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News Digest for the Week of December 11
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<blockquote data-quote="Abstruse" data-source="post: 8145910" data-attributes="member: 6669048"><p>I don't work for Modiphius, but I might be able to explain part of it.</p><p></p><p>Fallout: Wasteland Warfare is first and foremost a miniature skirmish wargame. Its rules are focused on combat. The roleplaying supplement for that game is also, by its nature, focused on combat but adding a storytelling element to that combat.</p><p></p><p>Fallout: A Post Nuclear Tabletop RPG is a tabletop roleplaying game first and foremost. It is focused on storytelling and will feature a wider array of character abilities, skills, perks, etc. that will be useful as the characters can take more actions since the core rules are not solely focused on combat.</p><p></p><p>As to why the two different versions, I can only give my guess. Wasteland Warfare is targeted at the miniature wargame market and at Fallout collectible fans who just want the minis. Because it's based on a roleplaying video game, a storytelling aspect is appealing to the market for that game so they created one. However, it's still not a full tabletop roleplaying game experience.</p><p></p><p>The best comparison I can think of is probably BattleTech. BattleTech is a miniature skirmish wargame. Within that game, there are storytelling elements, particularly Campaign Sets you can purchase that lay out historical battles from within the BattleTech universe and there are rules for long-term campaign play. However, those rules still focus on the miniature wargame aspect of BattleTech. If you want a proper roleplaying experience in that universe, you have to turn to the MechWarrior roleplaying game (or Classic BattleTech RPG or BattleTech: A Time of War or MechWarrior: Destiny, depending on the edition). That has detailed character creation rules, rules for skills and abilities outside "Pilot" and "Gunnery", etc.</p><p></p><p>The lines are far more distinct in BattleTech and MechWarrior than they are in the two Fallout games, but it might give you an idea about which game is best for you and your group's playstyle.</p><p></p><p>Personally, we've gone over 23 years since we were first promised an official Fallout tabletop RPG with two separate attempts to do that which failed for various licensing and/or legal reasons, so I'm not going to complain if we're now given two different, competing systems because we're overdue.</p></blockquote><p></p>
[QUOTE="Abstruse, post: 8145910, member: 6669048"] I don't work for Modiphius, but I might be able to explain part of it. Fallout: Wasteland Warfare is first and foremost a miniature skirmish wargame. Its rules are focused on combat. The roleplaying supplement for that game is also, by its nature, focused on combat but adding a storytelling element to that combat. Fallout: A Post Nuclear Tabletop RPG is a tabletop roleplaying game first and foremost. It is focused on storytelling and will feature a wider array of character abilities, skills, perks, etc. that will be useful as the characters can take more actions since the core rules are not solely focused on combat. As to why the two different versions, I can only give my guess. Wasteland Warfare is targeted at the miniature wargame market and at Fallout collectible fans who just want the minis. Because it's based on a roleplaying video game, a storytelling aspect is appealing to the market for that game so they created one. However, it's still not a full tabletop roleplaying game experience. The best comparison I can think of is probably BattleTech. BattleTech is a miniature skirmish wargame. Within that game, there are storytelling elements, particularly Campaign Sets you can purchase that lay out historical battles from within the BattleTech universe and there are rules for long-term campaign play. However, those rules still focus on the miniature wargame aspect of BattleTech. If you want a proper roleplaying experience in that universe, you have to turn to the MechWarrior roleplaying game (or Classic BattleTech RPG or BattleTech: A Time of War or MechWarrior: Destiny, depending on the edition). That has detailed character creation rules, rules for skills and abilities outside "Pilot" and "Gunnery", etc. The lines are far more distinct in BattleTech and MechWarrior than they are in the two Fallout games, but it might give you an idea about which game is best for you and your group's playstyle. Personally, we've gone over 23 years since we were first promised an official Fallout tabletop RPG with two separate attempts to do that which failed for various licensing and/or legal reasons, so I'm not going to complain if we're now given two different, competing systems because we're overdue. [/QUOTE]
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