actually ENJOY what you're playing, and where you're playing.
Thank you!
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I missed this back when, perhaps, but what system are you using?
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@ganymede Homebrewing the fuck out of a d10 system. We're using what shell we have and vamping it up to fit the setting as much as possible.
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UPDATE!
Ok guys. We've been working on Perks and Backgrounds as well as starting stats. I'll be adding a majority of these onto the Wiki within the next couple of days, but I'll be posting a link (or list) of perks here. Once that's done, if you see something missing you to as a RPer, or within the RP community, give us a shout! Let us know what seems to be missing for you! We're trying to make sure that our positives are evened out among people and their flavor of rp.
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Off the top of my head, you should have a background or two which correspond to some of the traits; it looks like 'Perks' are things you get in gameplay, and backgrounds are awesome, but the traits were neat, too. I mean, it could work without them (I've seen systems with nothing work before); but I thought I'd mention it.