How would you represent the Capital Wasteland and Boston Wasteland in your own campaign?

The Dutch Ghost

Grouchy old man of NMA
Moderator
Hello all,

I am not sure if this thread belongs in the RPG sub forum or in the Fallout 4 forum as I am discussing Fallout 4 (and 3)'s settings and material here, but I think the moderators will understand that I am talking about their content in regard for the use of a traditional PnP or forum RPG.

I would like to ask to those who play use the Fallout world as a backdrop for their own games and who perhaps have also included Fallout 3 and Fallout 4 into their setting in what way they may be using it.
Are you using everything of the settings, just pieces of it but unchanged, or perhaps the setting or pieces of it but modified in a way you think works better in your opinion for Fallout?
I am always on the look out for new ideas and thoughts and perhaps some of yours help me come up with ones of my own.

Regarding how I would use the settings of Fallout 3 and 4 I would drop almost everything from the games except for a few ideas that I think have promise but perhaps need some minor modifying here and there.

With both locations I would probably have to have a good look at their real counterparts' maps as well as have a look into backgrounds and histories on what I would alter or add to make them more suitable for what I would do if I used them in a RPG campaign.
It would be nice to put in some local culture to make it feel more authentic but not overdo it like Bethesda sometimes really did.

For Fallout 3:

- Washington DC got hit hard. During the war Washington DC was a primary target of the Chinese due to both it being the capital, government center with offices for various government departments, and population center.
Most of the center of Washington got blasted into glass craters that still glow two hundred years after the War, so there is no Mall, White House, or Pentagon (though some of its underground levels may have survived and still contain salvageable items and technology, though of course nothing like Liberty Prime as this was an administrative center and not some R&D facility)

The only settlers of the more habitable parts of the DC crater are Ghouls and salvagers.

- No BOS. The Brotherhood never came this far East, as Fallout 2 already made clear the Brotherhood was in serious decline due to its elitist and xenophobic nature and as no recruits from outside had been taken in for decades the Brotherhood had difficulty maintaining and increasing its numbers due to attrition and old age.

A number of BOS members also left for the Mojave to establish a chapter there, decreasing the number of BOS members at Lost Hills and others chapters at or near the Californian coast.
(note: If I take Tactics and parts of FOBOS into account, a large number of BOS left to pursue a large remnant of the Super Mutant army, establishing their own chapter in the Midwest.
Another expedition force led by Rhombus left to pursue another minor Super Mutant army to the Texas Wasteland where they were forced to engage the Super Mutants. Only a handful of survivors returned. For now I consider both events above non official in my take)
(note 2: It could be suggested that the East Coast BOS is related to the Midwest BOS but I rather don't go that far. No BOS on the East Coast)

- No Super Mutants. There was no Vault experimenting with FEV in the Capital Wasteland as that does not fit the nature of the experiments that took place in a lot of the Vaults. (these were social experiments, not experiments involving creating super soldiers). Almost all FEV research took place on the West Coast with West Tek and Mariposa Base being the central research and development facilities.
Other than perhaps a rare and lone Super Mutant migrant from the West there is no Super Mutant population native to the East Coast.

- Ghouls. There are Ghouls at the East Coast, survivors from before or directly after the nuclear war who underwent ghoulification due to the radiation and other mutagens.
There is a Ghoul population inhabiting the less irradiated parts of what used to be Washington DC as well as some living in the settlements around the DC crater that are tolerant of Ghouls.

There would only be a few 'feral' Ghouls and they are not the running powerhouses as shown in Fallout 3 and 4. If there ever had been a lot of feral Ghouls than most have been killed in the two hundred years after the war or have died after their bodies decayed so much that they could no longer move.

- Rivet City. I actually kind of like the idea of Rivet City but I would move the carrier a bit away from Washington DC. Like in Fallout 3 it is the major settlement of the region and its unofficial capital.
The carrier itself would be inhabited by rich traders, a handful of scientists and technicians, and guards. The flight deck is now also covered in houses. The hangar bays are now used as a bazaar and are full of market stands, restaurants and so on.
At the coast where the carrier is docked/beached a 'secondary' settlement has founded on both sides of the access ramp, here less wealthy merchants, and other regular people such as salvagers live.

Rivet's economy is based on the production of clean water and food, with trade and some minor generation of extra power that is sold to small settlements next to it.


For Fallout 4:

- Boston itself. Boston like Washington DC suffered several direct strikes from Chinese ICBMs, though perhaps not as much as the Capital did.
Still most of the center was blasted into crater and was avoided by salvagers and Ghouls due to the high radiation for most of the two hundred years after the War until the Institute appeared and started a terra forming program to reclaim the ruins of Boston.
Decontamination is not completed yet and it might take several more decades before it will be.

Before the reappearance of the Institute Boston was only inhabited by a population of Ghouls and some salvagers who dared to get this close to the ruins.
Since the decontamination has started to take place the numbers of salvagers has been increasing as has the number of wastelanders who offer various goods and services.

The biggest settlement is the city the Institute has started to construct through their robots and laborers recruited from nearby settlements. The city, constructed over the ruins of the Commonwealth Institute of Technology and the Institute's underground shelter is inhabited by the scientists, technicians, guards, and a number of the more wealth and influential surface people such as rich traders and some Minutemen.
(note: I have this city in mind as a sort of 'City of Tomorrow' though would not like it to compete with my idea for Robot City in Texas. Basically this is probably one of the few really advanced and high tech settlements in the wasteland, having technology equal and surpassing that of the pre war world)

I still have to think out on how to explain why not all wastelanders are allowed to settle in this city. (perhaps limited resources)

- The Institute. In general I don't think the idea of the Institute is wrong, just its depiction in Fallout 4. Rather than some secret government or population in Fallout 4 that for some reason seems to do research and development that has little to no purpose or is actually harmful, and having synths infiltrating settlements I would like them to be a bit more practical and open instead of becoming almost an Enclave version 2.0.
The Institute would be more focused on trying to reclaim and rebuild the surface and build a new society. They are relatively good in the sense that they have noble intentions (rebuilding human civilization) but don't always have the right approach, sometimes quite willing to violate the rights of others if they believe it stands in the way of progress. They for example put research and development over social issues and believe that humanity should be ruled or 'guided' by the scientific elite.

I would not rule out the concept of androids or synths, but most of the Institute's workforce would consist of Pre War robots and Post War designs that improve on these.

- Ghouls. Like with Washington there is a population of Ghouls here, but ferals are very rare. Like in the Capital Wasteland most have either been killed or have decayed away.

- The Minutemen. Somewhat like they are depicted in Fallout 4, these are sort of the 'rangers' of the East Coast. They assist in investigating crimes and stopping criminals, and they protect settlements from raiders, slavers, and mutations.
The mostly patrol and protect the areas that are outside the influence of the Institute.

- The Nation of Ronto. A military nation founded by surviving US military, these survivors believed that the humanity could only recover through military rule and protection. As a result their society ruled by soldiers and revolves mostly around service to it.
While it is not completely totalitarian it is not a democracy either, and there have been a number violations of basic individual and human rights.
Though technically there is no slavery within the nation indenture is common and most people either work directly for the ruling military class or pay for protection and being allowed to settlement in Ronto's territory.

As the military believes it is their duty to reclaim the rest of the continent in order to bring civilization and order to it they undertake regular expansion campaigns. During these Ronto has no problem with using forceful tactics to make settlements and other small governments join them or to accept their protection in return for tribute.
Their latest campaign has brought them to the edges of the Commonwealth, the leadership in Ronto is quite eager to add these lands and the riches they hold including the advanced technologies of the Institute to their control.

They see the Minutemen at best as possible recruits and at worst as a bunch of troublemakers who could hinder Ronto's mission.


More material when I come up with it.
 
I would keep the world itself and simply replace most of the stuff BGS put into it. I'm very big on having tons of logical factions and after 200 years I would expect large NCR size factions. DC should have US Government, descendants of not so important officials ala Battlestar Galactica. Boston should have a huge Institute presence, only instead of synths they are backed by the Commonwealth militia with ranking officers being augmented like Kellogg. Lastly the Pitt, the brutal kill or be killed tribal faction. These 3 factions to me would represent the past (DC), the future(Commonwealth), and the chaos of the now(Pitt). Inside these territories run by these dominating regimes you would get factions like the RR who actually rescue slaves from the Pitt or even religious Jim Jones nutjob factions.The map would also be a lot bigger.

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I've got a whole series of posts on this subject, so I won't put anything here. All I'll say is I'd change everything to be a hell of a lot more logical, and implement actual roleplaying options throughout. I might put the posts back up, so I'll just link them here if I do, it's a huge ongoing thing currently at 11 parts (those 11 cover the locations of DC, I'll be covering factions next if I decide to continue it).
 
Always wonder why should Fallout 3 be fixed. Washington D.C. should not be even habitable for at least another 200 years due to colossal damage it took.
 
I'd keep The Mall the way it is since the warzone aspect of it gives it a "hopeless" feeling, at least to me. We could still have it uninhabitable since the White House took a direct hit and I believe there are a few other craters around as well. The radiation from them would linger around the area so only really Ghouls and wasteland critters could reliably survive there. The White House's crater would have to be increased though since the vanilla crater is limited to the grounds of the White House, I'd rather have the crater expand a few blocks more.

I'd also rather have Talon Company be the dominant force in the CW than the BOS or Enclave since they appear to have a lot of soldiers and bases. Of course they wouldn't be mindless killers, they'd have a backstory of sorts. They'd be the remnants of some prewar police departments and SWAT divisions who intended to bring order to the wasteland, similar to the Desert Rangers. Unlike the Rangers however, they succumbed to the wastelands brutality and became essentially a misguided group. They'd retain some of their "upholding justice" morals, but they'd do them all in the most brutal way possible, making most wastelanders think "Are these guys really the best hope for the wasteland?"
 
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Always wonder why should Fallout 3 be fixed. Washington D.C. should not be even habitable for at least another 200 years due to colossal damage it took.
Eh, not really, nature actually does a really good job clearing up after our crap (go Google Chernobyl pictures for that). Radiation also drops off pretty quickly, it wouldn't be anything like as bad as it's shown in the game. Again, just go look at Nagasaki or Hiroshima for what those two cities look like after both being hit by direct atomic strikes; they're doing pretty well. Sure, DC would've been hit by multiple bombs, but the general area wouldn't be uninhabitable after 200 years.

Also, my own series is up to part 14 now, and I've just included a few locations and factions of my own devising (replacing the BoS entirely, and the Enclave is being exterminated, too).
 
Eh, maybe it is but I still cannot see washington as good setting with actual life let alone human.
And no, as I remember Hirosima or Nagasaki wasn't so impressive for americans and Chernobyl reactor in is still sealed so nothing messy could leak out. It's not only nature but people cleaning up crap too. No one will ever touch washington after hour X.
 
Eh, maybe it is but I still cannot see washington as good setting with actual life let alone human.
And no, as I remember Hirosima or Nagasaki wasn't so impressive for americans and Chernobyl reactor in is still sealed so nothing messy could leak out. It's not only nature but people cleaning up crap too. No one will ever touch washington after hour X.
A reactor is something very different to a bomb. Reactors are designed for slow burn, hence why they tend to continue for a long time when they go wrong, a bomb releases all its energy immediately and then the radiation drops off quickly over time. That's also why nuclear reactors cannot, and will not ever explode, it's impossible (despite what Bethesda seems to think).
 
A reactor is something very different to a bomb. Reactors are designed for slow burn, hence why they tend to continue for a long time when they go wrong, a bomb releases all its energy immediately and then the radiation drops off quickly over time. That's also why nuclear reactors cannot, and will not ever explode, it's impossible (despite what Bethesda seems to think).
Chernobyl situation was different. This reactor IS exploded like an atomic bomb because it was designed by an incompetent moron. So Bethesda assumes that consumer reactors would be designed by morons.
 
Chernobyl situation was different. This reactor IS exploded like an atomic bomb because it was designed by an incompetent moron. So Bethesda assumes that consumer reactors would be designed by morons.
I just said it's literally impossible for a nuclear reactor to explode, that's basic physics. The only explosions you get in reactors are from shit like extreme water pressure (like the hydrogen explosions in Fukushima). The core itself melts down, it does not explode. What happened at Chernobyl is that a bunch of regular steam explosions caused the graphite moderator to flash ignite, causing fires and the spread of radioactive materials. The reactor itself did not explode.

This is a potential issue with pretty much all current conventional reactor designs, because they by necessity run under extremely high pressures, which if breached for any reason result in the likes of Chernobyl or Fukushima. This is why we need to be pursuing alternate, superior nuclear technology like LFTR (Liquid-Fluoride-Thorium-Reactors) which run under a wholly different paradigm (ie, liquid fuel and not high pressure, plus they have passive safety systems rather than needing active cooling, and can run at much higher temperatures than current reactors, allowing for the use of gas turbines rather than steam, plus additional nice properties like allowing for the Fischer-Tropsch process of creating synthetic fuels).

As far as this specific subject goes: a nuclear bomb detonates and releases all its energy pretty much instantly, vaporising anything in a fairly large radius, and blinding and burning anything/anyone else further out. Additionally, the blast wave destroys physical property (once out, then the pressure wave comes back in again, which is why you're taught to lie flat facing away from the explosion, then once the blast wave has passed, to lie the opposite way, facing the explosion until the second wave passes back over if you've ever had training in this stuff, which I have).
The radiation release will contaminate everything and kill anything that survived the main blast. However, a lot of the radiation release is also blocked by the casing of the bomb itself, along with the electronics and all the other crap that makes up the weapon, plus it depends heavily on how close to the ground the explosion happens, meaning the overall area of effect can actually be relatively small. Several nukes in one area will of course make this whole situation considerably worse.

Conversely, a reactor melts down and will sit at that state for a very long time as the remaining fissile products continue to do their thing, continually releasing more radiation and heat and making the area around the core incredibly dangerous, because nuclear reactors are designed specifically to release their energy slowly over time, and letting them go super critical (to the point where the cooling systems can't cope) causes the release to happen faster, but not to the point of going boom, that simply doesn't happen.

On radiation, I'll simply quote from another source:
Fallout radiation is received from particles that are made radioactive by the effects of the explosion, and subsequently distributed at varying distances from the site of the blast. While any nuclear explosion in the atmosphere produces some fallout, the fallout is far greater if the burst is on the surface, or at least low enough for the firebalI to touch the ground. The significant hazards come from particles scooped up from the ground and irradiated by the nuclear explosion. The radioactive particles that rise only a short distance (those in the "stem" of the familiar mushroom cloud) will fall back to earth within a matter of minutes, landing close to the center of the explosion. Such particles are unlikely to cause many deaths, because they will fall in areas where most people have already been killed. However, the radioactivity will complicate efforts at rescue or eventual reconstruction. The radioactive particles that rise higher will be carried some distance by the wind before returning to Earth, and hence the area and intensity of the fallout is strongly influenced by local weather conditions. Much of the material is simply blown downwind in a long plume. Rainfall also can have a significant influence on the ways in which radiation from smaller weapons is deposited, since rain will carry contaminated particles to the ground. The areas receiving such contaminated rainfall would become "hot spots," with greater radiation intensity than their surroundings.

As I said in my own retrospective series, some hotspots of radiation would remain and be problematic even after longer periods of time, due to above quoted reasons such as rainfall. And at the end of the day, the way nuclear half-life works is thus: the longer it is, the less dangerous. Extremely short-lived radiation products (like 1 second levels) is basically instant death, for example. But something with a half-life of half a billion years is utterly trivial to the point of not even needing to worry about it. Anything still hanging around after 200 years isn't likely to pose a problem, just as it's possible to hang around the area of Chernobyl right now with no real negative effects unless you get close enough to the actual reactor, or happen to be downwind of it or whatever.
Some particular types of radiation can still be pretty nasty even years after the event, yes, but again those would be pretty localised depending on conditions, rainfall, wind direction, and all sorts of other variables. But for the most part, radiation isn't the problem it's made out to be, at least in our example here where 200 years have passed.
 
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