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<blockquote data-quote="MGibster" data-source="post: 8755850" data-attributes="member: 4534"><p>Greetings, wastelanders! I'm contemplating running the Fallout RPG produced by Modiphius based on the computer RPG series of the same name. Originally I was thinking of setting the campaign in Seattle, but as this would be a completely new RPG system for me and my group, I thought I might keep things simple and just stick with the setting of the book which is the Commonwealth, the same setting as Fallout 4 CRPG, because my players are all familiar with that game. If you're not at all familiar with Fallout in general, this thread will probably be confusing. For those of you familiar with the wasteland, I'd like to pick your brains. </p><p></p><p>I'll set the game after the events of Fallout 4 with the following assumptions:</p><ol> <li data-xf-list-type="ol">The Institute was destroyed (remnants exist both good and bad). </li> <li data-xf-list-type="ol">The Brotherhood of Steel was defeated. (BoS is returning to Boston, but what does that mean?) </li> <li data-xf-list-type="ol">The Minutemen are a functioning milita that keeps the peace (more or less).</li> <li data-xf-list-type="ol">The Railroad. (With their main goals of destroying the Institute and freeing synths complete, what will they become?) </li> </ol><p>The big threat to the Commonwealth will be the Sea People, a mysterious group of humans and mutants operating from an aircraft carrier off the coast. Their goal is to access the Institute's bio-lab in order to find a means to allow super mutants to reproduce naturally. Given the destruction of the Institute's main facility, this goal appears out of their reach, but maybe there are hidden caches of information elsewhere? Or scientists who are still around? </p><p></p><p>Anyway, since the players are all familiar with the setting I don't need to start them off as naive vault dwellers who don't know the way of the land yet. They've been in the Commonwealth for a while, and are familir with the movers and shakers as well as recent history. But I'm wondering how best to start them off as a cohesive group in the beginning? I could have them be members of the Minutemen, and make sure Preston doesn't complain about settlements too often, but right now I'm leaning towards having them form their own mercenary company like the Gunners or the Talon Company from Fallout 3 (depending on whether they want to be jerks or good guys). Any other ideas for a cohesive group? I went them to have some interest in the Commonwealth and a reason why maybe they want to do something about the Sea People raiding. </p><p></p><p>I'm also interested in learning what I should do with the Railroad. With the Institute having been destroyed and most of the synths freed (or destroyed), I figure their numbers have dwindled quite a bit since the events of Fallout 4. There are probably some remnant Institute forces to go after, but for the most part their reason for existence is gone. I figure they might pivot, but to what? They've never shown a keen interest in the abuse of humans or ghouls, so what might interest them? I was thinking of having them be sympathetic to the Sea Peoples cause. Those poor mutants were created by scientist, maybe we should give them a chance and help them access the technology needed to reproduce naturally? Anyway, its just a thought. </p><p></p><p>Generally speaking, you have any ideas for such a campaign?</p></blockquote><p></p>
[QUOTE="MGibster, post: 8755850, member: 4534"] Greetings, wastelanders! I'm contemplating running the Fallout RPG produced by Modiphius based on the computer RPG series of the same name. Originally I was thinking of setting the campaign in Seattle, but as this would be a completely new RPG system for me and my group, I thought I might keep things simple and just stick with the setting of the book which is the Commonwealth, the same setting as Fallout 4 CRPG, because my players are all familiar with that game. If you're not at all familiar with Fallout in general, this thread will probably be confusing. For those of you familiar with the wasteland, I'd like to pick your brains. I'll set the game after the events of Fallout 4 with the following assumptions: [LIST=1] [*]The Institute was destroyed (remnants exist both good and bad). [*]The Brotherhood of Steel was defeated. (BoS is returning to Boston, but what does that mean?) [*]The Minutemen are a functioning milita that keeps the peace (more or less). [*]The Railroad. (With their main goals of destroying the Institute and freeing synths complete, what will they become?) [/LIST] The big threat to the Commonwealth will be the Sea People, a mysterious group of humans and mutants operating from an aircraft carrier off the coast. Their goal is to access the Institute's bio-lab in order to find a means to allow super mutants to reproduce naturally. Given the destruction of the Institute's main facility, this goal appears out of their reach, but maybe there are hidden caches of information elsewhere? Or scientists who are still around? Anyway, since the players are all familiar with the setting I don't need to start them off as naive vault dwellers who don't know the way of the land yet. They've been in the Commonwealth for a while, and are familir with the movers and shakers as well as recent history. But I'm wondering how best to start them off as a cohesive group in the beginning? I could have them be members of the Minutemen, and make sure Preston doesn't complain about settlements too often, but right now I'm leaning towards having them form their own mercenary company like the Gunners or the Talon Company from Fallout 3 (depending on whether they want to be jerks or good guys). Any other ideas for a cohesive group? I went them to have some interest in the Commonwealth and a reason why maybe they want to do something about the Sea People raiding. I'm also interested in learning what I should do with the Railroad. With the Institute having been destroyed and most of the synths freed (or destroyed), I figure their numbers have dwindled quite a bit since the events of Fallout 4. There are probably some remnant Institute forces to go after, but for the most part their reason for existence is gone. I figure they might pivot, but to what? They've never shown a keen interest in the abuse of humans or ghouls, so what might interest them? I was thinking of having them be sympathetic to the Sea Peoples cause. Those poor mutants were created by scientist, maybe we should give them a chance and help them access the technology needed to reproduce naturally? Anyway, its just a thought. Generally speaking, you have any ideas for such a campaign? [/QUOTE]
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