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Thread: GURPS FALLOUT: Advice
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2010-05-28, 12:22 PM (ISO 8601)
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- May 2006
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GURPS FALLOUT: Advice
I'm planning on running a fallout campaign for gurps (4e). I've only played 3 but I've looked up a bunch of stuff on 1 and 2. Does anyone have some useful advice for running fallout in gurps.
78% of DM's started their first campaign in a tavern.
If you're one of the 22% that didn't, copy and paste this into your signature.
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2010-05-28, 01:06 PM (ISO 8601)
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- Aug 2007
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Re: GURPS FALLOUT: Advice
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2010-05-28, 01:10 PM (ISO 8601)
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- Jun 2009
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Re: GURPS FALLOUT: Advice
Woot! GURPS ftw!
anyways, 4e is pretty similar to 3e. i would suggest having ultratech and/or high tech for the game (they are great soucebooks in general anyways). When running a sandbox-type game like fallout, my only advice would be to keep a lot of random encounters and plot hooks in hand, and flesh out the main/interesting locations well. Also i have noticed that a good cast of NPCs is very vital in a sandbox. Just try to keep things fresh and you should be fine.
gotta love them sandboxes
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2010-05-28, 02:31 PM (ISO 8601)
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- Jul 2004
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- NY
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2010-05-28, 02:41 PM (ISO 8601)
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- Jun 2007
Re: GURPS FALLOUT: Advice
VATS was based on Fallout 1/2 which were originally designed to use the GURPS system (the lisencing deal eventually fell through forcing them to use SPECIAL instead).
I think that copies of various PnP attempts at Fallout are on the web somewhere. There are also lots of design documents for the first 2 games and Van Buren which are well worth checking out if your runnig a game in the world.
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2010-05-28, 02:52 PM (ISO 8601)
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- Jan 2010
Re: GURPS FALLOUT: Advice
The first Fallout game was going to be GURPS based, but Steve Jackson and Interplay had some differences so they ended up making up their own system for it which ended up being used in Fallout 2, Fallout Tactics, and Lionheart.
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2010-05-28, 04:16 PM (ISO 8601)
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Re: GURPS FALLOUT: Advice
I think that Gurps and Fallout is a solid combination. You only need to set the parameters for the campaign - how gritty or cinematic you want to make the game, and how much points you grant your players.
That really depends on the kind of campaign you want to play.
If I remember correctly, the original Fallout games (I and II) were supposedly based on some 1950s pulp novels, and that is not a bad place to start. So I would probably recommend around 200ish starting CP, and at least some of the "let's reduce lethality" cinematic rules and advantages. Gadgeteering works very well with this, at least for characters who like to improvise loads of cool stuff.
Helpful sourcebooks are obviously the techline, especially High Tech, and if you don't mind the PDFs, Action Heroes is probably a good guideline for characters.
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2010-05-28, 08:30 PM (ISO 8601)
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- May 2006
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Re: GURPS FALLOUT: Advice
I have 2 big problems.
1. What should the tech level be. Its not quite 10 in a lot of ways, I'm thinking of calling it 8+ kinda like in GURPS steampunk.
2. How should I handle wealth levels. No matter what it seems like the PCs start off with a lot, and I'm not sure about steady jobs existing in fallout.78% of DM's started their first campaign in a tavern.
If you're one of the 22% that didn't, copy and paste this into your signature.
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2010-05-29, 01:50 AM (ISO 8601)
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- Aug 2007
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- Fishtown, Germany
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Re: GURPS FALLOUT: Advice
1. What should the tech level be. Its not quite 10 in a lot of ways, I'm thinking of calling it 8+ kinda like in GURPS steampunk.
2. How should I handle wealth levels. No matter what it seems like the PCs start off with a lot, and I'm not sure about steady jobs existing in fallout.
And you can set the starting wealth basd on what you consider to be adequate. Characters can still get more money or more and better equipment through advantages, after all.